<?xml version="1.0" encoding="utf-8" standalone="yes"?> <doc> <members> <assembly> <name>UnityEngine.ClothModule</name> </assembly> <member name="T:UnityEngine.Cloth"> <summary> <para>The Cloth class provides an interface to cloth simulation physics.</para> </summary> </member> <member name="P:UnityEngine.Cloth.bendingStiffness"> <summary> <para>Bending stiffness of the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.capsuleColliders"> <summary> <para>An array of CapsuleColliders which this Cloth instance should collide with.</para> </summary> </member> <member name="P:UnityEngine.Cloth.clothSolverFrequency"> <summary> <para>Number of cloth solver iterations per second.</para> </summary> </member> <member name="P:UnityEngine.Cloth.coefficients"> <summary> <para>The cloth skinning coefficients used to set up how the cloth interacts with the skinned mesh.</para> </summary> </member> <member name="P:UnityEngine.Cloth.collisionMassScale"> <summary> <para>How much to increase mass of colliding particles.</para> </summary> </member> <member name="P:UnityEngine.Cloth.damping"> <summary> <para>Damp cloth motion.</para> </summary> </member> <member name="P:UnityEngine.Cloth.enableContinuousCollision"> <summary> <para>Enable continuous collision to improve collision stability.</para> </summary> </member> <member name="P:UnityEngine.Cloth.enabled"> <summary> <para>Is this cloth enabled?</para> </summary> </member> <member name="P:UnityEngine.Cloth.externalAcceleration"> <summary> <para>A constant, external acceleration applied to the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.friction"> <summary> <para>The friction of the cloth when colliding with the character.</para> </summary> </member> <member name="P:UnityEngine.Cloth.normals"> <summary> <para>The current normals of the cloth object.</para> </summary> </member> <member name="P:UnityEngine.Cloth.randomAcceleration"> <summary> <para>A random, external acceleration applied to the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.sleepThreshold"> <summary> <para>Cloth's sleep threshold.</para> </summary> </member> <member name="P:UnityEngine.Cloth.sphereColliders"> <summary> <para>An array of ClothSphereColliderPairs which this Cloth instance should collide with.</para> </summary> </member> <member name="P:UnityEngine.Cloth.stretchingStiffness"> <summary> <para>Stretching stiffness of the cloth.</para> </summary> </member> <member name="P:UnityEngine.Cloth.useGravity"> <summary> <para>Should gravity affect the cloth simulation?</para> </summary> </member> <member name="P:UnityEngine.Cloth.useVirtualParticles"> <summary> <para>Add one virtual particle per triangle to improve collision stability.</para> </summary> </member> <member name="P:UnityEngine.Cloth.vertices"> <summary> <para>The current vertex positions of the cloth object.</para> </summary> </member> <member name="P:UnityEngine.Cloth.worldAccelerationScale"> <summary> <para>How much world-space acceleration of the character will affect cloth vertices.</para> </summary> </member> <member name="P:UnityEngine.Cloth.worldVelocityScale"> <summary> <para>How much world-space movement of the character will affect cloth vertices.</para> </summary> </member> <member name="M:UnityEngine.Cloth.ClearTransformMotion"> <summary> <para>Clear the pending transform changes from affecting the cloth simulation.</para> </summary> </member> <member name="M:UnityEngine.Cloth.SetEnabledFading(System.Boolean,System.Single)"> <summary> <para>Fade the cloth simulation in or out.</para> </summary> <param name="enabled">Fading enabled or not.</param> <param name="interpolationTime"></param> </member> <member name="T:UnityEngine.ClothSkinningCoefficient"> <summary> <para>The ClothSkinningCoefficient struct is used to set up how a Cloth component is allowed to move with respect to the SkinnedMeshRenderer it is attached to.</para> </summary> </member> <member name="F:UnityEngine.ClothSkinningCoefficient.collisionSphereDistance"> <summary> <para>Definition of a sphere a vertex is not allowed to enter. This allows collision against the animated cloth.</para> </summary> </member> <member name="F:UnityEngine.ClothSkinningCoefficient.maxDistance"> <summary> <para>Distance a vertex is allowed to travel from the skinned mesh vertex position.</para> </summary> </member> <member name="T:UnityEngine.ClothSphereColliderPair"> <summary> <para>A pair of SphereColliders used to define shapes for Cloth objects to collide against.</para> </summary> </member> <member name="P:UnityEngine.ClothSphereColliderPair.first"> <summary> <para>The first SphereCollider of a ClothSphereColliderPair.</para> </summary> </member> <member name="P:UnityEngine.ClothSphereColliderPair.second"> <summary> <para>The second SphereCollider of a ClothSphereColliderPair.</para> </summary> </member> <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider)"> <summary> <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> </summary> <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> </member> <member name="M:UnityEngine.ClothSphereColliderPair.#ctor(UnityEngine.SphereCollider,UnityEngine.SphereCollider)"> <summary> <para>Creates a ClothSphereColliderPair. If only one SphereCollider is given, the ClothSphereColliderPair will define a simple sphere. If two SphereColliders are given, the ClothSphereColliderPair defines a conic capsule shape, composed of the two spheres and the cone connecting the two.</para> </summary> <param name="a">The first SphereCollider of a ClothSphereColliderPair.</param> <param name="b">The second SphereCollider of a ClothSphereColliderPair.</param> </member> </members> </doc>