Designs memory-aware Unity XR architecture. Uses unmanaged memory (UnsafeUtility, NativeContainers) for critical systems. Optimizes texture/mesh memory for Quest.
Roles · XR Unity Developer · Senior
What a Senior } should know
37 core skills, 54 in total. Expectations per skill, and what changes at the next level.
This page lists what a Senior } is expected to know and do, skill by skill. Core skills are the ones a manager and peers assess in a review cycle; the rest count only in self-assessment. Main areas: Programming Fundamentals, Testing & QA, Version Control & Collaboration.
Core skills for a Senior
Grouped by area. The label on the right is the expected depth: Awareness, Working, Advanced or Expert.
Programming Fundamentals · 8
Develops high-performance algorithms for XR: BVH for spatial queries, octree via Unity Jobs. Optimizes cache locality and SIMD through Burst Compiler.
Designs zero-allocation async pipeline for XR. Optimizes streaming loading without freezes. Implements progressive asset streaming for VR.
Establishes code quality standards for Unity XR. Configures CI checks. Designs maintainable architecture.
Designs custom NativeContainers for Unity DOTS XR. Implements lock-free structures for multithreaded XR. Optimizes memory layout for cache performance.
Designs custom patterns for Unity XR. Combines patterns for complex XR systems. Adapts patterns for real-time constraints.
Designs multithreaded XR systems through DOTS Jobs + Burst. Implements parallel spatial queries. Optimizes threading model for minimizing frame spikes in VR.
Designs large-scale OOP systems for XR. Balances OOP and DOD for optimal Unity XR performance. Develops APIs for Unity XR packages.
Testing & QA · 2
Designs integration testing strategy for XR. Automates device testing. Creates test environments for XR. Implements CI-based integration tests.
Designs testing strategy for Unity XR. Creates test frameworks for XR scenarios. Implements playmode tests. Automates regression testing.
Version Control & Collaboration · 2
Conducts deep reviews focused on XR performance, memory, architecture. Establishes review checklists. Mentors.
Configures Git workflows for Unity XR team. Optimizes repository (sparse checkout, partial clone). Designs branching strategy.
Game Development · 9
Designs performance strategy for Unity XR. Introduces automated performance testing. Profiles through RenderDoc, Snapdragon Profiler. Optimizes rendering pipeline for mobile VR.
Develops custom URP Render Features for XR. Optimizes rendering pipeline: custom passes, compute shaders. Profiles GPU through Frame Debugger / RenderDoc. Implements advanced VR rendering (multi-view, late-latching).
Designs large-scale Unity XR projects. Uses Burst Compiler and Jobs System for performant XR computations. Develops custom URP render features for VR/AR. Creates Unity packages for reuse.
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.
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.
Designs multiplayer XR system architecture. Implements prediction and interpolation for VR. Optimizes latency for real-time VR multiplayer. Develops shared spatial experiences.
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.
Designs testing strategy for XR project. Creates framework for automated XR testing. Implements CI-based performance regression testing. Introduces playmode tests for XR.
Develops UX framework for Unity XR: design system, interaction patterns, spatial layout. Creates adaptive UI for various XR devices. Designs multi-platform UX.
XR: AR/VR/MR · 12
Develops mathematical algorithms for XR: ICP for mesh alignment, spatial hashing, frustum culling. Optimizes mathematical computations through Unity Mathematics (math library) and Burst Compiler.
Designs AR content creation pipeline in Unity. Automates 3D asset import and optimization through Editor scripts. Develops procedural AR content generation. Creates tools for designers.
Integrates native ARKit/ARCore APIs through Unity native plugins for features unavailable in ARFoundation. Implements ARKit Scene Geometry and ARCore Depth API. Optimizes AR tracking for specific use cases. Configures ARWorldMap sharing.
Integrates advanced SLAM capabilities through native APIs. Implements mesh classification for scene understanding. Develops custom tracking algorithms for specific scenarios. Optimizes tracking quality.
Implements advanced Quest features in Unity: Spatial Anchors, Scene API, Shared Spatial Anchors. Optimizes to stable 90/120 FPS. Integrates Quest-specific features through native plugins. Develops Mixed Reality applications with Passthrough.
Develops custom OpenXR features for Unity. Integrates vendor-specific OpenXR extensions through native plugins. Optimizes rendering through OpenXR composition layers. Ensures compatibility with multiple OpenXR runtimes.
Designs spatial computing architecture in Unity. Develops spatial mapping and classification algorithms. Optimizes spatial queries for real-time XR. Integrates ML for scene understanding.
Creates cross-device input abstraction over OpenXR Input in Unity. Implements ML-based gesture recognition. Optimizes hand tracking performance for Quest. Develops eye tracking integration.
Develops custom VR interaction framework on top of XR Interaction Toolkit. Implements gesture recognition through Hand Tracking. Designs multimodal interaction (controllers + hands + voice). Optimizes interaction latency.
Develops adaptive locomotion systems with ML-driven comfort prediction. Implements redirected walking to expand virtual space. Optimizes locomotion for various VR devices.
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.
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).
Performance Engineering · 4
Designs low-latency Unity XR architecture. Optimizes render pipeline for minimum latency. Implements late-latching. Works with display timing.
Deep CPU profiling: Burst Inspector, Snapdragon Profiler for Quest. Optimizes cache locality and SIMD. Profiles native plugins.
Deep memory analysis: fragmentation, allocation patterns, native memory. Implements custom memory tracking. Optimizes managed/unmanaged balance.
Designs resource management strategy for XR. Implements dynamic quality settings based on thermal state. Optimizes bandwidth, storage. Introduces resource budgeting.
Additional skills
Not assessed by the team, but part of the self-assessment and the development plan.
What changes at Lead
39 skills get a higher expectation or become core when moving from Senior to Lead. The biggest jumps first.
- 3D Asset Pipeline: Advanced → Expert
- Algorithms & Complexity: Advanced → Expert
- Apple visionOS Development: Advanced → Expert
- Async Programming: Advanced → Expert
- Code Quality & Refactoring: Advanced → Expert
- Code Review: Advanced → Expert
- CPU Profiling: Advanced → Expert
- Data Structures: Advanced → Expert
- Design Patterns: Advanced → Expert
- Game Animation Systems: Advanced → Expert
} in the open competency matrix: 54 skills across 5 levels. The matrix is free for individuals and stays free.