Senior Networking Engineer

Unity
Remote, USAPosted 16 March 2026

Tech Stack

Job Description

The opportunity The team that brought Unity to visionOS and enabled real-time interaction via Play-to-Device is growing in preparation for something even more ambitious: adapting PolySpatial to stream Unity content into other game engines and 3D environments—in-process, cross-process, and over the network. We're looking for engineers eager to help us invent how different real-time 3D runtimes communicate and render under real-world constraints. You’ll work at the intersection of core engine tech, high-performance networking, distributed systems, and graphics. This is your opportunity to build the fundamental infrastructure for the next generation of interconnected game and 3D ecosystems. You’ll be our hands-on specialist making the connection between engines fast, reliable, and transparent. You'll tackle the hard problems of latency compensation and bandwidth optimization to ensure Unity content feels native, even when streamed. You'll ensure that positions update, physics synchronizes, and state remains consistent. If you love building multiplayer systems and debugging nasty desyncs via packet captures, this role will keep you on the bleeding edge and close to the code. What you'll be doing Implement networking systems to stream Unity simulation state to external hosts under tight latency and bandwidth budgets Build synchronization solutions including interpolation, prediction, and rollback when client and server run different simulation kernels Optimize bandwidth through low-level serialization, delta-compression, and message dispatch schemes, optimized at the bit-level when necessary. Diagnose and fix race conditions, desyncs, and jitter that arise when two engines disagree about reality under real-world networking conditions. What we're looking for Networking Fundamentals: Solid experience with transport layers, packet serialization, synchronization, and RPCs in realtime applications. Game Netcode Experience: You've shipped multiplayer features or titles where you implemented or significantly extended the networking layer Debugging Skills: You know how to diagnose and fix complex race conditions and network desync issues. C++ and C# Proficiency: Comfortable writing high-performance, low-level networking and systems code in both languages You might also have Experience with diverse networking models (authoritative server, deterministic lockstep, peer-to-peer) or latency mitigation techniques Familiarity with cloud-based game hosting, streaming, or backend infrastructure. Experience networking specialized engine components, like networked physics. Exposure to Unity DOTS or similar high-performance, data-oriented frameworks. Additional information Relocation support is not available for this position Work visa/immigration sponsorship is not available for this position Benefits At Unity, we want our team members to thrive. We offer a wide range of benefits designed to support well-being and work-life balance. Please note: Benefits eligibility, specific offerings, and coverage vary based on the country and employment status. While specific benefits vary, here are some of the ways we strive to take care of our eligible team members globally: Comprehensive health, life, and disability insurance | Commute subsidy | Employee stock ownership | Competitive retirement/pension plans | Generous vacation and personal days | Support for new parents through leave and family-care programs | Office food snacks | Mental Health and Wellbeing programs and support | Employee Resource Groups | Global Employee Assistance Program | Training and development programs | Volunteering and donation matching program Life at Unity We offer a wide range of benefits designed to support employees' well-being and work-life balance. You can read more about them on our career page . Unity [NYSE: U] is the leading platform to create and grow games and interactive experiences. Creators, ranging from game developers to artists, architec ... (truncated, view full listing at source)
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