I’m making a VR game in Unity where the goal is to make a pillow fort. So the physics involved in the soft pillows falling and piling on each other needs to be very realistic. That aside, my team only has two weeks for this assignment. I’ve been trying to use Cloth and can’t really figure it out – there doesn’t seem to be a lot of support/tutorials for it with the latest version of Unity. Does anyone have ideas? I have a few different pillow models from my 3D artist. Is the best solution to have an animation for each one? Or will a regular mesh collider and rigidbody look natural enough if the pillow is firmer, more square, etc.?
Maybe using skinned meshes where the bones are driven by rigidbodies and Unity joints? I’ve just found a video that explains it:
I’m pretty sure that soft body physics are not available in Unity 5. Cloth won’t also work, as since Unity 5 this is intended to be used as actual cloths in characters.
Hi there, “needs to be very realistic” is quite a wish.
I don’t think there is anything in Unity physics system or in PhysX that might enable you to do that straight out of the box. I think NVIDIA has softbody tech but that isn’t part of PhysX either I think let alone integrated by Unity.
For soft bodies that keep their shape you need some sort of hold structure / spring based system or particle based system like nCloth or NVIDIA demo FleX that can maintain closed volumes.
I’d go for simplification, some sort of joint based system like very simplified ragdoll like hinges that only allow for little bit of movement (I think Edy’s link uses that solution), which might be enough to simulate semi flexible objects that keep their shape.
EDIT: and asset store might be a good place to look for animation jiggle / wobble effects, that could be used as secondary effect.