While creating a set of lines.
points=new Vector3[num];
points[0]=new Vector3(0,0,0);
for(int tt=1; tt<num; tt++)
{
d_a=Quaternion.AngleAxis(seed*num*tt*13%(39+tt),Vector3.up)*d_a;
direction=Quaternion.AngleAxis(seed*num*tt*(tt*13%39)%(15+tt),d_a)*direction;
dirs[tt-1]=direction;
points
=points[tt-1]+(direction*(num/20f));
Debug.DrawLine(points[tt],points[tt-1],Color.blue,91);
}
**a set of points form a ring around each point on the line set**
for(int tt=0; tt<num; tt++)
{
int it=num-tt;
it=Mathf.RoundToInt(it/3)*3;
if(it==0 && tt!=num-1)
{
it=3;
}
if(tt==num-1)
{
it=1;
}
vert_at_point[tt]=it;
for(int i=0; i<it; i++)
{
Quaternion q=Quaternion.AngleAxis((360f/(it))*i,dirs[tt]);
Vector3 dd=q*Vector3.forward;
dd=dd.normalized;
int ttt=tt;
if(ttt<3)
{
ttt=3;
}
dd*=((num-ttt)/(float)num)*(num/10f);
Vector3 castfrom=points[tt]+dd;//+(dirs[tt]);//Vector3.Normalize(dd));
Debug.DrawLine(castfrom,castfrom+(Vector3.up*.1f),Color.red,91);
trees[slot].vertices.Add(castfrom);
}
}
**the points for the rings are put in a list for vertices points**
![46151-untitled.png|473x681](upload://dTqQ65N6UVmPFcMuj3Mw4Z7u3RO.png)
**OR**
![46152-scr.png|938x550](upload://drYJERm9FRWgvhyfrsBDm0Qw2dn.png)
**The problem is the more of an angle the ring is the smaller it is, as is the direction vector doesn't == 1 total, I'm not sure how to fix this, any speculative comments appreciated.**