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Unity Developer

Unity Developer

MERIL
4-6 Years
Early Applicant
  • Posted 22 hours ago
  • Be among the first 10 applicants

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.

More Info

Job Type:
Industry:
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Key Skills

ScriptableObjects

Shader Graph

Physics systems

Git LFS

Prefabs

Soft-body deformable physics

Unity

About Company

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