Version: 2020.1
LanguageEnglish
  • C#

Cloth.SetVirtualParticleWeights

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public void SetVirtualParticleWeights(List<Vector3> weights);

Parameters

weights List of weights to be used when setting virutal particles for cloth.

Description

Sets weights to be used when generating virtual particles for cloth.

Virtual particles provide more robust and accurate collision handling against collision spheres and capsules. More virtual particles will generally increase the accuracy of collision handling, and thus a sufficient number of virtual particles can mimic triangle-based collision handling. Virtual particles are specified as barycentric interpolation of real particles: The position of a virtual particle is w0 * P0 + w1 * P1 + w2 * P2, where P1, P2, P3 real particle positions. The barycentric weights w0, w1, w2 are stored in a separate table so they can be shared across multiple virtual particles.

Did you find this page useful? Please give it a rating: