Job Description
<p><strong>The opportunity</strong><br>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.</p>
<p>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.</p>
<p>You'll bridge Unity content into another renderer, maintaining fidelity and performance within a renderer we don't own. This requires a rare mix of artistic instincts, low-level API knowledge, and the systems engineering skills to build a robust pipeline. If you prefer solving hard rendering problems at the systems level—shader translation, resource lifetime, visual equivalence—more than chasing one-off visual features, you'll find this work deeply satisfying.</p>
<p><strong>What you'll be doing</strong></p>
<ul>
<li>Map Unity graphics and rendering features onto third-party renderers while preserving visual consistency and performance.</li>
<li>Build shader/material translation pipelines that cross-compile bytecode, convert coordinate systems, and reconcile lighting models across engines.</li>
<li>Engineer robust graphical systems that remain stable and resource-efficient even when scaled to massive user-generated content libraries</li>
<li>Profile and optimize end-to-end rendering for high framerates and fidelity while minimizing overhead and sync stalls</li>
</ul>
<p><strong>What we're looking for</strong></p>
<ul>
<li>Multi-Engine Fluency: Significant experience with Unity's rendering architecture, and at least one other high-end renderer (Unreal, Frostbite, etc).</li>
<li>Shader API Depth: Strong understanding of shader languages (HLSL/GLSL/Metal) and graphics APIs (DirectX, Vulkan, Metal), and the ability to translate between them.</li>
<li>Pipeline Mindset: You understand the full asset lifecycle—from authoring through import, batching, streaming, and rendering—including shader compilation, mesh processing, and texture streaming.</li>
<li>Systems-First Engineer: You prioritize building stable, scalable, maintainable systems over chasing the latest graphics techniques.</li>
</ul>
<p><strong>You might also have</strong></p>
<ul>
<li>Experience writing shader cross-compilers, AST manipulators, or shader graph backends.</li>
<li>Background in networked graphics APIs, pixel-based streaming, cloud rendering, or virtualized GPUs.</li>
<li>Experience with FBX, USD, glTF or similar interchange formats.</li>
<li>Shipped titles where you owned significant rendering pipeline components</li>
</ul>
<p><strong>Additional information</strong></p>
<ul>
<li>Relocation support is not available for this position</li>
<li>Work visa/immigration sponsorship is not available for this position</li>
</ul>
<p><strong>Benefits</strong><br>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.</p>
<p>Please note: Benefits eligibility, specific offerings, and coverage vary based on the country and employment status.</p>
<p>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 | Volunte ... (truncated, view full listing at source)