This section introduces features that are planned for implementation in the future.
However, the timing of implementation has not yet been determined.
Implementation may also be cancelled depending on the situation.
Contents
- 1 Fixed Update support✅
- 2 Wind✅
- 3 Tangent update mode
- 4 Spring Components
- 5 Box collider
- 6 Stop Motion
- 7 Teleport✅
- 8 Culling system✅
- 9 Grabbing process
- 10 Collider symmetry function
- 11 Bake mode
- 12 Mesh collider
- 13 Flip scale
- 14 LOD support
- 15 Improved reduction
- 16 Improvement of self-collision
- 17 Soft-body
- 18 GPU Support
Fixed Update support✅
Support for character movement and animation with Unity’s Fixed Update.
✅Implementation completed in v2.0.3
Wind✅
Add wind effects to cloths.
We plan to set up momentary blasts and ranges for explosions and other events.
We also plan to add the ability to generate wind as the character moves.
✅Implementation completed in v2.1.0
Tangent update mode
Add a mode to recalculate tangents when reflecting MeshCloth results in the render mesh.
Tangents are required for some special shaders.
Spring Components
We plan to add a mode in which the vertices are shaken by springs.
This may be useful, for example, for character breast swaying.
It also supports collision detection.
Box collider
Add a box shape as a collider.
Stop Motion
Supports stop motion operation.
Stop motion is a function that intentionally reduces the frame rate of an animation to frame-by-frame.
Teleport✅
A function that automatically detects teleportation of the character, resets the simulation, and maintains the posture.
✅Implementation completed in v2.2.0
Culling system✅
This function stops the simulation of cloths outside of the camera’s drawing.
This is expected to improve performance.
✅Implementation completed in v2.3.0
Grabbing process
Allow the apex of the cloth to be grabbed and moved.
Collider symmetry function
Allows the collider to be mirrored.
When setting up a collider on a symmetrical character, only one side of the collider needs to be set up.
Bake mode
In MagicaCloth, cloth data is created in the background at runtime.
Because of this process, there is a delay of several frames between the appearance of the character and the actual start of the simulation.
In Bake mode, cross data is created at design time and baked into the character.
This allows the simulation to start instantly at runtime.
Mesh collider
Implement a collider that matches the mesh shape of the human body.
This will enable more realistic collision judgments with the human body.
Flip scale
Implement a new negative scale (flip) for each of the XYZ axes.
This is useful for 2D characters, for example, when changing the left/right orientation.
LOD support
Supports Unity’s mesh LOD system.
Allows one MeshCloth to be assigned to multiple meshes.
Improved reduction
Current mesh reduction algorithms are not very powerful.
It produces unattractive meshes in some cases.
We will improve this reduction algorithm.
Improvement of self-collision
The current self-collision is in beta and is not yet refined and accurate.
Overall improvements will be made to self-collision.
Soft-body
Implement the soft body feature.
This will allow for more realistic breast shaking.
It will also support collision detection with colliders.
GPU Support
In MagicaCloth, simulations are computed on the CPU by DOTS.
It extends this to run on the GPU.
In most cases, the GPU can compute faster than the CPU, resulting in an overall performance improvement.