My goal here is to procedurally generate a spline and turn it into a somewhat usable mesh for deforming and animating. Many of the packages I have tried use a some kind of triangulation, (Megafiers, GameDraw, UCLA Gamelab) With these I've gotten close, but when these meshes are deformed (which will happen a lot when they are animated) there are some really undesirable results due to the arrangement of the triangles. The main problem is how unpredictable they are, with long uninterrupted lines causing problems. It also seems the most accurate version of triangulation is "Constrained Delaunay Triangulation", which I have yet to try, but looks pretty good. https://code.google.com/p/poly2tri/ In Maya I get the best results using quads. When I import from Maya it converts the quads to tris and it works well. This may be a dumb question, but is this possible to do this type of quadrangulation procedurally in unity, and if not why?