static public int get_isTeared(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.isTeared);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_attachmentResponse(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.attachmentResponse);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth o;
         o = new UnityEngine.InteractiveCloth();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_attachmentResponse(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
         float v;
         checkType(l, 2, out v);
         self.attachmentResponse = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int set_mesh(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
         UnityEngine.Mesh             v;
         checkType(l, 2, out v);
         self.mesh = v;
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int DetachFromCollider(IntPtr l)
 {
     try {
         UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
         UnityEngine.Collider         a1;
         checkType(l, 2, out a1);
         self.DetachFromCollider(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int AttachToCollider(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
             UnityEngine.Collider         a1;
             checkType(l, 2, out a1);
             self.AttachToCollider(a1);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 3)
         {
             UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
             UnityEngine.Collider         a1;
             checkType(l, 2, out a1);
             System.Boolean a2;
             checkType(l, 3, out a2);
             self.AttachToCollider(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 4)
         {
             UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
             UnityEngine.Collider         a1;
             checkType(l, 2, out a1);
             System.Boolean a2;
             checkType(l, 3, out a2);
             System.Boolean a3;
             checkType(l, 4, out a3);
             self.AttachToCollider(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int AddForceAtPosition(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 4)
         {
             UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
             UnityEngine.Vector3          a1;
             checkType(l, 2, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             self.AddForceAtPosition(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 5)
         {
             UnityEngine.InteractiveCloth self = (UnityEngine.InteractiveCloth)checkSelf(l);
             UnityEngine.Vector3          a1;
             checkType(l, 2, out a1);
             UnityEngine.Vector3 a2;
             checkType(l, 3, out a2);
             System.Single a3;
             checkType(l, 4, out a3);
             UnityEngine.ForceMode a4;
             checkEnum(l, 5, out a4);
             self.AddForceAtPosition(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }