Obi is an advanced particle-based physics engine capable of simulating a wide range of deformable material behaviors, capable of running both in the CPU and the GPU. (CPU mode depends on the Burst, Jobs, Collections, and Mathematics packages, GPU mode requires compute shader support).
Obi Cloth leverages the power of particle-based physics to deliver high-quality, flexible and easy to use cloth simulation.
Links
Features:
- Unified solution for character clothing, regular and tearable cloth.
- Turn any mesh into cloth: even non-manifold, triangle soups.
- Decoupled simulation and rendering: automatically create a lightweight cloth mesh from a high-poly visual mesh, then use the cloth simulation to drive/deform your high-poly mesh.
- Two-way rigid body interaction.
- Modular solver: don't waste performance, only use the constraints your cloth needs.
- Per module adjustable solver iteration count.
- Balloon physics trough volume constraints.
- Independent stretch and bend constraints.
- Cloth is attachable to rigid bodies.
- Cloth can collide with itself and other cloth pieces.
- Physically based aerodynamics model.
- Easy-to-use integrated editor tools: selection, brush selection, paintbrush, smoothing, property import/export from textures...don´t ever leave Unity when authoring cloth.
- Supports all standard Unity colliders, plus Distance fields (SDFs).
- Automatic camera culling.
- Easily extensible and modular architecture.