magica-cloth-2listed
Install: claude install-skill Firzus/agent-skills
# Magica Cloth 2 (code-first authoring via Unity MCP)
Set up and tune cloth simulation on a Unity character **without clicking the
Inspector** — by running C# in the Editor through the Unity MCP `Unity_RunCommand`
tool. Magica Cloth 2 exposes its entire config as a public `ClothSerializeData`
plus a `BuildAndRun()` entry point, so every Inspector action is reproducible from
script. This is validated ground truth on **v2.8.0** (full C# source under
`Assets/Plugins/MagicaCloth2/`).
The look lives in **authored data** (cloth type, vertex/bone selection, collider
placement, constraint curves), not in code. Plan the data first; the solver is fixed.
## Prerequisites (verify, else stop)
1. **Magica Cloth 2 present.** `Assets/Plugins/MagicaCloth2/` (or a UPM package). Check
the version in `.../Editor/EditorExtension/AboutMenu.cs` — feature gating depends on it.
2. **Unity MCP connected.** `Unity_RunCommand`, `Unity_ManageEditor`, `Unity_ReadConsole`
available. If not, stop and tell the user.
3. **Target character** with a humanoid/skeleton rig and SkinnedMeshRenderer(s). For
MeshCloth, the source mesh must be **Read/Write ON** and **Optimize GameObjects OFF**.
## Decision: pick the cloth type first
Everything downstream depends on this. See [pipeline.md](./pipeline.md) for internals.
| Type | Simulates | Use for | Selection data | Cost |
| --- | --- | --- | --- | --- |
| **BoneCloth** | Transform chains | hair, tails, cords, skirts **with bones** | auto (root=Fixed, r