Unity Visualization Strategy for Spiralverse
Document Status: Planning Target Platform: Unity 2022.3 LTS (or newer) Estimated Effort: 4-6 weeks
1. Executive Summary
The Spiralverse visualization system will provide real-time 3D rendering of:
- Swarm Agent Networks - 6D positions projected to 3D with trust coloring
- Contact Graph Topology - Force-directed network visualization
- Trust Vector Heatmaps - Per-tongue contribution display
- PHDM Polyhedra - 16 canonical polyhedra in hyperbolic space
- Circuit Construction - Animated onion routing paths
- Temporal Playback - Recording and replay of swarm evolution
Why Unity over Web?
- Native 3D performance for 1000+ agents
- VR/AR readiness for immersive monitoring
- GPU-accelerated particle systems for swarm visualization
- Professional game-engine tooling and asset ecosystem
- Cross-platform deployment (Windows, Mac, Linux, WebGL)
2. Architecture Overview
┌─────────────────────────────────────────────────────────────────┐
│ SPIRALVERSE UNITY DASHBOARD │
├─────────────────────────────────────────────────────────────────┤
│ │
│ ┌────────────────┐ ┌────────────────┐ ┌───────────────┐ │
│ │ SCBE Backend │───▶│ WebSocket API │───▶│ Unity Client │ │
│ │ (Python/TS) │ │ (FastAPI) │ │ │ │
│ └────────────────┘ └────────────────┘ └───────┬───────┘ │
│ │ │
│ ▼ │
│ ┌──────────────────────────────────────────────────────────┐ │
│ │ UNITY SCENES │ │
│ │ │ │
│ │ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ │
│ │ │ Swarm │ │ Contact │ │ PHDM │ │ │
│ │ │ Dashboard │ │ Graph │ │ Explorer │ │ │
│ │ │ (3D View) │ │ (Network) │ │ (Polyhedra) │ │ │
│ │ └─────────────┘ └─────────────┘ └─────────────┘ │ │
│ │ │ │
│ │ ┌─────────────┐ ┌─────────────┐ ┌─────────────┐ │ │
│ │ │ Trust │ │ Circuit │ │ Mission │ │ │
│ │ │ Heatmap │ │ Animation │ │ Timeline │ │ │
│ │ └─────────────┘ └─────────────┘ └─────────────┘ │ │
│ │ │ │
│ └──────────────────────────────────────────────────────────┘ │
│ │
└─────────────────────────────────────────────────────────────────┘
3. Project Structure
unity-spiralverse/
├── Assets/
│ ├── Scripts/
│ │ ├── Core/
│ │ │ ├── WebSocketClient.cs # Real-time data connection
│ │ │ ├── DataModels.cs # C# data classes
│ │ │ ├── VisualizationManager.cs # Scene orchestration
│ │ │ └── CameraController.cs # Free-fly camera
│ │ │
│ │ ├── Swarm/
│ │ │ ├── SwarmVisualizer.cs # Agent rendering
│ │ │ ├── AgentController.cs # Individual agent logic
│ │ │ ├── TrustConnection.cs # Edge rendering
│ │ │ └── Position6DProjector.cs # 6D → 3D projection
│ │ │
│ │ ├── ContactGraph/
│ │ │ ├── GraphRenderer.cs # Force-directed layout
│ │ │ ├── NodeVisual.cs # Node styling
│ │ │ ├── EdgeVisual.cs # Edge styling
│ │ │ └── PathHighlighter.cs # Route highlighting
│ │ │
│ │ ├── PHDM/
│ │ │ ├── PolyhedronGenerator.cs # Procedural mesh generation
│ │ │ ├── HamiltonianPath.cs # Path visualization
│ │ │ └── HyperbolicSpace.cs # Poincaré ball projection
│ │ │
│ │ ├── Trust/
│ │ │ ├── TrustHeatmap.cs # 6-tongue heatmap
│ │ │ ├── TongueColorScheme.cs # KO/AV/RU/CA/UM/DR colors
│ │ │ └── HistoryGraph.cs # Trust over time
│ │ │
│ │ └── UI/
│ │ ├── DashboardPanel.cs # Main UI
│ │ ├── AgentInspector.cs # Selected agent details
│ │ ├── MetricsDisplay.cs # Real-time stats
│ │ └── TimelineControl.cs # Playback controls
│ │
│ ├── Prefabs/
│ │ ├── Agent/
│ │ │ ├── AgentSphere.prefab # Basic agent visual
│ │ │ ├── AgentGlow.prefab # Trust-based glow
│ │ │ └── AgentTrail.prefab # Movement trail
│ │ │
│ │ ├── Network/
│ │ │ ├── ConnectionLine.prefab # Trust edge
│ │ │ ├── RouteHighlight.prefab # Active circuit
│ │ │ └── NodeMarker.prefab # Graph node
│ │ │
│ │ └── PHDM/
│ │ ├── Tetrahedron.prefab
│ │ ├── Cube.prefab
│ │ ├── Octahedron.prefab
│ │ ├── Dodecahedron.prefab
│ │ ├── Icosahedron.prefab
│ │ └── ... (11 more polyhedra)
│ │
│ ├── Materials/
│ │ ├── TrustHigh.mat # Green glow
│ │ ├── TrustMedium.mat # Yellow glow
│ │ ├── TrustLow.mat # Orange glow
│ │ ├── TrustCritical.mat # Red glow
│ │ ├── ConnectionActive.mat # Active edge
│ │ ├── ConnectionInactive.mat # Dormant edge
│ │ └── TongueColors/
│ │ ├── KO_Koraelin.mat # Blue - Control
│ │ ├── AV_Avali.mat # Green - I/O
│ │ ├── RU_Runethic.mat # Stone gray - Policy
│ │ ├── CA_Cassisivadan.mat # Gold - Logic
│ │ ├── UM_Umbroth.mat # Purple - Security
│ │ └── DR_Draumric.mat # Orange - Types
│ │
│ ├── Shaders/
│ │ ├── HyperbolicSpace.shader # Poincaré ball distortion
│ │ ├── TrustGlow.shader # Agent emission
│ │ ├── ConnectionFlow.shader # Animated edge
│ │ └── HeatmapSurface.shader # Trust heatmap
│ │
│ └── Scenes/
│ ├── MainDashboard.unity # Primary monitoring view
│ ├── ContactGraphExplorer.unity # Network topology
│ ├── PHDMVisualizer.unity # Polyhedra exploration
│ ├── SwarmSimulator.unity # Standalone simulation
│ └── VRImmersive.unity # VR mode (optional)
│
├── Packages/
│ └── manifest.json
│
├── ProjectSettings/
│ └── ...
│
└── README.md
4. Data Models (C#)
// DataModels.cs
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spiralverse.Data
{
[Serializable]
public class Agent6D
{
public string id;
public float[] position; // [x, y, z, v, h, s]
public float trustScore;
public string trustLevel; // HIGH, MEDIUM, LOW, CRITICAL
public float[] trustVector; // [KO, AV, RU, CA, UM, DR]
public string swarmId;
public string dimensionalState; // POLLY, QUASI, DEMI, COLLAPSED
public float nu; // Flux coefficient
public long lastUpdate;
}
[Serializable]
public class ContactEdge
{
public string id;
public string source;
public string target;
public float latency;
public float capacity;
public float confidence;
public long startTime;
public long endTime;
}
[Serializable]
public class SwarmState
{
public string swarmId;
public List<Agent6D> agents;
public List<ContactEdge> edges;
public float coherenceScore;
public string dominantState;
public long timestamp;
}
[Serializable]
public class TrustHistory
{
public string agentId;
public List<TrustSnapshot> history;
}
[Serializable]
public class TrustSnapshot
{
public long timestamp;
public float score;
public float[] vector;
public bool anomaly;
}
[Serializable]
public class CircuitPath
{
public string circuitId;
public List<string> nodes;
public float totalLatency;
public float reliability;
public string status; // BUILDING, ACTIVE, FAILED
}
// Six Sacred Tongues color mapping
public static class TongueColors
{
public static readonly Color KO = new Color(0.2f, 0.4f, 0.8f); // Blue
public static readonly Color AV = new Color(0.2f, 0.8f, 0.4f); // Green
public static readonly Color RU = new Color(0.5f, 0.5f, 0.5f); // Gray
public static readonly Color CA = new Color(0.9f, 0.8f, 0.2f); // Gold
public static readonly Color UM = new Color(0.6f, 0.2f, 0.8f); // Purple
public static readonly Color DR = new Color(0.9f, 0.5f, 0.2f); // Orange
public static Color GetColor(int index)
{
return index switch
{
0 => KO,
1 => AV,
2 => RU,
3 => CA,
4 => UM,
5 => DR,
_ => Color.white
};
}
}
}
5. Core Scripts
5.1 WebSocket Client
// WebSocketClient.cs
using System;
using System.Collections;
using UnityEngine;
using WebSocketSharp;
using Spiralverse.Data;
using Newtonsoft.Json;
namespace Spiralverse.Core
{
public class WebSocketClient : MonoBehaviour
{
[Header("Connection Settings")]
public string serverUrl = "ws://localhost:8000/ws/swarm/main";
public float reconnectDelay = 5f;
[Header("Events")]
public event Action<SwarmState> OnSwarmUpdate;
public event Action<CircuitPath> OnCircuitUpdate;
public event Action OnConnected;
public event Action OnDisconnected;
private WebSocket ws;
private bool shouldReconnect = true;
void Start()
{
Connect();
}
void OnDestroy()
{
shouldReconnect = false;
ws?.Close();
}
public void Connect()
{
try
{
ws = new WebSocket(serverUrl);
ws.OnOpen += (sender, e) =>
{
Debug.Log($"[Spiralverse] Connected to {serverUrl}");
UnityMainThreadDispatcher.Instance().Enqueue(() => OnConnected?.Invoke());
};
ws.OnMessage += (sender, e) =>
{
ProcessMessage(e.Data);
};
ws.OnClose += (sender, e) =>
{
Debug.Log("[Spiralverse] Disconnected");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
OnDisconnected?.Invoke();
if (shouldReconnect)
StartCoroutine(ReconnectAfterDelay());
});
};
ws.OnError += (sender, e) =>
{
Debug.LogError($"[Spiralverse] WebSocket error: {e.Message}");
};
ws.Connect();
}
catch (Exception ex)
{
Debug.LogError($"[Spiralverse] Connection failed: {ex.Message}");
if (shouldReconnect)
StartCoroutine(ReconnectAfterDelay());
}
}
private IEnumerator ReconnectAfterDelay()
{
yield return new WaitForSeconds(reconnectDelay);
Connect();
}
private void ProcessMessage(string json)
{
try
{
// Determine message type from JSON structure
if (json.Contains("\"agents\""))
{
var state = JsonConvert.DeserializeObject<SwarmState>(json);
UnityMainThreadDispatcher.Instance().Enqueue(() =>
OnSwarmUpdate?.Invoke(state));
}
else if (json.Contains("\"circuitId\""))
{
var circuit = JsonConvert.DeserializeObject<CircuitPath>(json);
UnityMainThreadDispatcher.Instance().Enqueue(() =>
OnCircuitUpdate?.Invoke(circuit));
}
}
catch (Exception ex)
{
Debug.LogWarning($"[Spiralverse] Failed to parse message: {ex.Message}");
}
}
public void SendCommand(string command)
{
if (ws?.ReadyState == WebSocketState.Open)
{
ws.Send(command);
}
}
}
}
5.2 Swarm Visualizer
// SwarmVisualizer.cs
using System.Collections.Generic;
using UnityEngine;
using Spiralverse.Data;
namespace Spiralverse.Swarm
{
public class SwarmVisualizer : MonoBehaviour
{
[Header("Prefabs")]
public GameObject agentPrefab;
public GameObject connectionPrefab;
[Header("Materials")]
public Material trustHighMat;
public Material trustMediumMat;
public Material trustLowMat;
public Material trustCriticalMat;
[Header("Settings")]
public float positionScale = 10f;
public float transitionSpeed = 5f;
public float connectionThreshold = 0.3f;
[Header("6D Projection")]
public ProjectionMode projectionMode = ProjectionMode.PCA;
public Vector3[] projectionWeights = new Vector3[6];
private Dictionary<string, GameObject> agents = new();
private Dictionary<string, LineRenderer> connections = new();
private WebSocketClient wsClient;
public enum ProjectionMode
{
PCA, // Principal component analysis
Manual, // Custom weights
Split // XYZ + color from VHS
}
void Start()
{
wsClient = FindObjectOfType<WebSocketClient>();
wsClient.OnSwarmUpdate += UpdateSwarm;
// Default projection weights (6D → 3D)
projectionWeights[0] = new Vector3(1, 0, 0); // X → X
projectionWeights[1] = new Vector3(0, 1, 0); // Y → Y
projectionWeights[2] = new Vector3(0, 0, 1); // Z → Z
projectionWeights[3] = new Vector3(0.3f, 0, 0); // V → X influence
projectionWeights[4] = new Vector3(0, 0.3f, 0); // H → Y influence
projectionWeights[5] = new Vector3(0, 0, 0.3f); // S → Z influence
}
void OnDestroy()
{
if (wsClient != null)
wsClient.OnSwarmUpdate -= UpdateSwarm;
}
private void UpdateSwarm(SwarmState state)
{
HashSet<string> activeIds = new();
foreach (var agent in state.agents)
{
activeIds.Add(agent.id);
UpdateAgent(agent);
}
// Remove stale agents
List<string> toRemove = new();
foreach (var kvp in agents)
{
if (!activeIds.Contains(kvp.Key))
{
Destroy(kvp.Value);
toRemove.Add(kvp.Key);
}
}
foreach (var id in toRemove)
{
agents.Remove(id);
}
// Update connections
UpdateConnections(state);
}
private void UpdateAgent(Agent6D agent)
{
if (!agents.TryGetValue(agent.id, out GameObject go))
{
go = Instantiate(agentPrefab, transform);
go.name = $"Agent_{agent.id}";
agents[agent.id] = go;
}
// Project 6D to 3D
Vector3 targetPos = Project6Dto3D(agent.position);
// Smooth movement
go.transform.position = Vector3.Lerp(
go.transform.position,
targetPos,
Time.deltaTime * transitionSpeed
);
// Update material based on trust
var renderer = go.GetComponent<Renderer>();
renderer.material = agent.trustLevel switch
{
"HIGH" => trustHighMat,
"MEDIUM" => trustMediumMat,
"LOW" => trustLowMat,
_ => trustCriticalMat
};
// Scale by flux coefficient (nu)
float scale = Mathf.Lerp(0.5f, 1.5f, agent.nu);
go.transform.localScale = Vector3.one * scale;
// Store data for inspection
var controller = go.GetComponent<AgentController>();
if (controller != null)
controller.SetData(agent);
}
private Vector3 Project6Dto3D(float[] pos6d)
{
if (pos6d == null || pos6d.Length < 6)
return Vector3.zero;
Vector3 result = Vector3.zero;
switch (projectionMode)
{
case ProjectionMode.PCA:
// Simple additive projection
for (int i = 0; i < 6; i++)
{
result += projectionWeights[i] * pos6d[i];
}
break;
case ProjectionMode.Manual:
// Custom weighted sum
for (int i = 0; i < 6; i++)
{
result += projectionWeights[i] * pos6d[i];
}
break;
case ProjectionMode.Split:
// XYZ from first 3, color from last 3
result = new Vector3(pos6d[0], pos6d[1], pos6d[2]);
break;
}
return result * positionScale;
}
private void UpdateConnections(SwarmState state)
{
HashSet<string> activeEdges = new();
foreach (var edge in state.edges)
{
string edgeKey = $"{edge.source}_{edge.target}";
activeEdges.Add(edgeKey);
if (!agents.TryGetValue(edge.source, out var sourceGO) ||
!agents.TryGetValue(edge.target, out var targetGO))
continue;
if (!connections.TryGetValue(edgeKey, out var line))
{
var lineGO = Instantiate(connectionPrefab, transform);
line = lineGO.GetComponent<LineRenderer>();
connections[edgeKey] = line;
}
// Update line positions
line.SetPosition(0, sourceGO.transform.position);
line.SetPosition(1, targetGO.transform.position);
// Color by confidence
Color color = Color.Lerp(Color.red, Color.green, edge.confidence);
line.startColor = color;
line.endColor = color;
// Width by capacity
float width = Mathf.Lerp(0.01f, 0.1f, edge.capacity / 1_000_000f);
line.startWidth = width;
line.endWidth = width;
}
// Remove stale connections
List<string> toRemove = new();
foreach (var kvp in connections)
{
if (!activeEdges.Contains(kvp.Key))
{
Destroy(kvp.Value.gameObject);
toRemove.Add(kvp.Key);
}
}
foreach (var key in toRemove)
{
connections.Remove(key);
}
}
}
}
5.3 PHDM Polyhedron Generator
// PolyhedronGenerator.cs
using UnityEngine;
using System.Collections.Generic;
namespace Spiralverse.PHDM
{
public class PolyhedronGenerator : MonoBehaviour
{
public enum PolyhedronType
{
Tetrahedron,
Cube,
Octahedron,
Dodecahedron,
Icosahedron,
TruncatedTetrahedron,
Cuboctahedron,
TruncatedCube,
TruncatedOctahedron,
Rhombicuboctahedron,
TruncatedCuboctahedron,
SnubCube,
Icosidodecahedron,
TruncatedDodecahedron,
TruncatedIcosahedron,
SmallStellatedDodecahedron
}
public static Mesh GeneratePolyhedron(PolyhedronType type)
{
return type switch
{
PolyhedronType.Tetrahedron => GenerateTetrahedron(),
PolyhedronType.Cube => GenerateCube(),
PolyhedronType.Octahedron => GenerateOctahedron(),
PolyhedronType.Dodecahedron => GenerateDodecahedron(),
PolyhedronType.Icosahedron => GenerateIcosahedron(),
_ => GenerateIcosahedron() // Default
};
}
private static Mesh GenerateTetrahedron()
{
Mesh mesh = new Mesh();
float a = 1f / Mathf.Sqrt(2f);
Vector3[] vertices = new Vector3[]
{
new Vector3(1, 0, -a),
new Vector3(-1, 0, -a),
new Vector3(0, 1, a),
new Vector3(0, -1, a)
};
int[] triangles = new int[]
{
0, 1, 2,
0, 2, 3,
0, 3, 1,
1, 3, 2
};
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
private static Mesh GenerateCube()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[]
{
new Vector3(-1, -1, -1),
new Vector3(1, -1, -1),
new Vector3(1, 1, -1),
new Vector3(-1, 1, -1),
new Vector3(-1, -1, 1),
new Vector3(1, -1, 1),
new Vector3(1, 1, 1),
new Vector3(-1, 1, 1)
};
int[] triangles = new int[]
{
0, 2, 1, 0, 3, 2, // Front
1, 6, 5, 1, 2, 6, // Right
5, 7, 4, 5, 6, 7, // Back
4, 3, 0, 4, 7, 3, // Left
3, 6, 2, 3, 7, 6, // Top
4, 1, 5, 4, 0, 1 // Bottom
};
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
private static Mesh GenerateOctahedron()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[]
{
new Vector3(0, 1, 0),
new Vector3(1, 0, 0),
new Vector3(0, 0, 1),
new Vector3(-1, 0, 0),
new Vector3(0, 0, -1),
new Vector3(0, -1, 0)
};
int[] triangles = new int[]
{
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 1,
5, 2, 1,
5, 3, 2,
5, 4, 3,
5, 1, 4
};
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
private static Mesh GenerateDodecahedron()
{
Mesh mesh = new Mesh();
float phi = (1f + Mathf.Sqrt(5f)) / 2f; // Golden ratio
float a = 1f;
float b = 1f / phi;
float c = 2f - phi;
List<Vector3> verts = new List<Vector3>
{
new Vector3(c, 0, a),
new Vector3(-c, 0, a),
new Vector3(-b, b, b),
new Vector3(0, a, c),
new Vector3(b, b, b),
new Vector3(b, -b, b),
new Vector3(0, -a, c),
new Vector3(-b, -b, b),
new Vector3(c, 0, -a),
new Vector3(-c, 0, -a),
new Vector3(-b, -b, -b),
new Vector3(0, -a, -c),
new Vector3(b, -b, -b),
new Vector3(b, b, -b),
new Vector3(0, a, -c),
new Vector3(-b, b, -b),
new Vector3(a, c, 0),
new Vector3(-a, c, 0),
new Vector3(-a, -c, 0),
new Vector3(a, -c, 0)
};
// Simplified triangulation (pentagon faces)
List<int> tris = new List<int>();
// This is a simplified version - full implementation would
// triangulate each pentagonal face properly
int[] faces = new int[]
{
0, 1, 2, 3, 4,
0, 4, 16, 19, 5,
// ... additional faces
};
// For now, use icosahedron as placeholder
return GenerateIcosahedron();
}
private static Mesh GenerateIcosahedron()
{
Mesh mesh = new Mesh();
float phi = (1f + Mathf.Sqrt(5f)) / 2f;
float a = 1f;
float b = 1f / phi;
Vector3[] vertices = new Vector3[]
{
new Vector3(0, b, -a),
new Vector3(b, a, 0),
new Vector3(-b, a, 0),
new Vector3(0, b, a),
new Vector3(0, -b, a),
new Vector3(-a, 0, b),
new Vector3(0, -b, -a),
new Vector3(a, 0, -b),
new Vector3(a, 0, b),
new Vector3(-a, 0, -b),
new Vector3(b, -a, 0),
new Vector3(-b, -a, 0)
};
int[] triangles = new int[]
{
0, 1, 2,
3, 2, 1,
3, 4, 5,
3, 8, 4,
0, 6, 7,
0, 9, 6,
4, 10, 11,
6, 11, 10,
2, 5, 9,
11, 9, 5,
1, 7, 8,
10, 8, 7,
3, 5, 2,
3, 1, 8,
0, 2, 9,
0, 7, 1,
6, 9, 11,
6, 10, 7,
4, 11, 5,
4, 8, 10
};
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
}
}
6. Backend WebSocket API
Add to api/main.py:
from fastapi import WebSocket, WebSocketDisconnect
from typing import Dict, Set
import asyncio
import json
# Active WebSocket connections
active_connections: Dict[str, Set[WebSocket]] = {}
@app.websocket("/ws/swarm/{swarm_id}")
async def swarm_websocket(websocket: WebSocket, swarm_id: str):
"""
Real-time swarm state feed for Unity visualization.
Sends updates at 10 Hz with:
- Agent positions (6D)
- Trust scores and vectors
- Contact graph edges
- Circuit status
"""
await websocket.accept()
if swarm_id not in active_connections:
active_connections[swarm_id] = set()
active_connections[swarm_id].add(websocket)
try:
while True:
# Get current swarm state
state = await get_swarm_state(swarm_id)
# Send to client
await websocket.send_json(state)
# 10 Hz update rate
await asyncio.sleep(0.1)
except WebSocketDisconnect:
active_connections[swarm_id].discard(websocket)
async def get_swarm_state(swarm_id: str) -> dict:
"""Get current state of swarm for visualization."""
# This would connect to your actual swarm coordinator
# For now, return mock data structure
return {
"swarmId": swarm_id,
"timestamp": int(time.time() * 1000),
"agents": [
{
"id": f"agent_{i}",
"position": [
random.uniform(-10, 10), # x
random.uniform(-10, 10), # y
random.uniform(-10, 10), # z
random.uniform(0, 5), # v (velocity)
random.uniform(-1, 1), # h (harmony)
random.uniform(0, 255), # s (security)
],
"trustScore": random.uniform(0.3, 1.0),
"trustLevel": random.choice(["HIGH", "MEDIUM", "LOW"]),
"trustVector": [random.uniform(0, 1) for _ in range(6)],
"dimensionalState": random.choice(["POLLY", "QUASI", "DEMI"]),
"nu": random.uniform(0.5, 1.0),
}
for i in range(10)
],
"edges": [
{
"source": f"agent_{i}",
"target": f"agent_{(i+1) % 10}",
"latency": random.uniform(10, 200),
"capacity": random.uniform(100000, 1000000),
"confidence": random.uniform(0.7, 1.0),
}
for i in range(10)
],
"coherenceScore": random.uniform(0.6, 0.95),
}
7. Development Roadmap
Week 1-2: Core Infrastructure
- Unity project setup with required packages
- WebSocket client implementation
- Data model classes
- Basic agent spawning and positioning
Week 3-4: Swarm Visualization
- 6D → 3D projection system
- Trust-based material swapping
- Connection line rendering
- Smooth position interpolation
- Agent selection and inspection UI
Week 5-6: Advanced Features
- PHDM polyhedron mesh generation
- Force-directed contact graph layout
- Trust heatmap shader
- Circuit path animation
- Timeline recording and playback
Week 7-8: Polish & Deployment
- Performance optimization (1000+ agents)
- VR mode (optional)
- WebGL build for browser embedding
- Documentation and tutorials
8. Alternative: Web-Based Dashboard
If Unity is too heavyweight, consider a web-based alternative:
dashboard-web/
├── src/
│ ├── components/
│ │ ├── SwarmCanvas.tsx # Three.js canvas
│ │ ├── TrustHeatmap.tsx # D3.js heatmap
│ │ ├── ContactGraph.tsx # Force-directed graph
│ │ └── MetricsPanel.tsx # Real-time stats
│ ├── hooks/
│ │ └── useWebSocket.ts # Live data connection
│ └── shaders/
│ └── hyperbolic.glsl # Poincaré ball shader
Pros:
- Faster development (2-3 weeks vs 4-6)
- No installation required
- Easier to embed in existing tools
Cons:
- Less performant for 1000+ agents
- No VR support
- Limited shader capabilities
9. Conclusion
The Unity visualization will provide an immersive, professional-grade monitoring interface for the Spiralverse system. Key deliverables:
- Real-time 3D swarm view with 6D → 3D projection
- Trust-based coloring using Six Sacred Tongues palette
- Contact graph exploration with force-directed layout
- PHDM polyhedra visualization in hyperbolic space
- Timeline playback for debugging and analysis
Recommended Path: Start with Unity for the full experience, but build the WebSocket API first so a web-based fallback remains possible.
Document prepared for SCBE-AETHERMOORE v3.0 Visualization System Design - January 2026