>>343288904
As >>343289861 says, you can use unity cloth physics, but it's very far from "just works out of the box", even ignoring performance; you still have to do all the vertex weighting in an awkward unity interface that hasn't been updated in years.

Practically the cloth component only works for things like capes, or short skirts, if you want to dip into very poor territory (over 200 simulated vertices).