UI Reference
One window, five tabs. This page walks it top to bottom. Every control also shows these descriptions as hover tooltips in the editor.
Header
Always visible above the tabs.
| Control | What it does |
|---|---|
| Humanoid Character | Character root to operate on. Collider generation, humanoid bone assignment, and symmetry copy need an Animator rigged as Humanoid — a warning shows if it's missing. |
| Binding Map | The asset that stores a captured cloth setup for this character: MagicaCloth components, colliders, references, reduction settings, simulation parameters, and prebuild state. |
| New | Creates a binding map asset for the assigned character and captures the current setup into it. The asset is created next to the character's prefab/model file. |
| Scan | Re-scans the character for MagicaCloth components, colliders, and renderers. Runs automatically when you assign a character. |
| Capture Map | Saves the character's current MagicaCloth setup into the binding map, replacing its previous content. Simulation parameters (gravity, damping, constraints, wind — the same scope as MagicaCloth's own presets) are included. |
| Restore Map | Applies the binding map to the character. Missing objects and components are re-created; references are repaired by relative path, falling back to unique object names. Saved simulation parameters overwrite the cloth's current values. |
| Select All Colliders | Selects every MagicaCloth collider under the character in the Hierarchy. |
Overview tab
Read-only summary: character and Animator names, counts of MagicaCloth components / colliders / renderers found by the scan, plus the binding map's captured counts when one is assigned. Select Cloth Components / Select Colliders grab them all in the Hierarchy.
Bindings tab
Inspects the assigned binding map entry by entry. Each cloth binding folds out to its captured references (renderers, root bones, colliders, collision bones); each row shows a resolve status against the current character:
| Status | Meaning |
|---|---|
| Exact | Found at the captured path. |
| Fallback | Captured path is gone; matched a unique object with the same name instead. |
| Ambiguous | Several objects match the captured name. Resolve manually, then re-capture. |
| Missing | No object matches the captured path or name. Restore Map can re-create it. |
Select jumps to the resolved object.
(media pending)
Colliders tab
Humanoid Auto Creation
Generates MagicaCloth colliders across the humanoid skeleton: capsules between bone pairs (e.g. upper arm to lower arm), spheres on end bones (head, hands, feet). Generated objects are children of their bone, named MC2H_<part>.
| Control | What it does |
|---|---|
| Include Fingers | Also generates colliders for finger bones, two per finger. Useful when cloth should collide with hands. |
| Overwrite Existing | Regenerates MC2H_ colliders from scratch, resetting size and placement. Disable to only add missing colliders and keep your manual tweaks. |
| Capsule Radius | Capsule radius as a fraction of the bone segment length. |
| Sphere Radius | Sphere radius as a fraction of the distance to the neighboring bone. |
| Length | Multiplier on the bone segment length used for capsule length. |
| Minimum Radius | Lower bound for any generated radius, in meters. Prevents degenerate colliders on very short bones. |
| Body Part Shapes | Sphere or capsule per body part: torso, head, upper/lower arm, hand, upper/lower leg, foot, finger. |
| Create / Update Humanoid Colliders | Runs the generator with the settings above and selects the resulting colliders. |
Collider list
Every MagicaCloth collider under the character, editable in place — no Inspector hopping.
| Control | What it does |
|---|---|
| Select | Highlights the collider in the Hierarchy. |
| Copy To Symmetry | Copies this collider's values to the mirrored collider on the other side of the body, creating it there if missing. Mirroring uses humanoid bones first, then Left/Right name patterns (_L_/_R_, .L/.R, …). |
| Active | Toggles the collider's GameObject. |
| Local Position / Rotation / Scale | Collider transform relative to its parent bone. |
| Symmetry / Symmetry Target | MagicaCloth 2's own symmetry mode — while set, MagicaCloth mirrors edits onto the target. |
| Direction (capsule) | Local axis the capsule extends along. |
| Separate Radii / Start Radius / End Radius (capsule) | Independent cap radii for limbs that taper. |
| Radius / Length | Shape size in meters. Slider ranges grow automatically for larger values. |
| Reverse (capsule) | Flips which end is the start cap. |
| Aligned Center (capsule) | Centers the capsule on the transform instead of extending from it. |
Cloth tab
One block per MagicaCloth component under the character. Type and Prebuild are editable; reference counts are shown below them. The three button rows bulk-assign references (each replaces the current list):
| Row | Buttons |
|---|---|
| Renderers | All Renderers (everything under the character) / Selected Renderers (under the Hierarchy selection) / Clear Renderers |
| Root bones | Humanoid Bones (hips, spine, chest, upper legs, upper arms) / Selected Bones / Clear Bones |
| Colliders | All Colliders / Selected Colliders / Clear Colliders |
Prebuild tab
MagicaCloth prebuild data skips runtime cloth building for faster startup.
| Control | What it does |
|---|---|
| Create Prebuild Data For Enabled Components | Builds prebuild data for every cloth component with prebuild enabled. |
| (checkbox) | Enables prebuild for that component. |
| Create | Builds prebuild data for that component now. Creates the prebuild asset next to the binding map when none is assigned yet. |
| Build ID / Asset / Unique Data | Read-only view of the component's current prebuild state. |
Recreate prebuild data after changing cloth settings — stale data means the old behavior keeps playing.