Job Description
Job Title: Unity Developer
Department: Immersive Technologies
Location: Vapi, Gujarat
Experience: 4–6 Years
Job Purpose:
To design, develop, and optimize interactive surgical training modules for a physics-based robotic surgical training simulator built in Unity. The role will focus on developing C#-based training logic, interactive procedural workflows, soft-body and deformable tissue interactions, custom shaders, physics systems, and real-time simulation capabilities.
The position will work closely with Unity Developers, Technical Artists, 3D Artists, Simulation Engineers, and Clinical SMEs to create a high-fidelity PC-based surgical training platform integrated with a robotic surgeon console.
This is a physics- and shader-intensive simulation role, focused on interactive training and realistic simulation rather than visual-only walkthroughs.
Key Responsibilities:
1. Unity Development & Training Module Implementation
• Develop interactive surgical training modules using Unity and C#.
• Implement instrument drills, procedural exercises, multi-step surgical workflows, and training scenarios.
• Develop modular and reusable gameplay/simulation systems using clean and maintainable architecture.
• Implement training states, state machines, scoring systems, procedural progression, fail/retry flows, checkpoints, and completion logic.
• Develop interactive systems for surgical instruments, anatomical structures, operating-room environments, and robotic systems.
• Ensure reliable behavior across different training scenarios and user interactions.
2. C# Programming & Simulation Architecture
• Design, develop, and maintain robust C# systems for the simulator.
• Implement modular architectures using Prefabs, ScriptableObjects, interfaces, events, dependency patterns, or equivalent approaches.
• Develop reusable components and systems that can support multiple surgical training modules.
• Maintain clean, readable, testable, and scalable code.
• Identify and resolve performance, memory, logic, and integration issues.
• Participate in architecture discussions and contribute to technical decisions for the simulation platform.
3. Soft-Body & Deformable Tissue Simulation
• Develop and maintain interactive soft-body, deformable tissue, and anatomical interaction systems.
• Implement the project-selected approach for tissue deformation and physical interaction.
• Develop realistic interaction between surgical instruments and deformable anatomical structures.
• Configure and optimize Rigidbody, Joint, Collider, and physics-based interaction systems where applicable.
• Balance physical realism with real-time performance requirements.
• Evaluate trade-offs between simulation accuracy, stability, CPU/GPU usage, and training responsiveness.
• Work with Simulation Engineers and Technical Artists to improve deformable tissue behavior.
4. Physics & Collision Systems
• Implement physics-driven interactions for surgical instruments, robotic components, anatomical structures, and simulation environments.
• Configure Rigid body, joints, constraints, triggers, collision detection, and interaction systems.
• Integrate optimized collision geometry generated by the 3D art pipeline.
• Understand and work with UCX collision meshes and optimized physics geometry.
• Validate collision behaviour and identify issues related to penetration, jitter, tunneling, unstable physics, or incorrect collision setup.
• Optimize physics calculations for real-time workstation performance.
5. Shader & Technical Rendering Development
• Develop and maintain custom HLSL shaders for tissue, fluid, anatomical, and other simulation-specific visual effects.
• Implement advanced Shader Graph workflows, including HLSL/custom function blocks where appropriate.
• Develop shader systems for realistic visualization of soft tissues, fluids, transparency, subsurface-like effects, and dynamic surface characteristics.
• Implement vertex-color-driven shader logic and data pipelines.
• Connect gameplay/simulation parameters to shader properties for dynamic visual feedback.
• Collaborate with Look-Dev and Technical Art teams to ensure shader behavior matches the required visual and simulation objectives.
• Optimize shader complexity for target workstation GPU performance.
6. Surgical Instrument & Console Integration
• Integrate surgical instrument and robotic console data into Unity according to the system architecture.
• Develop interfaces between simulation systems and external device inputs where required.
• Support integration of instrument position, orientation, interaction state, button/input data, and other device parameters.
• Work with hardware, embedded, and systems teams to ensure reliable communication between the robotic console and Unity simulation.
• Implement appropriate asynchronous and non-blocking approaches for external device communication.
• Support UDP, serial, SDK, or other communication protocols where applicable.
7. Training Logic, Scoring & Assessment
• Develop training assessment systems based on defined surgical tasks and procedural requirements.
• Implement scoring logic, task completion criteria, error detection, penalties, and performance indicators.
• Develop multi-step procedural workflows and guided training sequences.
• Implement fail, retry, reset, checkpoint, and recovery mechanisms.
• Capture relevant simulation events and performance data for training evaluation.
• Work with Clinical SMEs to translate approved training requirements into reliable software behavior.
8. Unity Scene & Asset Integration
• Consume and integrate development-ready Unity scenes produced by the Look-Dev and Technical Art teams.
• Integrate 3D models, prefabs, materials, shaders, animations, UI elements, collision assets, and other production assets.
• Respect established asset standards including:
- Scale
- Orientation
- Pivot
- Prefab structure
- LOD/HLOD
- UCX collision
- Naming conventions
- Folder structures
- • Identify and communicate art-engine integration issues to the relevant teams.
- • Ensure integrated assets function correctly within the simulation architecture.
9. Performance Profiling & Optimization
• Profile Unity applications using Unity Profiler and other appropriate diagnostic tools.
• Analyze and optimize:
- CPU performance
- GPU performance
- Memory usage
- Physics performance
- Rendering performance
- Shader performance
- Garbage collection
- Draw calls
- • Identify the actual source of performance bottlenecks and provide actionable optimization reports.
- • Optimize the simulator for defined workstation GPU and CPU targets.
- • Perform profiling and optimization throughout development rather than only at final build stage.
- • Balance simulation fidelity, visual quality, responsiveness, and hardware performance.
12. Cross-Functional Collaboration
• Work closely with:
- Simulation Lead
- Senior Unity Developers
- Unity Developers
- Technical Artists
- Look-Dev Artists
- 3D Modelers
- Sculpting Artists
- Texturing Artists
- Simulation Engineers
- Hardware / Embedded Engineers
- Clinical SMEs
- QA / Validation Teams
• Participate in sprint planning, technical reviews, simulation reviews, and development meetings.
• Translate clinical and simulation requirements into practical software solutions.
• Communicate technical dependencies, blockers, risks, and performance issues proactively.
• Collaborate with artists to ensure assets are technically suitable for simulation.
Qualifications and Experience:
• Diploma / Bachelor's degree / equivalent qualification in Computer Science, Software Engineering, Game Development, Computer Graphics, Animation Technology, or a related field.
• 4–6 years of professional experience in Unity development using C#.
• Proven experience delivering production or commercially used interactive 3D applications.
• Strong professional experience with Unity and C#.
• Demonstrated experience with physics-based or deformable/soft-body interactions.
• Strong experience with HLSL/custom shader development or advanced Shader Graph with HLSL/custom function blocks.
• Strong understanding of Unity Profiler and CPU/GPU/memory optimization.
• Experience with Rigidbody, Joint, Collider, trigger, and physics systems.
• Experience with modular Unity architecture using Prefabs, ScriptableObjects, or equivalent approaches.
• Experience with Git / Git LFS.
• Experience developing Windows standalone Unity applications.
• Experience working within multidisciplinary game, simulation, XR, robotics, or real-time 3D teams is preferred.
• Experience in surgical simulation, medical visualization, robotics, serious games, or training simulators will be an added advantage.
Skills and Competencies:
Technical Skills
• Strong proficiency in Unity and C#.
• Strong understanding of object-oriented programming and software architecture.
• Strong understanding of Unity physics systems.
• Practical experience with soft-body / deformable physics.
• Strong knowledge of HLSL and custom shader development.
• Advanced understanding of Shader Graph is an advantage.
• Experience with vertex-color-driven shader workflows.
• Strong understanding of Unity Profiler and performance optimization.
• Good understanding of CPU, GPU, memory, rendering, and physics profiling.
• Experience with collision meshes, including UCX workflows.
• Experience with Prefabs, Scriptable Objects, scene management, and modular architectures.
• Good understanding of asynchronous programming and non-blocking external I/O.
• Working knowledge of UDP, serial communication, SDK integration, or similar device interfaces is an advantage.
• Strong understanding of Git / Git LFS.

