Absolutly
Hi! Great product. I’ve been playing with it since I bought it last weekend. I seem to be having a problem with the sphere colliders. I have them as siblings to the hair sim (not children) and the Debug Collider count shows all of the colliders, but the hair seems to go right through them anyway. Any tips? Thank you.
Hi and thank you for your purchase. If your colliders are not children of the hair, and if you can see the number of colliders increasing and decreasing when they come and leave the hair area, then they should definitly colliside with the hair.
First, can you confirm that the collider example works in the showcase scene? can you create a test sphere in the root of the scene and move it in the hair area to check if it works in the simplest situations?
The only reason I see is that the collider shape cannot change when it enters the hair area. If a sphere enter with a certain center and radius, any change of these values won’t be taken into account during the time the collider will remain at range. This is a limitation of the current system.
Are you by any chance changing the radius or center of the sphere collider?
I tried it in the showcase scene and it was working there. I copied the spheres used in the showcase and fit them to my character and tried again. I had better results this time. When I made the spheres bigger and used more spheres it helped (I’m not changing radius or center of the spheres during run time). I think I was originally using spheres that were too small and the hair was sliding around them or something. Thanks for the help.
Hi there, just curious: Is URP support on the roadmap?
It definitly is, but given the current schedule, it won’t come before the global refactor of HairStudio that is panned for end of Q1-2021
So I will ask you to wait something like 5 months at most.
Glad to hear it. And you are right, small spheres have a better chance to be passed through, if the hair velocity is high enough. Also, the collision is frictionless and the hair is very much sliding on the spheres surface.
The good news is that I now have created a better collision system for my next asset MarvellousCloth and it will be integrated in HairStudio in a few months. So we will have capsules, boxes, collider velocities taken into account, frictions and fewer penetrations!
In the meantime, if you like HairStudio please write a short review on the store, it helps a lot!
Is there a way for me to get into the URP version beta once it is ready for testing?
URP is currently stuck on a shadow problem as described here . It is the last thing to solve before release but I don’t get any answer from Unity on the subject, and I don’t know any other way to make the rendering of fibers in URP.
So I can provide the URP shader quite fast, but it has this shadow issue and the demo content (materials) is not translated in URP yet.
This is the latest version of HairStudio. In this version, things have changed and you don’t need to specify colliders. Hair will collide with any sphere collider in the scene according to the collision layer matrix as normal.
In the case you are talking about the colliders used during the combing in the editor (to avoid combing the hair into the head volume), this collider list is located in the HairDressing component.
Please tell me if that does not solve you issue.
Edit: after a quick check, it seems that the documentation is not up to date. Thanks for pointing this out ![]()
all the sphere collider? in my cace it only collide with one sphere collider(maybe some time more, I don’t quite sure yet )
I think are only two sphere collider are working,I use 5 sphere collider and there only 2 are working. and if I add more sphere colliders this two working collider will jump to other two collider, can’t find the pattern
Ok first, be sure to download the latest version of HairStudio. Then please go into the showcase scene and look at the pedestal named Colliders, to check if this is working correctly.
After that, here are random things to check to obtain collisions:
- only the nodes between hair segments are colliding. If a hair segment is longer than the collider diameter, the collider may pass through.
- when the hair or collider velocity is high, the collision may miss completly
- the world scale should be 1
- colliders should not have the hair object as parent
- collider and hair layers should allow for collision in the collision matrix (project settings → physics)
- you can check the hair colliding zone by clicking on the hair object at run time. A sphere is generated with the maximum hair length as radius.
- you can also check the current collider count as a read only field at the bottom of the HairSimulation component.
Hi I’m currently considering purchasing Hair studio and had a few questions.
I’m going for a 80’s game and wondered if you
- Can create hair in a mohawk punk style?
Or would this be better created as just static hair cards. I haven’t seen any examples of this so wanted to check before purchasing.
-
can styles be created like grace jones in bond?
-
can hair be platted?
-
Is there a cut hair tool like in zbrush?
I’m looking at multiple options and was just wondering if this could be my answer rather than purchasing multiple static hair styles to save time.
thanks in advance and sorry for the vague questions ![]()
Hi and thank you for your interest.
1/ mohawk is totaly fine.
2/ grace jones is fine, but the curly effect will require a lot of vertices. A textured mesh may be better performance wise.
3/ do you mean plaited? Plaits and braids are possible with HairStudio, but the physic simulation will fail to keep the hair tangled during motions. For long animated braids like Aloy’s in Horizon Zero Down, you will need a cloth simulation and hair meshes to deform.
4/ I don’t know the cut tool of zBrush and I can’t find examples. Can you describe what you are looking for?
I want to add that HairStudio is barely a 3d modeling tool for hair. It allows to author simple and efficient hair styles that will be later animated by physics, such as hair styles in games using the same technic like Tomb Raider, The Witcher 3 and Deus Ex: Mankind Devided.
If you are creating complex hair styles like Aloy in Horizon Zero Dawn, the tooling will not be as complete as the one found in a modeling softwares like Maya XGen or Blender particle hair, and the physic simulation may fail.
just up date to 1.4, it fix the problem, and get better performance! love it keep up the good work!
Glad to hear it! If you love HairStudio, please write a short review on the asset store, it helps a lot!
Does the URP shadow issue cause problems in non-realistic games?
Just wondering if you could show more screenshots of the problem.



