PhysicsManager is a manager that manages the entire Magica Cloth component.
One is required for each scene.
Place in scene
In order for MagicaCloth to work, the MagicaPhysicsManager needs to be placed in the scene.
It is already prefabricated, so place the next prefab in your scene.
Set the frequency of updating the physics engine of MagicaCloth.
Basically, there is almost no problem with the default settings, but there are cases where it is advantageous to adjust the settings for the project in terms of performance.
|Enabled||You can stop the entire MagicaCloth operation by turning off the Enabled flag of the component.|
|Update Per Second||Number of physics engine updates per second.
The more updates, the stronger the physics engine, but at the expense of performance.
The default setting is 90 times.
Update time method.
[Once Per Frame]
[Delay Unscaled Time]
|Update Bone Scale||
Settings up to Unity 2019.2.13.
Manager is not destroyed
The PhysicsManager is set to not be deleted when the scene is destroyed.
Basically, by placing it in the scene that will be loaded first in the game, it will always be active during the game.
The second manager is destroyed, but the settings are copied
If a second manager is found, it will be destroyed.
However, that manager’s settings are overwritten by the current manager.
By setting UpdateMode to [Delay Unscaled Time], the cloth simulation will be executed even during rendering.
This can greatly improve performance, but note that the result is one frame later.
However, this delay can be interpolated by future prediction.
|Future Prediction Rate||Future prediction rate.
At 1.0, the future prediction is performed up to one frame ahead and the result is interpolated.
0.5 predicts the future up to 0.5 frames ahead.
If set to 0.0, no future prediction is performed.
Next is a comparison image of the future prediction.
|Without future prediction||With future prediction|
In the left image, the foot passes through the cloth because it is delayed by one frame.
However, the image on the right does not penetrate because it is interpolated by future prediction.
The Cloth component can be freely scaled at run time.
However, in Unity 2018 additional processing will occur to calculate the scale value.
Therefore, in Unity 2018 it is necessary to enable or set the runtime scale in the PhysicsManager panel.
This check is not required for Unity 2019 and above.
Also, with Unity 2019 and above, there is almost no calculation load due to runtime scale.