Unity XR Engineer - INTL (London) - EOR

Insight Global
Menlo Park, CA, United States
8 days ago
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Role details

Contract type
Permanent contract
Employment type
Full-time (> 32 hours)
Experience level
Experienced
Experience required
2 years minimum
Working hours
Regular working hours
Job source

Tech stack

Android NDK C Sharp (Programming Language) C++ (Programming Language) Mobile Application Development Software Debugging Oculus

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

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.

  • 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).

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