Unity Auto Setup

You need to tune your render pipeline shadow settings. (These would be in /Assets/Settings/PC_RPAsset and Mobile_RPAsset)

The default settings in URP17 are quite low quality and the cascade splits don’t lend themselves to close-ups of characters.

You should tune the resolutions first to whatever your target device is capable of, and then adjust the splits to get the best overall quality for each detail level.

But it depends on how your game is going to view the characters. There’s no point tuning for high levels of close up details (the image on the right), if you’re never going view the characters like that in game.

Greetings and Happy New Year everyone!

It’s great to see that there’s a new unified auto setup tool! Excellent work as usual Victor!!

I’ve been working with the most recent 1.x version, Unity 2022.3.49f1 with HDRP, and CC4.52. I’ve also been testing out the CC4/Blender/Unity pipeline. I’m seeing generally good results but haven’t yet managed to get all the required features or settings optimized for the best result. In this case, I am aiming to produce a very realistic and high resolution, medium close up view of only one animated character. By medium close up, I mean from about hips up to the top of the head will fit in a standard Full HD or 4K landscape mode display.

As part of this, I aim to include both hair physics and soft cloth physics as well as spring bone breasts for the character. Ultimately, the character will be fitted out with a custom top done in Marvelous Designer and dressed onto the character either in Blender or CC4, whichever works better. My initial thinking was that the CC4 to Unity export path would work best, including setting up all the hair and soft cloth physics, but in my testing so far this hasn’t been entirely true.

So first of all, should I update to the new ‘pre-release’ version of the Unity Auto Setup? Is it ready to be declared as a production release, and will it give better results? In particular, with the 1.6.3 auto setup version (now labelled as ‘legacy’), I didn’t get hair physics working, and had some minor glitches with the eyes looking dull, except in one case where one eye (the right one, I think) looked great, but the left was still dull.

Then again, I got hair physics working properly by following the CC4 → Blender → Unity path, but in that case I didn’t activate soft cloth physics, and in my final character version, the soft cloth physics would have to be added to a custom top cloth. But if that path might be better or easier to follow, I could start further testing!

Then again, I’m not sure if I should use Unity’s native hair and soft cloth physics, or use Magica Cloth 2, or even perhaps something else. Basically just looking for higher level guidance before getting more into the weeds here!

Thanks in advance for help with steering in the right direction.

The legacy versions will not receive any further updates so yes, use the latest and report any bugs.

If you want to use cloth physics on the hair, use Magica Cloth 2. Unity’s native cloth physics works well enough on low poly meshes like Camila’s skirt, but on the high density hair, it does quite badly and the mesh quickly degenerates into nonsense. Also, Magica Cloth 2 has much better performance as it simulates with a lower resolution proxy mesh, though it will likely need tweaking after setup to get it moving the way you want.

Or use spring bones in the hair from Blender, with Dynamic Bone or Magica Cloth 2 spring bones, which has much more control and can look better, but requires a lot more work from you.

It depends on how convincing you want the cloth simulation to look. The collision model both Unity Cloth and Magica Cloth use is quite simple for performance reasons, so simulating cloth close to the body gets quite difficult and needs careful adjustment of the colliders.