I was reading forums and i noticed that Unity has old version of PhysX? and that why cloth stuff in unity are low detailed?
Comment if im wrong or right
Unity uses the latest version of PhysX. We upgraded it with Unity 3.0.
Cloth is actually quite detailed and works really well.
We have two cloth modules, one for physical cloth that interacts both ways with physics and one specialized and optimizes for characters like capes and hair.
Works quite well actually.
Is there any tutorials ? Because allways when im using those cloth looks sharp ( sharp edges ) and it collides wrong with meshs
It’s hard to tell what is going on from this description, but maybe the mesh you are using to simulate the cloth is just to low-detailed? Cloth simulation will not add any vertices to your mesh, so if your mesh has a low polygon detail, you are bound to see sharp edges and bad collision behavior. Also, to improve collision behavior, try adjusting the cloth thickness.
I mean this is the problem
If you see edge, there cloth goes trought the table and it also goes … you can see in picture
Bump
Is the mesh high-detailed enough like Jonas said? This very much looks like the problems of a mesh with too few vertices/triangles to be suitable as cloth.
I can check that, but same happens as normal Cube what i can make in unity , same reason?
Cloth collisions work by testing cloth vertices against collider faces. For the table you might be able to optimize it by using cloth simulation just for the trailing cloth and not for the table top, unless you need it to be able to be removed from the table.
YES, same reason! None of the built-in primitive shape meshes in Unity are made for use as cloth. The cube only has two triangles per face, so is completely useless to use as cloth. Like said before, you need meshes with many vertices/triangles!
Thanks!