Game Development Reference
In-Depth Information
Because the two Attached Colliders have the Flap as their parent, the Cloth follows right along. The
most notable issue you will notice is that the cloth is rendered only on one side. To use it out in the
open, you would have to use a material with a two-sided shader. You could also use another cloth
for the back side, but that would use twice as many resources. If you were using a custom mesh for
the cloth, you could use the Self Collision check, but that also is expensive.
5.
Stop Play mode.
Cloth has many parameters that will let you fine-tune it to resemble the behavior of velvet to canvas
to silk. Bending Stiffness, Thickness, and Friction are a few of the parameters that are a good
starting point for customization.
Interacting with the First Person Controller
So far, your tests have been centered around objects with physics-based components. After seeing
the lack of reaction with the Wind Zone, you are probably wondering how the First Person Controller
will interact with the various objects. If you remember, the First Person Controller does not have a
true Rigidbody component, but it does have a collider.
1.
Click Play.
2.
Drive the First Person Controller over to the Flap (Figure 3-38 ).
Figure 3-38. The cloth reacting as the First Person Controller moves into it
The Cloth clearly reacts to the First Person Controller's Capsule collider. You will find, however,
that you may have to increase the Thickness and reduce the Friction parametersto prevent it from
passing though the First Person Controller's collider.
 
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