Helix Vizforge – Charts, Dashboards & Data Visualization
28 chart types, 3D plots, dashboards, BI, telemetry and export from one Unity engine — rendered through UGUI, UI Toolkit or world-space meshes off a single pipeline. Pure C#, no dependencies.
by Szekeres
Price History +
Most Unity charting assets give you a chart component. Helix Vizforge gives you the pipeline underneath it: a columnar data model, scales, transforms, CPU tessellation, theming and interaction — with the chart types as interchangeable generators on top.
That matters the first time a project outgrows its first chart. A line chart on a Canvas HUD, a candlestick pane in a trading sim, a surface plot floating in a world-space scene and a live FPS overlay are, in most stacks, four unrelated packages with four data formats. Here they are one `Dataset`, one `DrawList`, and a choice of render surface.
Online Demo | Online Documentation
Try it before you buy it. The interactive WebGL demo below is the actual asset — seventeen hands-on modules where you can switch chart types, retheme live, stream telemetry, cross-filter a dashboard, pan and zoom with real hit-testing, export a PNG, and load your own CSV through the browser's file picker. Nothing in it is mocked; every module drives the shipped public API.
One pipeline, three render backends
The same chart definition is built once into a backend-neutral `DrawList` and can be submitted to any of three surfaces:
• UGUI — `UGuiChartSurface`, a `MaskableGraphic`, for Canvas HUDs and panels.
• UI Toolkit — `VizforgeChartElement`, drawing through `generateVisualContent` and `MeshGenerationContext`, chunked to stay inside the 16-bit mesh limit.
• World-space — `WorldSpaceChartSurface`, procedural `MeshFilter`/`MeshRenderer` output, including the 3D chart meshes.
The demo's *Render Backends* module draws one chart through all three at once, side by side, from a single geometry pass, so you can see them agree rather than take it on trust.
What's in the box
Charts. 28 2D generators — line, area, spline, step, sparkline, scatter, bar, horizontal bar, stacked, grouped, waterfall, funnel, pie, donut, radar, polar, sunburst, histogram, box plot, violin, heatmap, gauge, progress, parallel coordinates, treemap, sankey, timeline and gantt — plus 3D bar, 3D scatter and 3D surface through a dedicated procedural mesh path.
Data. A typed `Dataset` / `DataSeries` columnar model (Number, Time, Category, Boolean, Text, Color, Vector3), inline builders, `DatasetAsset` authoring, CSV and JSON import/export, remote loading via `UnityWebRequest`, and filter / sort / map / bin / aggregate / join transforms with Sum, Mean, Min, Max, Count, Median, First and Last. The CSV importer handles headers, type inference, quoted fields, embedded delimiters and newlines, escaped quotes, ragged rows and CRLF.
Scales and theming. Linear, log, symlog, time and band scales, each driving its own tick formatter automatically. Six theme presets — dark, light, scientific, financial, high-contrast and a color-blind-safe (Okabe-Ito style) palette — with a live WCAG contrast read-out in the theming module.
Analysis. Least-squares curve fitting (linear, polynomial, exponential, power, logarithmic) with live R², moving-average and Savitzky-Golay smoothing, FFT power spectra, marching-squares contours, confidence bands and error bars. K-means clustering, exponential and linear forecasting, funnel analysis, cohort retention and descriptive summaries.
Financial. Candlestick, OHLC and volume views with SMA, EMA, Bollinger bands, RSI and MACD — all computed inside the package.
Dashboards and BI. Grid layouts with chart and label widgets, layout serialization to JSON, cross-filtering that runs through `GeometryContext.RowFilter` so filtered rows are dropped *before* tessellation, plus pivot tables, KPI scorecards and hierarchical drill-down.
Telemetry. Fixed-capacity ring-buffer `TimeSeries`, `TelemetryHub`, built-in FPS / frame-time / managed-memory sources, custom `ITelemetrySource` implementations, threshold alerts and a live-line generator.
Export. CSV, JSON, SVG (true vector) and PNG. PNG is rasterised on the CPU with no GPU involvement, so it runs headlessly in CI; `ReportComposer` combines several panels into one titled report.
Editor tooling. A Chart Wizard window, custom inspectors for `ChartView`, `DatasetAsset` and `ThemeAsset`, Create-menu entries, a sample-scene generator, and asmdef-lint / compile-check helpers for CI.
Evidence you can check yourself
Around 470 automated tests ship inside the package across edit-mode, editor and play-mode assemblies, and run in Unity's Test Runner on your machine. The last full batchmode run recorded 451/451 edit-mode and 14/14 play-mode passing, with zero compile errors and a clean asmdef lint.
A published performance floor. `Tests/EditMode/PerformanceTests.cs` times the backend-neutral pipeline turning data into a `DrawList` — pure CPU, GPU-independent.
Generation is linear in point count, and a dedicated test guards against super-linear regressions. Those numbers are deliberately conservative: they were measured in Editor batchmode under Mono with `-nographics` and no optimisation, so an IL2CPP release build is materially faster. They are published as a floor and a regression guard, not as a best case.
No dependencies. No Newtonsoft, no external maths library, no native plugins, no DLLs, no web services, no API keys. The JSON parser, the CSV parser, the FFT, the curve fits and the PNG rasteriser are all implemented in the package in managed C#. That is also what lets the whole thing build to WebGL.
Known limitations
Stated here because finding them after purchase is worse.
• UGUI vertex ceiling. A single UGUI mesh caps at roughly 65k vertices — about 16k line points. Past that, use the UI Toolkit or world-space backends, which chunk their geometry.
• GPU-dependent modules. The 3D charts and the UI-Toolkit render-backend pane draw into `RenderTexture`s, so they produce no pixels under headless `-nographics`. They compile and run; they just cannot be captured on a GPU-less machine.
• Exported PNG text. PNG export uses a compact built-in 5×7 bitmap font, so KPI and pivot labels can crowd at small sizes. Use SVG export when you need crisp type.
• Render pipelines. URP and the Built-in Render Pipeline are the supported targets; URP is recommended for world-space charts, with documented Built-in material fallbacks. HDRP is untested and is not claimed.
• No Burst/Jobs acceleration. The package reserves an assembly for it, but the shipped code path is entirely managed. The performance numbers above are the managed path — there is no faster mode being held back.
• Platforms. Unity 6000.0.62f1 on Windows, plus a WebGL build, are what has been verified here. The code is platform-agnostic managed C#, but other targets have not been built on this machine.
Requirements
Unity 6000.0 or newer. UGUI is required for the default Canvas workflow; UI Toolkit and world-space rendering are alternate backends. URP is recommended for world-space charts. The project references URP 17.0.4. The Input System package is used by the interactive demo, which creates its own input module at runtime.
Twelve sample scenes and the seventeen-module interactive demo scene are included, along with a single searchable HTML manual covering installation, both quick-starts, the chart catalog, backends, scales, datasets, theming, the no-code workflow, scientific and financial modules, BI, telemetry, export, the scripting API, troubleshooting and an FAQ.
Third-party content
None. This package contains no third-party fonts, images, audio, icons, shaders, DLLs or native binaries, and no third-party source code. Every algorithm in it — the CSV and JSON parsers, the FFT, the curve fits, the clustering, the technical indicators, the SVG writer and the 5×7 bitmap font used by the PNG exporter — is implemented from scratch in this package.
Support
szekipapa77@gmail.com