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I think that they have a very promising plugin for Unity not ready for test yet, but it's impressive https://deformdynamics.com/
Does it works with skinned meshes (distance) ? or it should be used with colliders ?
in 2019.3.0f6 cloth is still broken, but is working fine in 2020.1.a20
It's seems that in 2020.1a019 cloth component is fixed.
In 2019.3.0f3 is the same - cloth component is unusable - I hope that they fix id before public final 2019.3 version.
Do you have latest hub version ? Last time I have similar situation with no latest hub.
BTW. 2020.1a14 is not usable with HDRP & RayTracing...
last good and stable cloth component was in 5.5 - maybe will be fixed in 2025 ? 2026 ?
I wonder what it would look like without DXR ?
You have to add recursive rendering in volume (Add Override->Ray tracing->Recursive Rendering)
I confirm - that 0lento project from github works perfectly with ray tracing ( I have GTX 1070ti) - it uses HDRP 7.1.1 which is not enabled in...
yep, I confirm (Unity 2019.3a05) - after add cloth component to skinned mesh, the mesh with cloth is rotated a 90 degree and is not usable at all.
Is there's a way to create clean build of project ?
After an incident of out of space on disk every build is corrupted - before it everything was...
Any change for cloth component ?
sorry, but this is a wrong direction with subsurface scattering - try HDRP
I think you are wrong. Unity autorigging system is the best in all game engines. You can apply any humanoid animation to any Daz model (G2/G3/G8)...
I confirm - cloth in 2019.2 is unusable with skinned mesh :(
maybe you can make a simple lit sss shader in shadergraph, look into generated code and move sss setting to your shader ?
Did you try ShaderGraph ?
Did ASE is working with new PP stack in HDRP ?
In the StackLit Master Node is IridescenceMask node - in StakLit Master node, there's no Material Type option and Iridescence appear as node (mask)