[This might only make sense to me – these are very short notes on the presentation Janina held on using cloth simulation in 3ds Max].
The Plane that is supposed to be the cloth needs to get a Cloth modifier. In the modifier properties both the actual cloth as well as the objects the cloth is falling unto have to be added - the later one as a collider. Also, gravity is (unlike blender) not a standard part of the scene and has to be added as a force field. These forces need to be added to the simulation as well.
Before the simulation works, it has to be calculated - the interface should provide a button for that as well.
By creating vertice groups, these groups can be attached to other meshes in order to fix a cloth to a solid object.
Unity has a similar function that works with the Cloth component. In order to attach it to something, “Attached Colliders” can be defined.