Howdy, Stranger!

It looks like you're new here. Sign in or register to get started.

If you have any questions, reports, suggestions, or requests about Live2D, please send them to this forum.
※We cannot guarantee statements or answers from Live2D staff. Thank you for your understanding in advance.
 
Live2D Cubism
Cubism Products and Downloads
Cubism product manuals and tutorials
Cubism Editor Manual    Cubism Editor Tutorial    Cubism SDK Manual    Cubism SDK Tutorial
[INFORMATION](4/25/2024)
Cubism Editor 5.1 alpha3 is now available!

We have incorporated some of your comments and suggestions. Thank you for your comments and requests!
We will continue to welcome your feedback on alpha3.

Download/ Manual and Update History
Options

Model physics not 100% accurate in Unity

edited December 2023 in Help
Hi, i have multiple imported models in Unity, version 2021.2.19f1, the rig is quite complex with multiple layers (around 100-300) per model. I have implemented the cursor follow on these models, so Body XY + Angle XY reacts to the cursor, triggering physics.

The problem is that the physics are not 100% accurate to how they look in Live2d physics viewer. They are most of the time more toned down and do not react as fast. It is mostly noticeable on fast physics such as the ones on the character's chest, hair and thights. Physics that are triggered by extra parameters(aside from the body and angle ones), are also affected by this.

Does anyone know if there is a custom setting that must be done in Unity in order to make the physics look like in Live2d? Or maybe something that must be done in Live2d beforehand?

Answers

  • Options
    If you adjusted the XY scale value of the model game object to be larger than 1, physics is applied more bluntly. When the scale value is X1 Y1, the physics is exactly the same as what we saw in the Cubism editor.

    Leave the scale value of the model as it is, and match the scale value of the surrounding environment, such as the camera, background Sprite, to the model.
Sign In or Register to comment.