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What Is Weft

Preview. Weft is unreleased. These pages are a preview of the real documentation, not the full thing. The complete docs ship inside the package once it is available.

Weft is an owned physics solver for cloth and hair on stylized and anime-style avatars in Unity. Import it onto a rigged avatar, paint the regions you want touchable, and get grab response that looks physically plausible and recovers with an anime-correct snap back, rather than a stiff or floppy mess. It is built from the ground up as Weft’s own solver, with no third-party physics engine underneath it.

Who it is for

Weft is aimed at Unity developers building avatar-centric experiences, VR social spaces, visual novels, and anime-styled games, who want hair, skirts, and soft body parts to feel touchable and alive instead of stiff or clipping through the body. If you already have a rigged avatar (a humanoid FBX, an MMD-style PMX conversion, or a VRM model), Weft reads that existing rig and proposes a starting setup rather than asking you to model physics from scratch.

What it requires

  • Unity 6.3 (6000.3) or newer.
  • No third-party solver dependencies. The only hard requirements are first-party Unity packages: Burst, Collections, and Mathematics.
  • No VRM or UniVRM dependency baked into the package. VRM support comes through a thin, optional adapter that lives in your own project, not inside Weft itself.

Every touchable region in Weft (called a touch zone) carries a consent rule. The default rule is open to anyone, a reasonable choice for a casual headpat zone. For anything more intimate, an author can restrict a zone to the avatar’s owner only, to anyone holding a matching granted key, or close it off entirely. Consent is checked again every single frame a grab is held, so if permission is revoked partway through, the grab lets go immediately and gently instead of flinging or snapping. Setting the more restrictive rules on intimate zones by default is the wholesome-first convention the whole package is built around.

Where to go next