When working with character animation in Unity, combining advanced tools is common. Many developers use Obi Cloth for realistic cloth simulation and Final IK for advanced inverse kinematics. However, getting these two powerful assets to work together smoothly is a challenge that can frustrate even experienced users. If your Obi Clothes are not working with Final IK, you are not alone. Let’s explore why these problems happen, what’s really going on, and how you can fix or work around these issues.
Why Obi Cloth And Final Ik Conflict
Obi Cloth and Final IK both modify your character’s bones and meshes at runtime, but they do this in different ways. Obi Cloth simulates fabric movement, affecting the mesh or bones of your clothing to make it look natural. Final IK changes character bones to achieve realistic posing and animation, often after Unity’s built-in animation has finished.
The main conflict is order of execution. If Final IK moves the bones after Obi Cloth simulates, the cloth will not look correct because the mesh is “updated” after the bones move. If Obi Cloth runs last, the animation might look wrong. These timing problems lead to clothes not following the character, stretching, or even tearing apart.
Here’s a simple example:
| Step | What Happens | Common Problem |
|---|---|---|
| 1 | Animator moves bones | Normal animation |
| 2 | Obi Cloth simulates | Cloth fits current pose |
| 3 | Final IK adjusts bones | Cloth stays in old pose, bones move |
This sequence causes clothes to lag behind the character’s final pose.
Real-world Problems You Might See
If you try to use both assets together without careful setup, some common issues appear:
- Cloth stays behind: The clothes lag behind the character’s movements.
- Cloth penetrates body: Fabric goes through limbs or the body, breaking realism.
- Cloth stretches or tears: Joints between fabric and body break when the character moves.
- Simulation “jitters”: The cloth shakes or vibrates instead of flowing smoothly.
These problems look bad and can break immersion in your game.

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How To Fix Or Work Around The Issues
Solving this is not always simple, but there are several approaches that help most developers.
1. Adjust Script Execution Order
In Unity, you can control the order scripts run. Obi Cloth should simulate after all character movement is finished. Set Obi Cloth’s scripts to a higher execution order than Final IK. This ensures the cloth “sees” the final position of the bones.
2. Use Lateupdate For Final Ik
Final IK often updates in LateUpdate(), which is after Unity’s main animation step. If Obi Cloth runs in Update(), you might get timing problems. Try forcing Obi Cloth to run in LateUpdate as well, so both systems see the same pose.
3. Bake Animation, Use Less Dynamic Cloth
For some games, you can bake character animation (precompute movement) and run Obi Cloth only on parts that don’t need to move with Final IK. For example, simulate a cape or skirt as a separate object, not attached directly to the body’s IK bones.
4. Use Proxy Bones Or Extra Rigs
Some developers use proxy bones—extra, invisible bones that are moved by Final IK, and then drive the cloth simulation. The Obi Cloth follows the proxy bones instead of the main skeleton, reducing conflicts.
5. Manual Updates In Code
Advanced users can call cloth simulation or IK updates manually from scripts, in the correct order. This gives maximum control but needs careful coding.
Here’s a comparison of these approaches:
| Solution | Difficulty | Best For |
|---|---|---|
| Change script order | Easy | Most projects |
| Proxy bones | Medium | Complex rigs |
| Manual update | Hard | Advanced users |
Two Insights Beginners Often Miss
Many people new to Unity think asset store plugins will “just work together. ” In reality, most plugins are designed to work alone, and combining them often needs more setup.
Another common oversight: Cloth simulation is expensive. If you try to solve every problem by adding more physics or higher settings, your game will slow down—especially on mobile devices.

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Performance And Optimization Tips
- Reduce particle count: Obi Cloth uses physics particles for simulation. Fewer particles mean better speed.
- Limit simulation area: Only simulate cloth on visible parts or important clothing, not hidden layers.
- Use colliders wisely: Too many colliders on the body will slow things down. Use only essential colliders for collision.
- Test on target hardware: Always check performance on the slowest device you plan to support.
For more official details, you can visit the Obi Cloth documentation.
Example Setup For Best Results
Let’s say you have a humanoid character with a cloak. You want the cloak to flow when the character waves, but avoid glitches when the character’s arm moves with IK.
- Attach the cloak as a separate mesh.
- Set up Obi Cloth on the cloak only.
- Make sure Final IK updates the character in LateUpdate.
- Set Obi Cloth’s script execution order to run last.
- Use only a few colliders on the back and shoulders for the cloak.
This setup gives a good balance between realism and performance.

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Frequently Asked Questions
Why Doesn’t Obi Cloth Move Correctly With Final Ik?
Obi Cloth simulates after the animator, but if Final IK moves bones after that, the cloth doesn’t update to match. The order of updates is the main problem.
Can I Use Obi Cloth And Final Ik On The Same Character?
Yes, but you must carefully set the script execution order and sometimes use extra bones or manual updates to avoid conflicts.
Is There A Simple Fix For The Laggy Or Wrong Cloth Simulation?
Often, changing the script execution order so Obi Cloth runs after all IK movement helps. You can do this in Unity’s project settings.
Will Using Both Plugins Slow Down My Game?
If not optimized, yes. Reduce cloth complexity, simulate only visible areas, and use the fewest possible colliders to keep good performance.
Where Can I Find More Help Or Examples?
Check the official documentation for both assets. The Obi Cloth manual and Final IK forums have many community tips and sample setups.
Getting Obi Clothes and Final IK to work well together takes some technical effort, but with the right setup, you can achieve great, realistic results in your Unity projects.

Dorothy Addeo is a senior product reviewer at Safefins.com with years of experience testing kitchen, furniture, backpacks, and everyday lifestyle products. She focuses on comfort, durability, usability, and long-term value through hands-on research and real-world testing. Her goal is to help readers find reliable products with honest, easy-to-understand recommendations they can trust.