So I've been messing around with Unity's Interactive Cloth module trying to make long streaky flags flapping in the wind with less than satisfactory results. The flags came out looking like strips of post-chewed gum dangling in the X axis with no changes in the settings making any noticeable difference. No one on Unity Answers seems to know much about this but here's what I've found out so far:
When exporting custom FBX meshes for the cloth, try to go as low on the polycount as you can, and leave the "triangulations" to Unity. This helps to give the result a less gooey look.
Stay away from using Gravity on it unless you plan on eventually turning the 'wind' off. It seems to be more trouble than it's worth as it can really screw up the flag in Y.
Upping the Thickness seems to freeze the mesh starting from polygons closest to the Attached Collider, working its way up to the last as it increases.
This is what I have so far.










