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[RELEASED] Magica Cloth

Discussion in 'Assets and Asset Store' started by hoshos, Jan 22, 2020.

  1. mchung123

    mchung123

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    Jul 4, 2017
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    do we have an expected date, I might update to the new unity for this then!
     
    hoshos likes this.
  2. uxiaoyao

    uxiaoyao

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    Jan 25, 2018
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    1
    Hi, i got a similar problem, could you send the fixed code to me too ^0^
     
  3. hoshos

    hoshos

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    Hello.
    This quote is about a bug in AddCollider() on 2/26/2021.
    And the fix at that time has already been incorporated into the latest v1.12.11.
    (To be exact, it was incorporated into v1.9.3.)
    So please update to the latest version.
     
  4. hoshos

    hoshos

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    Update: 1.12.12

    v1.12.12 has been released on the Asset Store!
    http://u3d.as/1Hzx

    Release Note:
    Fixed: Fixed an issue that caused an error with Collections 2.1.x and above packages. If you use Collections2.x, please install the 2.1 or higher package.


    https://magicasoft.jp/en/release-note-2/
     
  5. Kst001

    Kst001

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    Sep 14, 2021
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    14
    Hello. How to integrate Magica Cloth 2 with Unity Multipurpose Avatar (UMA)?
     
  6. hoshos

    hoshos

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    Hi.
    I'm not familiar with UMA so I can't give you an accurate answer.
    However, since it is presumed that the mesh will probably be generated at runtime, I think MagicaCloth should also be created at runtime.
    The following documents may help you with this:
    https://magicasoft.jp/en/mc2_runtime_build/

    However, please note that I will not know if it actually works until I test it.
    Also, there is the following dedicated forum for questions about MagicaCloth Ver2.x.
    https://forum.unity.com/threads/released-magicacloth2-hybrid-cloth-simulation.1395865/

    Since this is a forum for Ver1.x, please post Ver2.x to the above forum from next time.
     
  7. alchemist_wurzelpurzel

    alchemist_wurzelpurzel

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    Sep 4, 2018
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    Hi,
    I am using Unity 2021.3.9f1 and Magica 1.12.12 and I have noticed that RenderMeshDeformer leaks its cloneMesh when the MagicaRenderDeformer GameObject is disabled and its Scene gets unloaded.

    I realize OnDestroy is not called on disabled GameObjects and that's why this happens, otherwise MagicaRenderDeformer would dispose its RenderMeshDeformer.

    Can you think of a way to elegantly handle this or would I have to look for a custom solution to this?

    Thanks!
     
  8. hoshos

    hoshos

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    Hello.
    My understanding is that calling OnDestroy() is tied to Awake() independently of GameObject deactivation.
    In other words, if Awake() is called, OnDestroy() will be called correctly even if the GameObject is disabled afterwards.
    MagicaRenderDeformer initializes in Start() and creates CloehMesh, so it will be properly destroyed in any state.
    The above behavior can be confirmed by a simple experiment.

    However, there may be some oversight.
    Any easy steps to reproduce this CloehMesh leak?
    I tried various things but could not reproduce.
     
  9. alchemist_wurzelpurzel

    alchemist_wurzelpurzel

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    You're probably right with the Awake - OnDestroy relationship. I think in our case we had a disabled Character in the game that somehow initialized its Magica components and then never got enabled which led to the cloneMesh leak.

    I fixed it for us by manually disposing the Magica components when their scene gets unloaded.
     
  10. hoshos

    hoshos

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    Okay, I understand.
    I may have overlooked something in the process.
    I would like to investigate this issue.
     
  11. TigerHix

    TigerHix

    Joined:
    Oct 20, 2015
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    68
    Hello,

    Magica Cloth 2 is lovely and we would love to upgrade to it. However, is it possible for Magica Cloth 1 and Magica Cloth 2 to co-exist in the project at the same time? Would there be conflicts between the two? We're creating a VTuber software and do not want to force users to update their models that used Magica Cloth 1 to use Magica Cloth 2, but would like to support Magica Cloth 2-configured models as well.
     
  12. hoshos

    hoshos

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    Hello.
    Coexistence is possible.
    However, there is a negative performance impact as there are two similar systems running.
    A powerful desktop PC will do just fine, but be mindful of the load.
     
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  13. TigerHix

    TigerHix

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    Oct 20, 2015
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    Thanks for your quick response! If Magica Cloth 1 components are not present in the runtime scene, is there still negative performance impact? Or there is negative performance impact only if Magica Cloth 1 & 2 components are used in the same scene?
     
  14. hoshos

    hoshos

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    As long as you only use one, it's fine.
    The load increases when using Ver1 and 2 at the same time.
    This is because there are two different physics engines running.
     
  15. Kst001

    Kst001

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    Hello. Is it possible to generate colliders automatically, so I wouldn't need to adjust them by hand?
     
  16. hoshos

    hoshos

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    Is this to automatically generate colliders for the human body shape?
    If so, unfortunately it doesn't have that feature.
     
  17. unity_0386982845E97A39047D

    unity_0386982845E97A39047D

    Joined:
    Aug 2, 2023
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    1
    Hello,
    I'm having some issues with runtime clothes in my project. I'm using a mesh cloth that I instantiate on runtime the same way it's done in the construction example (https://magicasoft.jp/en/mc2_runtime_build/) with the only difference that I am adding the bones (here just one) in the skinning bones list:
    upload_2023-9-15_16-15-54.png

    The main issue is that the cape is simulated correctly but does not follow my character's animations (this character is using some IK, I don't know if this can have an impact).
    upload_2023-9-15_16-20-0.png

    I even tried adding the subsequent bones of my character in the sknning bones list but it only gets worse and the mesh is stretched to the world origin (0,0,0).
    upload_2023-9-15_16-21-30.png

    Have you got any idea of where I messed things up?

    Thanks !
     
  18. hoshos

    hoshos

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    Hello.
    We apologize for the inconvenience, but this is a support forum for MagicaCloth Ver1.x.
    The support forum for Ver2.x is at the following link, so please post here next time.

    https://forum.unity.com/threads/released-magicacloth2-hybrid-cloth-simulation.1395865/

    The problem is probably bones not being replaced correctly.
    This is difficult because many factors come into play.
    Therefore, the cause cannot be determined from this image alone.

    Can you provide a project where I can reproduce the problem if possible?
    If possible, please select "Start a Conversation" from my account and send me a DM.