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Cloth Component - Collider Limit of 16?

Discussion in 'Physics' started by DSL-TailorIt, Jan 25, 2017.

  1. DSL-TailorIt

    DSL-TailorIt

    Joined:
    Jan 2, 2017
    Posts:
    6
    Greetings!

    I'm working in a project that relies heavily on the Cloth component. The general purpose is to make clothing pieces fit "realistically" to a human mesh.

    With that in mind, I was planning on using a sufficient amount of colliders to mimic such behaviour.

    However, it would seem that a single cloth component has a hard(?) limit of 16 usable colliders. If I add any more, the cloth seems to simply ignore it.

    It might be relevant to say that I tested this by placing 16 capsule colliders in an empty scene with a "high" poly plane on top. The association between the cloth component on the plane and the capsules is done by script.

    This is the result with 16 colliders:

    16_col.PNG


    And this is with 17:


    17_col.PNG



    Is this a known limitation? If it is, are there plans to possibly increase the limit? What would be the possible consequences?

    Any insight into this would be greatly appreciated! :)
     
  2. DillDoe

    DillDoe

    Joined:
    Sep 11, 2018
    Posts:
    1
    a year later, any updates?

    documentation said max of 32 capsule, but it maxes out at 16. why?
     
  3. BakoGames

    BakoGames

    Joined:
    Aug 28, 2017
    Posts:
    1
    Raising awareness :)
     
  4. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,074
    WOW... incredible that you were able to simulate 7 by 7 meters with that amount of triangles.
    Anyway, 16 is really a lot. Do you need 16 human mesh?

    Did you try to reduce the number triangles 1:3?