Unity XR Engineer - INTL (London) - EOR
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Role details
Tech stack
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.
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Profile and optimize within the HW performance envelope (memory, FPs, Power, etc).
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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
Requirements
- 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). * Experience with AR/MR development: passthrough rendering, spatial anchors,
augment-based UI, additive display considerations.
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Familiarity with hand tracking input integration in Unity.
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Knowledge of Android native development (NDK, Vulkan, or GLES) as it relates to XR
rendering.
- Strong technical writing skills (for developer guidelines and documentation).
Apply for this position
This job is hosted externally. Click below to view the full posting and apply.
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