[RELEASED] MagicaCloth2 - Hybrid Cloth Simulation

:sparkles:Update:2.13.0 :sparkles:

v2.13.0 has been released on the Asset Store!

Initialization data is now saved.
This means that you are no longer restricted to starting at the same pose at runtime as when editing.
You can start at any pose and scale at runtime.
New components are created automatically.
Existing components will be created by entering Prefab mode or by placing them in the Scene once.
For more information, see the following documentation.

https://magicasoft.jp/en/mc2_setup_instantiate/

Release Note:
Added: Now, initialization data is saved. This speeds up initialization and allows you to start with any posture during initialization.
Initialization data is automatically created for new components. For previously created components, it is automatically created by entering prefab mode or placing them in the scene.
The status of the initialization data is displayed in the information field of the Inspector.

Improvement: Changed runtime construction to start construction 5ms after initialization. This is to distribute the load when performing a large amount of instantiation or initialization at once.
Improvement: Added execution environment such as OS and CPU to the ManagerInformation log.
Fixed: If a registered root bone or renderer is duplicated, an error will occur and the system will not work.
Fixed: Fixed an issue where the anchor reference object was not properly cleared when the team was destroyed.
Fixed: Fixed an issue where some processes in runtime construction were not burst compiled. This improved the construction speed.
Fixed: Fixed the custom normal calculation algorithm. Normals now point in a more correct direction.
Fixed: Fixed an issue where the normal adjustment of the front hair of the sample UnityChanKAGURA was incorrectly set.

How to Update
Please follow the following steps to update the software as much as possible.
(1)Backup your project
(2)Delete the MagicaCloth2 folder from the Unity editor
(3)Import the latest MagicaCloth2 from PackageManager

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I’m sorry, I’m new to Unity and I’m not quite familiar with it. I would like to ask how to install an older version of a plugin. Because of project requirements, we are using version 2.60

Hello.
Older versions cannot be downloaded from the Unity Asset Store.
We need to deal with this individually, so I have sent you a DM.
Please take a look at the DM.

Is MagicaCloth 2compatible with web gl 2.0?

Hello.
Unfortunately, it does not work with WebGL.
This is also written in the asset overview.

MagicaCloth works with Unity’s DOTS.
‌However, this DOTS does not work with WebGL because it does not support it.
Therefore, MagicaCloth cannot be used.
Please note that this is a problem with the Unity engine, not with MagicaCloth.
If DOTS supports WebGL in the future, MagicaCloth will automatically work.
However, no plans have been announced for this at the moment.
This issue is also mentioned in the following discussion:

Hello @hoshos!

I am curious of MagicaCloth2 supports the scaling of tails. I’d like to use physics sim on my character’s tail bones, but I’d like to reuse the same model and rig for several characters that have various tail lengths. I figured I would do this by scaling the bones. Would this work with MagicaCloth2?

Hello.
Unfortunately, individual scaling of Transform is not supported.
Therefore, it probably won’t work.
MagicaCloth only supports uniform scaling of the entire character, and one-axis flip scaling.
Please refer to the following documentation for more information.
https://magicasoft.jp/en/mc2_runtime_scaling/

In that case, would you happen to have any suggestion on how I could accomplish this? Blendshapes perhaps?

No, using blend shapes won’t work.
Probably the only solution is to set up separate MagicaCloths for different tail lengths.
For example, if your tails are of lengths A, B, and C, set up three MagicaCloths accordingly.
Then disable all MagicaCloths except for the one that is currently active.
When you change the length of the tail, switch only the MagicaCloth for that length to Active.
However, this method is theoretical and requires actual testing.

Much appreciated. I will do some testing!

Hi do use the scripting APi do I need to include something on top like using magicacloth or something?

Hello.
Sorry, I don’t quite understand your question.
Could you please give me more specific details?
What is an API script?

Hi. I’m having an issue with part of the character collapsing. By this I mean either one or both bones used for chest make that part of the body invisible when the game is running.

Previously this was inconsistent and I could fix this by enable/disable magicacloth at runtime. I updated to recent version to see if that might fix it, but it seems to behave worse now.

I’m using magicacloth for hair/hat/bottom of dress and those seem ok.

Sorry I posted in the wrong topic previously.

Edit: Pre-build fixed it. Thanks.

Edit 2: Actually that only fixed it on one scene. I’m using the same spawned prefab for each scene, so I don’t really understand the inconsistency here.

Hello.
Thank you for the images.
It seems that some unexpected internal problem occurred, causing the mesh to become corrupted.
However, the cause cannot be determined from the images alone.
First, please tell us what version of MagicaCloth you are using.
And if your version is lower than the latest v2.13.0, first try updating to the latest version.

Hi. Yes it is 2.13.0. I’m using Unity 2022.3.21.f1.
Burst 1.8.18
Collections 2.5.1

I should mention hat/hair/chest were all bone cloth and the dress was mesh cloth.
Only lower part of dress mesh cloth was marked as active/fixed vert, upper half was marked invalid.
I checked the dress prefab in case there was some compatibility issue between the dress and chest section, but it didn’t seem like it (I disabled dress from spawning completely, and the issue still happened with the chest.)
I noticed now that the dress mesh cloth physics also doesn’t work for some reason. I don’t believe I changed anything, just accessed the prefab.

I also deleted MC2 folder and reimported. Same results.

Thanks

Thank you for your reply.
This may be an unknown bug that I am not aware of.
Can you provide a project that reproduces this issue?
If there is a reproduction project, we can identify the cause.
If possible, please send me a DM.
You can send a DM by clicking on my account and selecting “Message”.

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Sorry, I forgot about my other issue.

I noticed after opening/saving(with no changes) the prefab to my character’s dress that the mesh cloth physics stopped working on my character. This was after updating to 2.13.0.

I checked my older project on another machine that has 2.1.9 and this didn’t happen there.

If I place the dress prefab in the scene, I can move it around and see the physics working, but when it’s on my character after opening/editing the prefab, the physics aren’t working. I use the demo dressup script to move the dress prefab to the character rig.

Not sure if it’s important, but the dress import uses avatar of the character’s body.

If I copy an old project dress prefab, the mesh cloth physics are working fine when the dress is on the character.

I did try remaking the mesh cloth on the dress again from scratch and the behavior is the same.

Hello.
Basically, the app is designed so that data from older versions can be used in newer versions.
It seems that the app is processing dress-up, so there may have been a problem in that part.
However, I still don’t really know what the cause is.
Can you provide a reproduction project like you did last time?
If you had a project, we’d probably be able to find the cause.

Just repeating here, thank you for fixing both of my issues so quickly!

I’m glad the problem has been resolved!
Thank you for finding the issue!