# GetVirtualParticleWeights(List<Vector3>)

> Get weights to be used when generating virtual particles for cloth.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.ClothModule

```csharp
public void GetVirtualParticleWeights(List<Vector3> weightsOutList)
```

### Parameters

**** (\[List\<Vector3>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)):&#x20;

### Remarks

Virtual particles provide more robust and accurate collision handling against collision spheres and capsules. More virtual particles will generally increase the accuracy of collision handling, and thus a sufficient number of virtual particles can mimic triangle-based collision handling. Virtual particles are specified as barycentric interpolation of real particles: The position of a virtual particle is w0 \* P0 + w1 \* P1 + w2 \* P2, where P1, P2, P3 real particle positions. The barycentric weights w0, w1, w2 are stored in a separate table so they can be shared across multiple virtual particles.
