Objects go through InteractiveCloth, why?

I’m simulating a basketball game, and I have the net with the basket, attached and it mostly works ok.

But recently I’ve had to adjust the distance and the balls are getting through the ring faster than before. And now most of the times the ball just goes through one of the “cracks” inside the net
The net is a cilinder, with a shorter end on one side
things that I have tried:

  • increased thickness (cant increase more or the ball won’t go through)
  • increased friction (same thing)
  • decrease “stretching stiffness” (the whole net stretches to infinity due to gravity

Anyways, I’ve tried changing all the parameters in the interactive clothing but I can’t accomplish the results that I want. If the ball goes slowly enough this doesn’t happen though.
Basically I’m wondering why this happens, and how to solve it, looking for something other than the settings in the interactive cloth component. Maybe I’m missing something.
I will try every suggestion you give me.

TL;DR the ball goes through the net if it’s thrown just a bit fast. What could be happening here? is it a bug?

Cloths don’t have real colliders they force interaction. if you can make a collider on another object follow the cloth.

I do not know if this nonCPU intensive or not but it works. Make a separate game object with a mesh collider as child at (0,0,0) position relative to the cloth. put in in a lyer that does collide with the cloth. This gives a mesh collider that follows the cloth.

put this on the object

public InteractiveCloth cloth;
public Mesh mesh;

void Start () {
    mesh = (Mesh)Instantiate(cloth.mesh);
    GetComponent<MeshCollider>().sharedMesh = mesh;
}

void Update () {

    calcFreqCount = calcFreq;
    GetComponent<MeshCollider>().sharedMesh = null;
    mesh.vertices = cloth.vertices;
    GetComponent<MeshCollider>().sharedMesh = mesh;

}