Skip to content

Troubleshooting

Console errors right after import

text
Assembly 'EasyMC2Helper' has a reference to non-existent assembly 'MagicaClothV2'

MagicaCloth 2 isn't in the project (or was imported after deleting its assembly definitions). The helper's assemblies reference MagicaClothV2 / MagicaClothV2.Editor, which ship with MagicaCloth 2. Import MagicaCloth 2 at Assets/MagicaCloth2 and the errors clear on their own.

"The selected object does not contain a humanoid Animator"

The assigned character has no Animator, or its rig isn't set to Humanoid. Collider generation, Humanoid Bones, and symmetry mirroring rely on Unity's humanoid bone mapping:

  1. Select the model file, Rig tab, set Animation Type to Humanoid, Apply.
  2. Make sure the Animator component sits on (or under) the object you assigned.

Generic rigs can still use the collider list editor, cloth assignment buttons, and binding maps.

Create / Update Humanoid Colliders does nothing to my tweaked colliders

Overwrite Existing is off — that's the mode for adding missing colliders without touching your manual adjustments. Turn it on to regenerate everything MC2H_-prefixed from the current settings.

Copy To Symmetry can't find the other side

The mirror search uses humanoid bones first, then Left/Right name patterns (Left/Right, _L_/_R_, .L/.R, -L-/-R-). If the collider's parent bone is neither a mapped humanoid bone nor side-named, there is nothing to mirror onto — parent the collider under a humanoid bone or rename the bone pair to a recognized pattern.

Binding rows show Fallback / Ambiguous / Missing

The captured path no longer exists on the character — usually after renaming or restructuring the hierarchy.

  • Fallback: a unique object with the same name was found and used. Verify it's the right one, then Capture Map to store the new path.
  • Ambiguous: several objects share the captured name; the tool won't guess. Fix the duplicates (or restructure), then re-capture.
  • Missing: nothing matches. Restore Map re-creates the object at the captured path, including empty holder objects for cloth components.

Cloth behaves like before after changing settings

Prebuild data is stale. With prebuild enabled, MagicaCloth plays the prebuilt state, not your edited settings. Recreate it on the Prebuild tab (Create, or the bulk button), or disable prebuild while iterating.

Which MagicaCloth 2 versions work?

Built and tested against recent MagicaCloth 2 releases on Unity 2021.3+. If Magica Soft changes their API and something breaks, report it with your MagicaCloth 2 and Unity versions.