To stop the cloth from passing through itself, go to your cloths solver and increase the collision iterations. Try 15-20 then play around with it. Turn off your Mesh renderer and add the ObiParticleRenderer so you can see what’s actually happening. You’ll see the size of the particles this way and see how they are interacting with eachother. A low poly mesh means less particles that will be generated which will have bigger gaps in between the particles which will cause your cloth to go through itself. You can try to increase the particle size to close the gaps. You also might want to mess with the bending constraint so it doesn’t fold sharply.
I’m not sure why your Mesh doesn’t have particles generated in the center. You could try changing the topology and see what happens. You’re initializing the cloth comp after you update the topo right? That person was spot on about your mesh. You say there are no verticies in the center of your mesh, so particles will not generate there as he said, and you will pass through the cloth. So you need a similar mesh that fills these gaps. You can remove some cluttered area like he said if you need more performance. If this is the case.
I’m not sure why your Mesh doesn’t have particles generated in the center. You could try changing the topology and see what happens. You’re initializing the cloth comp after you update the topo right? That person was spot on about your mesh. You say there are no verticies in the center of your mesh, so particles will not generate there as he said, and you will pass through the cloth. So you need a similar mesh that fills these gaps. You can remove some cluttered area like he said if you need more performance. If this is the case.