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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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