Design, implement, and maintain VR training applications in Unity for target platforms (e.g., Meta Quest, PC VR, mobile VR)
Build robust Unity Editor tools, custom inspectors, and plugins (packages/UPM) that streamline content creation and reduce manual tasks for instructional designers
Create reusable systems and frameworks (interaction, locomotion, UI, event systems, data-driven scenarios, analytics hooks) to accelerate training content development
Optimize runtime performance (rendering, CPU, memory) and iterate on fidelity vs. performance tradeoffs for target hardware
Implement cross platform build pipelines and automated build/test workflows; manage build settings and platform-specific integrations
Integrate with external systems/APIs (LMS, analytics, telemetry, authentication, content management) and support content import pipelines (FBX, glTF)
Write clear technical documentation, sample scenes, and onboarding guides so non engineer authors can use tools with minimal ramp time
Mentor junior developers and collaborate closely with instructional designers, 3D artists, and QA to refine tools and workflows
Maintain code quality, unit/editor tests, and version control (Git/Perforce) best practices for reproducible builds and releases
Prototype and evaluate new XR tech (OpenXR, hand tracking, spatial anchors) that could improve training outcomes
Expected deliverables: Editor plugin(s) that automate scene/template creation, spawn/arrange assets, and configure training sequences; Reusable interaction framework; Packaged Unity assets (UPM) and sample scenes; Build pipeline scripts and documentation for one click builds; Onboarding guide + short tutorial videos
Requirements
Strong professional experience with Unity (5+ years preferred)
Advanced C# skills
Proven hands-on experience developing VR/AR applications (at least one shipped/production title or enterprise project)
Experience building Unity Editor tools, custom inspectors, editor windows, and packages (UPM or .unitypackage)
Familiarity with XR toolchains and SDKs: OpenXR, XR Interaction Toolkit, Oculus SDK, SteamVR, or platform-specific SDKs
Solid understanding of performance profiling and optimization in Unity (Unity Profiler, GPU/CPU, batching, memory)