your main problem will be that you cant rely on any components beyond the most basic vector operations.

Moving a sphere would work, but imagine something simple like evaluate a point on a curve. This exists only inside rhinocommon - so no way you get that in unity unless you rewrite every grasshopper node in unity.

Sure you can get some spheres moving, some vector operations - maybe even more with external geometry libraries that link into unity… but eventually you will hit a wall

here the text from the mcneel developer site regarding their opennurbs library:

## Limitations

Although the openNURBS toolkit appears to be a full-featured geometry library, it is not. The toolkit does not include a number of important features, including:

- Closest point calculations
- Intersection calculations
- Surface tessellation (meshing)
- Interpolation
- Booleans
- Area and mass property calculations
- Other miscellaneous geometry calculations

openNURBS is an open source toolkit for only reading and writing 3DM models. Our full-featured development platform is *Rhinoceros®* . All of the above features are found in the Rhino SDKs, the toolkit used to build plugins for Rhino.

and i see in your proposal to write out every possible combination of results - sure possible, but not very elegant… and one slider with 10 results, two sliders 100, three 1000…