3D Graphics & Computing 3
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Imports 3D models into Unity (FBX, glTF, OBJ). Configures import settings: scale, materials, animations. Works with Unity Asset Store for XR assets. Understands mesh, UV, normals.
Builds asset import pipeline in Unity. Optimizes models: LOD Groups, Mesh Compression, Texture streaming. Works with Addressables for dynamic XR asset loading. Creates AssetPostprocessor scripts.
Designs complete 3D asset pipeline for Unity XR. Automates optimization through Editor tools and AssetPostprocessor. Introduces USD format for collaborative 3D workflow. Optimizes memory for mobile VR.
Defines 3D pipeline standards for Unity XR team. Coordinates work with 3D artists. Establishes asset budgets. Introduces CI validation.
Uses basic 3D math in Unity: Vector3, Quaternion, Transform. Understands coordinate systems and transformations. Works with Mathf for calculations in XR scenes.
Fluently applies linear algebra in Unity XR: dot/cross product for spatial queries, Matrix4x4 for transformations, Quaternion.Slerp for smooth rotations. Implements ray-plane intersection for AR placement.
Defines mathematical approaches for XR product. Conducts review of mathematical algorithms. Mentors on 3D math for XR.
Understands spatial computing in Unity: raycasting, spatial mapping, and plane detection. Implements basic hand/eye tracking interactions using XR Interaction Toolkit. Tests on target XR hardware.
Implements spatial computing in Unity: mesh reconstruction (ARMeshManager), spatial mapping, occlusion rendering. Works with cloud anchors for shared AR experiences. Uses Scene Understanding for virtual-real integration.
Defines spatial computing strategy for Unity XR product. Coordinates development of spatial features. Establishes spatial feature quality metrics.
Algorithms & Data Structures 2
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Knows basic algorithms and data structures. Understands Big-O notation. Applies simple algorithms for XR tasks in Unity: nearest object search, sorting.
Applies optimal algorithms for Unity XR: spatial hashing for proximity detection, A* for VR pathfinding. Optimizes algorithms for VR frame budget.
Develops high-performance algorithms for XR: BVH for spatial queries, octree via Unity Jobs. Optimizes cache locality and SIMD through Burst Compiler.
Reviews algorithmic decisions of XR team. Defines performance standards for algorithms.
Uses standard C# data structures for XR: List, Dictionary, Queue, Stack. Understands data structure selection for specific XR tasks.
Applies specialized structures for XR: NativeArray for DOTS, spatial hash maps, priority queues for event systems. Minimizes GC through struct-based collections.
Designs custom NativeContainers for Unity DOTS XR. Implements lock-free structures for multithreaded XR. Optimizes memory layout for cache performance.
Defines data structure usage standards. Reviews data structure decisions for XR.
AR Development 3
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Creates AR content in Unity: places 3D models, configures materials and animations for AR. Uses AR Foundation Samples as a base. Works with Prefab system for AR objects.
Develops interactive AR content in Unity with physics and animations. Optimizes 3D assets for mobile AR (LOD, texture atlasing, mesh simplification). Uses Shader Graph for AR-specific shaders.
Builds production pipeline for AR content in Unity. Defines asset budgets and quality standards. Coordinates work between 3D artists and Unity developers. Introduces asset validation in CI.
Works with ARFoundation in Unity for basic AR functionality. Configures AR sessions, plane detection and hit testing. Places 3D objects on detected surfaces via ARRaycastManager.
Uses advanced ARKit/ARCore features through Unity: image tracking (ARTrackedImageManager), face tracking, environment probes. Configures AR Occlusion Manager for realistic occlusion. Implements persistent AR anchors.
Defines AR strategy for the product on Unity. Coordinates cross-platform AR development (iOS/Android). Establishes AR development standards in Unity. Plans adaptation to new ARKit/ARCore versions.
Uses ARFoundation for markerless tracking: plane detection, point clouds. Configures ARPlaneManager and ARPointCloudManager. Works with world tracking for content placement.
Implements advanced tracking in Unity: body tracking (ARHumanBodyManager), face mesh (ARFaceManager), environment mapping. Works with persistent world map for saving AR sessions. Configures scene reconstruction.
Defines tracking strategy for AR product on Unity. Establishes tracking quality metrics. Coordinates development of tracking-dependent features. Plans support for various tracking scenarios.
Clean Code & Refactoring 1
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Follows Unity XR project code style guide. Writes clear documented C# code. Uses linters (Roslyn Analyzers). Follows Unity naming conventions.
Conducts code review of XR code. Configures static analysis. Refactors legacy Unity XR code. Creates XML documentation for XR API.
Establishes code quality standards for Unity XR. Configures CI checks. Designs maintainable architecture.
Defines code quality strategy. Conducts architectural reviews. Establishes coding guidelines.
Code Review 1
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Participates in code review as a reviewee. Fixes review comments. Learns colleagues' approaches to Unity XR.
Conducts code review of Unity XR code: performance, architecture, XR best practices. Provides constructive feedback.
Conducts deep reviews focused on XR performance, memory, architecture. Establishes review checklists. Mentors.
Defines code review process. Conducts architectural reviews. Establishes guidelines.
Concurrency & Parallelism 2
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Uses coroutines and async/await in Unity for XR. Loads assets asynchronously (Addressables.LoadAssetAsync). Understands event-driven model.
Designs asynchronous XR systems: streaming loading, network requests, scene loading. Uses UniTask for performant asynchronicity. Manages CancellationToken.
Designs zero-allocation async pipeline for XR. Optimizes streaming loading without freezes. Implements progressive asset streaming for VR.
Defines async code standards for XR. Establishes approaches to streaming and dynamic loading.
Understands threading in Unity XR: main thread, render thread, worker threads. Uses async/await and coroutines for non-blocking XR. Avoids thread-unsafe Unity API calls.
Uses Unity Jobs System for parallel XR computations. Works with NativeArray for thread-safe data. Optimizes XR workload through worker threads.
Designs multithreaded XR systems through DOTS Jobs + Burst. Implements parallel spatial queries. Optimizes threading model for minimizing frame spikes in VR.
Defines threading strategy for XR project. Establishes multi-threaded code standards. Reviews threading decisions.
Game Design 1
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Understands XR UX principles: comfort, spatial UI, accessibility. Implements basic VR UI via Unity XR UI Toolkit. Follows platform guidelines (Meta, Apple).
Designs VR/AR interfaces: diegetic UI, head-locked elements, spatial menus. Conducts usability testing. Implements accessibility features for XR. Considers ergonomics.
Develops UX framework for Unity XR: design system, interaction patterns, spatial layout. Creates adaptive UI for various XR devices. Designs multi-platform UX.
Defines XR UX strategy. Coordinates UX research and design. Establishes XR design system. Conducts UX reviews.
Game Engines 1
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Works with Unity Editor for XR development: scenes, GameObjects, components, Prefabs. Writes MonoBehaviour scripts in C# for XR logic. Configures XR Plugin Management and Input System.
Designs Unity XR project architecture: Addressables, URP rendering, ScriptableObject-based architecture. Uses Unity Profiler for XR optimization. Develops custom Editor tools for XR.
Defines Unity XR project architecture and standards. Establishes CI/CD for Unity XR builds (GameCI). Coordinates Unity version upgrades. Plans migration path.
Game Programming 5
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Works with Unity Animator for XR: Animator Controller, Animation Clips, Blend Trees. Configures basic animations for VR characters. Uses Animation Events.
Implements IK for VR avatars via Animation Rigging package. Creates procedural animation for VR hands. Optimizes skeletal animation for mobile VR. Works with Avatar Masks.
Develops full-body IK system for VR through Animation Rigging. Implements physics-based ragdoll animation. Creates custom animation jobs through Playables API. Optimizes animation budget.
Defines animation pipeline for XR project. Coordinates work between animators and programmers. Establishes animation performance budget.
Configures audio in Unity XR: AudioSource with Spatial Blend, Audio Mixer. Understands 3D sound and its importance for VR immersion. Uses Audio Listener on VR camera.
Implements spatial audio for VR through Unity Audio Spatializer / Meta XR Audio SDK. Configures HRTF for realistic 3D sound. Integrates FMOD/Wwise for advanced audio.
Designs audio system for XR project. Implements audio occlusion and reverb based on scene geometry. Optimizes audio for mobile VR. Develops dynamic audio based on spatial context.
Defines audio strategy for XR product. Coordinates work with sound designers. Establishes audio quality standards.
Implements basic networked XR experiences using Photon or Unity Netcode. Understands avatar synchronization, spatial anchoring for shared scenes, and latency challenges specific to VR/AR multiplayer.
Implements multiplayer XR in Unity via Photon PUN/Fusion or Normcore. Synchronizes VR interactions: grab, physics, voice chat. Optimizes network bandwidth for mobile VR.
Designs multiplayer XR system architecture. Implements prediction and interpolation for VR. Optimizes latency for real-time VR multiplayer. Develops shared spatial experiences.
Defines networking strategy for XR product. Coordinates multiplayer XR development. Establishes networking performance targets.
Uses Unity Physics for XR: Rigidbody, Colliders, Physics Layers. Configures physical interactions for VR grab/throw. Understands FixedUpdate and physics timestep for VR.
Optimizes physics for XR in Unity: Physics.OverlapSphere, layer-based collision, continuous collision detection. Uses ConfigurableJoint for VR tools. Implements physics-based VR hands.
Develops custom physics solutions for XR: deterministic physics for multiplayer, custom collision systems. Optimizes Physics.FixedUpdate budget for VR. Uses Unity Physics (DOTS) for large-scale XR scenes.
Defines physics strategy for XR project. Establishes physics performance budget. Coordinates optimization of physics systems.
Configures URP for VR rendering in Unity. Works with materials and Shader Graph. Configures lighting (baked/realtime) for XR scenes. Understands Single Pass Instanced rendering.
Optimizes VR rendering in Unity: draw call batching, GPU Instancing, occlusion culling. Develops XR-specific shaders in Shader Graph. Configures foveated rendering. Optimizes overdraw.
Defines rendering strategy for XR project. Establishes GPU budget (draw calls, triangles, shader complexity). Coordinates graphics optimization.
Game QA 2
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Uses Unity Profiler for basic XR profiling. Understands VR frame budget (11ms for 90FPS). Knows main causes of frame drops: GC, draw calls, overdraw.
Profiles XR applications: CPU/GPU via Unity Profiler, Memory Profiler. Optimizes: batching, LOD, occlusion culling, texture compression. Uses OVR Metrics Tool for Quest.
Establishes performance culture. Defines budgets for all platforms. Introduces performance regression testing in CI.
Tests XR applications on target devices (Quest, PCVR). Performs manual testing of VR interactions and comfort. Documents VR-specific bugs.
Develops test scenarios for XR: interaction testing, performance testing, comfort testing. Uses Unity Test Framework for XR logic. Automates basic tests.
Designs testing strategy for XR project. Creates framework for automated XR testing. Implements CI-based performance regression testing. Introduces playmode tests for XR.
Defines QA strategy for XR product. Coordinates testing across all platforms. Establishes quality gates for XR releases.
Git & Workflows 1
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Works with Git and Git LFS for Unity XR projects. Configures .gitignore for Unity. Resolves merge conflicts in scenes.
Configures Git LFS tracking for Unity XR assets. Uses Unity Smart Merge for .unity and .prefab files. Optimizes .gitattributes for XR.
Configures Git workflows for Unity XR team. Optimizes repository (sparse checkout, partial clone). Designs branching strategy.
Defines Git strategy for Unity XR project. Configures CI hooks. Establishes policies.
Integration Testing 1
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Understands integration testing of XR systems. Tests interaction of XR components. Uses Play Mode tests in Unity.
Writes integration tests for Unity XR: scene loading, interaction flows, multiplayer sync. Configures test fixtures for XR. Tests on target devices.
Designs integration testing strategy for XR. Automates device testing. Creates test environments for XR. Implements CI-based integration tests.
Defines integration testing strategy. Coordinates cross-platform testing. Establishes quality gates.
Memory Management 1
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Understands memory management in Unity XR: GC, reference counting, object lifecycle. Avoids allocations in Update. Knows the impact of GC spikes on VR frame rate.
Minimizes GC in VR: object pooling, NativeArray, struct-based data. Profiles through Memory Profiler. Manages Addressables memory for XR assets.
Defines memory budget for XR project. Establishes memory management standards. Introduces automated memory profiling.
OOP & Design Patterns 2
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Knows basic patterns and applies them in Unity XR: Singleton (AudioManager), Observer (events), Factory. Uses Unity-specific patterns (MonoBehaviour, ScriptableObject).
Applies patterns for Unity XR: State Machine for VR states, Object Pool for XR objects, Command for undo. Selects appropriate patterns.
Designs custom patterns for Unity XR. Combines patterns for complex XR systems. Adapts patterns for real-time constraints.
Establishes pattern catalog for XR team. Reviews pattern application.
Applies OOP in C# for Unity XR: classes, inheritance, interfaces, polymorphism. Understands SOLID. Creates component-based architecture for XR objects.
Designs OOP architecture for Unity XR systems: interface-based design, ScriptableObject patterns. Applies composition over inheritance for XR components.
Designs large-scale OOP systems for XR. Balances OOP and DOD for optimal Unity XR performance. Develops APIs for Unity XR packages.
Defines architectural approaches for Unity XR projects. Conducts architectural reviews. Mentors.
Optimization 2
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Understands the criticality of latency for VR (motion-to-photon < 20ms). Knows latency sources. Measures frame time in Unity Profiler.
Optimizes end-to-end latency: render pipeline, input processing, physics. Uses Application SpaceWarp on Quest. Minimizes input-to-render delay.
Defines latency SLA. Establishes optimization strategy. Introduces latency monitoring.
Understands resource constraints of mobile VR (Quest): RAM, VRAM, thermal. Follows basic resource guidelines. Monitors resource usage.
Optimizes resources for Quest: texture compression (ASTC), mesh optimization, audio compression. Monitors thermal throttling. Manages asset memory lifecycle.
Designs resource management strategy for XR. Implements dynamic quality settings based on thermal state. Optimizes bandwidth, storage. Introduces resource budgeting.
Defines resource budgets for all XR platforms. Establishes optimization guidelines. Introduces automated resource monitoring.
Profiling 2
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Uses Unity Profiler for CPU analysis of XR applications. Finds hotspots. Understands frame budget (11ms for 90FPS VR).
Performs deep XR profiling: marker-based profiling, call stack analysis. Uses OVR Metrics Tool for Quest. Optimizes Update/FixedUpdate for VR.
Deep CPU profiling: Burst Inspector, Snapdragon Profiler for Quest. Optimizes cache locality and SIMD. Profiles native plugins.
Establishes CPU performance strategy. Introduces automated profiling. Defines CPU budgets.
Uses Unity Memory Profiler to track memory usage. Finds obvious leaks. Understands heap/stack.
Performs detailed memory analysis: memory snapshots, managed/unmanaged breakdown. Optimizes texture/mesh memory for Quest. Tracks Addressables memory.
Deep memory analysis: fragmentation, allocation patterns, native memory. Implements custom memory tracking. Optimizes managed/unmanaged balance.
Establishes memory profiling strategy. Introduces regression testing. Defines memory budgets.
Unit Testing 1
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Writes unit tests for Unity XR logic via Unity Test Framework (NUnit). Tests helper functions and utilities. Understands AAA pattern.
Tests XR systems: interaction logic, state machines, event handlers. Uses mocking to isolate XR dependencies. Configures test coverage.
Designs testing strategy for Unity XR. Creates test frameworks for XR scenarios. Implements playmode tests. Automates regression testing.
Establishes testing culture. Defines coverage targets. Introduces testing in CI.
VR Development 3
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Configures VR controllers via Unity Input System / XR Interaction Toolkit. Maps buttons for Quest Touch / PCVR controllers. Uses ActionBasedController for action binding. Implements basic hand tracking.
Develops custom controller bindings through Input Action Assets. Implements finger tracking via Meta Hand Tracking SDK in Unity. Configures haptic patterns through XRController.SendHapticImpulse. Supports multiple controller types.
Defines input strategy for VR product. Establishes controller mapping standards for all supported devices. Coordinates input system development.
Implements basic VR interactions in Unity via XR Interaction Toolkit: XRGrabInteractable, XRRayInteractor, XRDirectInteractor. Configures world-space UI Canvas for VR. Works with XR Socket Interactor.
Designs complex VR interactions: physics-based grab with XR Interaction Toolkit, two-handed interactions, snap zones. Implements haptic feedback through XR Controller. Creates custom XRBaseInteractable.
Establishes VR interaction design guidelines for Unity project. Coordinates UX design and VR interaction development. Defines VR interaction quality standards.
Implements teleportation and snap turn via XR Interaction Toolkit (TeleportationProvider, SnapTurnProvider). Configures locomotion areas and anchors. Understands causes of VR motion sickness.
Designs complex locomotion systems: continuous move with comfort vignette, climbing (ClimbProvider), flying. Implements dynamic comfort settings. Configures roomscale with Guardian/Boundary.
Defines locomotion strategy for VR product. Conducts A/B testing of comfort settings. Establishes locomotion guidelines considering accessibility.
XR Platforms 3
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Gets started with visionOS development through Unity PolySpatial. Studies concepts of shared space, volumes, immersive spaces. Creates simple spatial interfaces in Unity for Vision Pro.
Develops visionOS applications through Unity PolySpatial: volumes, immersive spaces. Configures shaders for RealityKit rendering compatibility. Adapts VR content for mixed reality on Vision Pro.
Designs Unity application architecture for Vision Pro. Optimizes rendering for PolySpatial constraints. Integrates visionOS-specific APIs through native plugins. Develops cross-platform XR solutions (Quest + Vision Pro).
Defines visionOS development strategy on Unity. Coordinates adaptation of existing XR applications for Vision Pro. Establishes testing processes on Vision Pro.
Develops Unity applications for Meta Quest. Configures OVR/Meta XR SDK in Unity project. Builds APK and deploys to Quest. Tests via Meta Quest Link and standalone.
Optimizes Unity application for Quest: Fixed Foveated Rendering, Application SpaceWarp. Uses Meta Interaction SDK for hand tracking and Passthrough. Profiles via OVR Metrics Tool and Meta Quest Developer Hub.
Defines Quest development strategy. Leads Meta Quest Store certification process. Coordinates Quest-specific optimization. Interfaces with Meta Developer Relations.
Uses OpenXR through Unity XR Plugin Management. Configures OpenXR feature groups for target devices. Understands the role of OpenXR as a cross-platform standard.
Configures OpenXR extensions in Unity: hand tracking, eye tracking, composition layers. Works with OpenXR Interaction Profiles for various controllers. Debugs OpenXR runtime issues through Unity OpenXR Features.
Defines OpenXR strategy for Unity projects. Coordinates support for OpenXR extensions. Establishes OpenXR best practices in Unity. Interfaces with Unity and vendor teams.