Procedural Spiral Mesh in Unity

Introduction In visiting Washington State University's Webster Hall recently I came across an old infographic. It reminded me of similar ones I had seen as a child. Today as an adult with a design-eye, it resonates as a great way to communicate time-based relationships in a fairly compact space. I instantly wanted to make a modern version while taking the opportunity to improve some design decisions of the original designer(s). Earth has been around

Spiral Mesh I looked in Unity's Asset Store in hopes of finding a tool for creating the base spiral mesh that I needed. In experimenting with a few options, none managed to provide what I was after. This fact in combination with my backburnered desire to learn more about procedural mesh generation lead me to the creation of Spiral.cs and this article. Though I still have a few additional components that I'm finalizing (which allow intelligent plotting along the spiral and are fucking cool), the base Spiral.cs for spiral mesh generation and manipulation is done. Here's what the Unity editor UI looks like with the Spiral component: Spiral component FTW To get a working spiral, all you have to do is: Create an empty GameObject Add a Spiral component Easy right? By default there is no material applied, so feel free to update that in the associated and automatically created MeshRenderer . Before After