Quote:But what if i want to add a car or shoes or pants meshes etc. I tried many meshes instead of cloth_sheet mesh and result was like meshes are split and not look like anything. Thanks Again.
If your mesh is composed of multiple, disjoint pieces, these will of course just simulate independently. Take for instance a car mesh: usually the chasis is one piece, the wheels are independent pieces, the windows, the doors, etc. They will simulate as independent pieces.
For pants, the same might apply depending on how the mesh is modeled. Front and back faces might be modeled as separate pieces, then if you simulate them they will just separate and crumble into a triangle puddle. It usually only makes sense to simulate meshes that are composed of a single piece, meaning you can follow a path from any vertex in the mesh to all other vertices. That's why if you take any random mesh you find online (that hasn't been modeled with cloth simulation in mind) and simulate it, results often won't be what you expect.
Note this applies to
literally all existing cloth simulators, both realtime and offline. It's just how 3D meshes work. You can test these by simulating them in Blender, Maya, or any other modeling program that also lets you simulate cloth. Unity's built-in cloth simulator too.
Edit: if you need to simulate an arbitrary, potentially non-manifold mesh, you can use proxies to transfer simulation from a proper cloth sim-ready mesh to it. This is an advanced topic though. See:
https://www.youtube.com/watch?list=PLnCR...e=emb_logo