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Unity Developer

Job Description - Unity Developer

About the Role

nCircle Tech Company is looking for a Unity
developer with a technical-art mindset to expand the equipment library in
Skyhook, our construction logistics and BIM visualization application. You will
take hard-surface construction equipment models, such as cranes, excavators,
and lifts, and make them move realistically and reliably inside Skyhook. You
will also teach the system new behaviors by building out our action library.

This role is hands-on and implementation
focused. You will work within an established codebase and architecture, adding
to it rather than reinventing it.

What You'll Do - 

Prepare equipment models for procedural
animation

  • Import FBX models of construction
    equipment and restructure their transform hierarchies in the Unity prefab
    editor to support procedural movement, including Inverse Kinematics.

  • Set correct pivots, parenting, and
    joint relationships so booms, jibs, hoists, tracks, and attachments
    articulate cleanly.

  • Validate that each prefab behaves
    correctly across its full range of motion.

Add new equipment to existing systems

  • Integrate new models into Skyhook's
    existing equipment framework, following established patterns and
    conventions.

  • Extract technical data from
    manufacturer manuals and load charts (for cranes: load capacities, boom
    lengths, radii, configurations, and operating modes) and convert it into
    the dictionary-based data structures referenced at runtime.

  • Check data for accuracy, since this
    information drives how users plan lifts and logistics.

Expand the action library

  • Design and code digital,
    robotic-style equipment movements by manipulating transforms through C#.

  • Build reusable, composable actions.
    For example, a crawler crane pick-and-place sequence: swing into position,
    lower the hook to the top of the object, raise the hook with the load,
    swing to the destination, and lower the load to its target location.

  • Extend the library to a wide variety
    of equipment types, keeping actions modular so they can be chained into
    larger sequences.

Required Qualifications

  • Working proficiency in the Unity
    Editor, especially prefabs, transform hierarchies, and the prefab editor.

  • Solid foundational C# skills and
    familiarity with the Unity API (MonoBehaviours, transforms, coroutines or
    equivalent, ScriptableObjects, collections and dictionaries).

  • Experience preparing and importing
    FBX assets, including hierarchy, pivot, and scale cleanup.

  • Understanding of how procedural
    animation works, including Inverse Kinematics and transform-driven motion.

  • Comfort reading and navigating an
    existing codebase and extending it in line with its conventions.

  • Ability to read technical
    documentation and translate tabular or chart-based data into structured,
    accurate code.

  • Strong attention to detail and a
    habit of testing your own work.

Preferred Qualifications

  • Experience with heavy equipment or
    hard-surface mechanical models.

  • Familiarity with construction
    equipment, especially cranes, and how to read load charts.

  • Experience with Unity's Animation
    Rigging package or custom IK solutions.

  • Experience with version control
    (Unity Version Control/Plastic SCM or Git) in a team setting.

  • Basic 3D modeling knowledge (Blender,
    3ds Max, or similar) for minor model fixes.

  • Background in construction, AEC, or
    simulation software.

What Success Looks Like

  • New equipment models are imported,
    rigged, and functioning correctly in Skyhook with minimal rework.

  • Equipment data matches manufacturer
    specifications and behaves correctly at runtime.

  • The action library grows with clean, reusable
    movement behaviors that other team members can build on.



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