We have just updated our Unity project to version 2019.2.0f1. We have 2 big issues with the update to the cloth physics component, which we use on virtually all of our characters. The first is that all of the painted weights on the cloth component are all over the place (as seen in Cloth_01.JPG). Before the updated the weights were painted in neat rows gradually increasing in distance, but now they look like this. The second, and bigger, issue is that the new cloth physics only seems to work if the vertices of the mesh are skinned to a single bone (Cloth_02.JPG). Setting the distance to 0 results in the mesh following the skinning, as expected, but for some reason when the cloth is skinned to more than 1 bone the vertex positions go crazy, and get progressively more erratic with increasing distance. My understanding of nvCloth was that the mesh should still obey the skinning and use a mask (i.e. the distance) to determine the amount of influence the physics has over each vertex. Has anyone else experienced this, and if so, do you know of any solutions beyond re-skinning, re-importing, and re-weighting all of our characters? Many thanks in advance.