⭐️⭐️⭐️⭐️ Cloth Dynamics – Published By Christian Kahler

Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.

Some parts of the C# source code depend on Unity’s Burst package.

Keywords:

GPU, Cloth, Physics, Tool, Character, Compute Shader, dynamics, clothes, garment, Fast, HDRP, URP, Built-In, dress

Short Description:

Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.

Some parts of the C# source code depend on Unity’s Burst package.

Rating: ⭐️⭐️⭐️⭐️

Discount: None

Asset Title: Cloth Dynamics

Publisher: Christian Kahler

Category: tools, physics

More Details about this asset:

Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.

Some parts of the C# source code depend on Unity’s Burst package.


Links:

Documentation

Support

Win Build Demo

Mac Build Demo


Features:

– One of the fastest GPU based cloth simulations.

– Unified solution for character clothing.

– GPU Skinning (with Unity Standard- or Dual Quaternion Skinning)

– Cloth interaction with unity colliders based on SDF calculations.

– Quicker loading times with pre-cached data.

– Per cloth adjustable solver data.

– Simple LOD system to fade between skinned mesh and cloth sim.

– Cloth proxies: drive high resolution meshes using low-res simulations.

– Independent compression, stretch and bend constraints.

– Cloth can collide with itself and other cloth pieces.

– Supports all standard Unity colliders plus stretched spheres and round cones.

– Automatic camera culling.

– Mesh collision with a point-to-point system (using vertices or triangles).

– Mobile support (only primitive collisions e.g. spheres, cubes,… ).

– Full source code included.

– No WebGL Support!


Easy-to-use integrated editor tools:

– Automatic character setup for bone-driven colliders.

– Fast Vertex painter and vertex color transfers.

– Garment tool to create cloth in Unity.



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