Here is a preview of an experimental 3D Titling system for Unity. Its still at an early stage, but the core engine seem to be working well. I plan to update this thread with progress and examples. Here is a (growing) list of features: - Multiple controllable Chamfer type : Round, Inner round, Flat, Steps - A few Boolean operators for solid geometry modifications (to create shell, inset, etc..) - UV generator (and material property) for the various defined parts of the solid geometry - Built in real-time local ambient occlusion (can be used with deformed/morphing shapes) - Run-time TTF parser with analytic quadratic curve evaluation (The API could be made to accept generic vector shapes) - Seamless LOD (this come by design) All properties are keyframeable for run-time animation. I will update/refine this top post with progress and include answers to questions you guys might have. If you are still reading, you might be interested in a technical overview. a) The system generate signed distance field volumetric data from vector shapes at runtime b) The data is processed/manipulated via sphere tracing (aka raymarching) So no classic geometry exist, only 3d bounding volumes. This makes the generation of models dynamic, where surface modeling is evaluated per pixel.