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 implement the systems that let Unity run reliably inside other processes, engines, and environments. You'll own specific engine features–input, physics, animation, audio, etc.–and make them work across boundaries (engine to engine, editor vs runtime, C++ vs C#) while optimizing for modularity, efficiency, and embeddability. If you like diving into unfamiliar subsystems, solving interoperability puzzles, and squeezing performance out of critical paths, you’ll have plenty of opportunities here.
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Job Type
Full-time
Career Level
Mid Level
Education Level
No Education Listed