Cloth Dynamics

IMPORTANT NOTICE:

We are currently operating with limited capacity for product maintenance and updates. To reflect this temporary reduction in service, we have adjusted our pricing. We might restore regular pricing once we can resume our standard development schedule and provide more frequent updates.


Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.

Some parts of the C# source code depend on Unity's Burst, Collections and Shader Graph packages.


Support: Discord


Links:

Documentation

Support

Win Build Demo

Mac Build Demo


Features:

- One of the fastest GPU based cloth simulations.

- Unified solution for character clothing.

- GPU Skinning (with Unity Standard- or Dual Quaternion Skinning)

- Cloth interaction with unity colliders based on SDF calculations.

- Quicker loading times with pre-cached data.

- Per cloth adjustable solver data.

- Simple LOD system to fade between skinned mesh and cloth sim.

- Cloth proxies: drive high resolution meshes using low-res simulations.

- Independent compression, stretch and bend constraints.

- Cloth can collide with itself and other cloth pieces.

- Supports all standard Unity colliders plus stretched spheres and round cones.

- Automatic camera culling.

- Mesh collision with a point-to-point system (using vertices or triangles).

- Mobile support (only primitive collisions e.g. spheres, cubes,... ).

- Full C# source code included, compute shaders of V2 are pre-compiled.

- No WebGL Support!


Easy-to-use integrated editor tools:

- Automatic character setup for bone-driven colliders.

- Fast Vertex painter and vertex color transfers.

- Garment tool to create cloth in Unity.