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Closed listing

Unity XR Engineer - INTL (London) - EOR

  • Menlo Park, CA, United States

From $83 USD / hour

This opening has closed.

The original listing is kept below for reference.

Job details

Pay
From $83 USD / hour
Posting language
English
Posted

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Original job description

Archived listing. The details below describe a past opening.

Required Skills & Experience

  • 4+ years professional Unity development (C#), with at least 2 years shipping XR content (Quest, PCVR, or AR).
  • Strong understanding of Unity's rendering pipeline (URP or Built-in), draw call optimization, shader authoring, and GPU profiling tools.
  • Experience with OpenXR or the Oculus/Meta XR SDK at a source-code level (not just plugin configuration).
  • Shipped at least one title through a platform porting process (e.g., Quest → PSVR, mobile → console, VR → MR/AR).
  • Comfortable working in C++ when needed (e.g., debugging native plugins, reading OpenXR runtime code).
  • Proven ability to work within strict performance constraints (frame budgets, memory limits, thermal throttling).

Nice to Have Skills & Experience

  • Experience with AR/MR development: passthrough rendering, spatial anchors, augment-based UI, additive display considerations.
  • Familiarity with hand tracking input integration in Unity.
  • Knowledge of Android native development (NDK, Vulkan, or GLES) as it relates to XR rendering.
  • Strong technical writing skills (for developer guidelines and documentation).

Job Description

We're looking for a hands-on Unity XR engineer to port existing Quest XR titles to our line of wearables via the OpenXR runtime. You'll take real, shipping-quality Unity games, adapt them to the unique constraints of lightweight devices, and document every lesson learned into reusable developer guidelines. The work spans the full porting stack: diagnosing rendering pipelines, redesigning UI for augment mode, profiling within tight thermal and frame-rate budgets, and collaborating closely with platform engineers on the OpenXR layer, input stack, and compositor. What You'll Do

  • Port 1–2 existing Unity/Quest titles to wearables devices, adapting rendering, UI, and input to run through our OpenXR layer in augment (presenter) mode.
  • Redesign head-locked VR UI into spatial AR UI: convert 2D HUDs and menus into billboard-in-augment or diegetic elements that live inside a bounded spatial container.
  • Diagnose and resolve platform gaps surfaced during porting: missing OpenXR extensions, input integration issues, swapchain/compositor behavior, performance cliffs.
  • Profile and optimize within the HW performance envelope (memory, FPs, Power, etc).
  • Author developer guidelines capturing porting patterns, pitfalls, performance recipes, and visual-quality recommendations for Unity content on wearables.
  • Collaborate cross-functionally with the Platform teams, Input/Perception teams, and 1P game studios.
More about this job

Skills

  • Unity
  • C#
  • Debugging
  • Technical writing
  • Documentation

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