Thanks @yant for all of the hard work I have a few cloth questions: 1) I was just wondering whether the change from PxCloth to NvCloth would bring any benefits? 2) Also, I noticed that the previous PxCloth seemed to be using only the software solver, but I know NvCloth at least has a Cuda and DX11 option - is Unity only using the CPU solver for simplicity? I imagine with GPU support you would have to deal with GPU readback issues to update the meshes each frame, or change the shader pipeline to allow for direct usage of these buffers.... 3) What are the limits in terms of number of colliders and vertex count for a cloth mesh currently? I heard that there was some limits, and that the mesh might be only up to 65536 vertex but I couldn't find that written anywhere in the docs. 4) Last question - any plans to allow for GPU cloth solver? Thanks!