With the Unity's Cloth component still sucking(even after the 2017.3 update), I thought I'd bring up a couple collision-related things it seems to do better, in hopes that you might be able to add them.
From my impressions, these are two features Unity Cloth appears to have that ObiCloth appears not to have:
Edit: While trying to fix my new problem(other thread), I ran into one of Jose's old posts about how primitive colliders aren't "hollow", so my second request may be pointless as I was referring to collision with primitives. However, the PhysX-based cloth still handles collisions much better. Maybe I need more collision iterations? But then why would it take more than one iteration to "project" to the outside of the collider? Only more questions...
From my impressions, these are two features Unity Cloth appears to have that ObiCloth appears not to have:
- Virtual Particles: Adds one virtual particle per-triangle to increase collision stability.
- Normal-based Rejection(what I'm calling it): Unity Cloth seems to handle high-speed collisions far better, especially if they screw up, particles are quickly ejected along the closest surface normal(or perhaps the last encountered surface-normal they encountered). It also appears like there may be a position bias to this function so that collider's movement in-between physics time-steps is taken into account. At least, this is my impression of what it's doing.
Edit: While trying to fix my new problem(other thread), I ran into one of Jose's old posts about how primitive colliders aren't "hollow", so my second request may be pointless as I was referring to collision with primitives. However, the PhysX-based cloth still handles collisions much better. Maybe I need more collision iterations? But then why would it take more than one iteration to "project" to the outside of the collider? Only more questions...