diff --git a/GPUClothSimulator.md b/GPUClothSimulator.md
index ea9edc1..ff0af3f 100644
--- a/GPUClothSimulator.md
+++ b/GPUClothSimulator.md
@@ -3,9 +3,8 @@
The component attached to the Cloth. With this component you can maximize your customization and optimization by sending a mass amount of data to the GPU to process.
+
# Debugging
-
-
## Enable/Disable Debugging
Bool: Default False.
@@ -22,9 +21,8 @@ Function
* Sets all values beck to default values.
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-
+
# Simulation Parameters
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## Time Step
Float: Default 0.009.
@@ -40,8 +38,8 @@ Float: Default 1.
Calculation: (Lerp(0.1, 1, VertexMasses\[id.x]) * Mass. (See Tutorial links for more info)
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+
# External Forces
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## Gravity Direction
Enum: Default Y-Minus.
@@ -56,9 +54,8 @@ Vector3: Default Vector3.zero.
* Change the values to control which direction the wind is coming from, if any.
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-
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# Distance Constraint
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## Compression Stiffness
Float: Min 0, Max 10, Default 1.
@@ -69,8 +66,8 @@ Float: Min 0, Max 10, Default 4.
* Stretch Stiffness: The amount of resistance applied to the cloth to keep it from STRETCHING.
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# Bending Constraint
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## Bending Method
Enum: Default DihedralMethod.
@@ -94,8 +91,8 @@ Float: Min 0, Max 1, Default 0.57.
* Limits the ability to bend by a value.
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# Velocity Damping
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## Damping Method
Enum: Default SmartDamping
@@ -109,8 +106,8 @@ Float: Min 0, Max 0.5, Default 0.025.
* This controls the damping value of the unpinned vertices. The more damping, the slower and more restricted the vertices are.
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# Pinned Constraints
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## Pinned Constraints
List\: Default 0.
@@ -120,8 +117,8 @@ List\: Default 0.
*Note: When you click the "Add Vertice" it will add a new entry to the list, and it will default to 0. if you forget to change it then it will not hurt anything.*
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# Constraint Weightmap
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## Show Gizmos
Bool: Default false.
@@ -160,8 +157,8 @@ Function
* Prints a list of all vertices controlled by the Pinned weight map to the console for debugging purposes.
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# Collision
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## Double Sided Collision
Bool: Default True.
@@ -184,8 +181,8 @@ Object Field
* Enter the Collider type here.
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# Compute Shader
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## PBDClothSolver
Object Field