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Real-Time Network Synchronization Engineer (Unity / visionOS XR)
We are building a real-time synchronization system for XR experiences deployed in cinemas.
The system derives canonical show time from SMPTE LTC (Linear Timecode) embedded in the theater audio chain and exposes that time over a local network. XR headsets use this time authority to remain precisely aligned with cinema playback across dozens of devices.
A working prototype exists. We now need to refactor and formalize the headset-side synchronization logic into a clean, production-ready SDK.
What You’ll Do
-Refactor existing synchronization logic into a modular, reusable SDK
-Design and implement a deterministic time-client state machine
-Harden reconnection, drift correction, and failure handling behavior
-Package and document as a Unity UPM package (Quest + Vive Focus 3)
-Implement Apple Vision Pro support (Unity-on-visionOS and/or native Swift/RealityKit client)
-Implement structured diagnostics, logging, and error reporting
-Validate behavior under multi-device LAN conditions (10–100 headsets)
-Deliver a minimal reference integration demonstrating correct SDK usage
-You will not redesign hardware or rewrite the existing server.
Required Experience
-Senior-level Unity + C# (strong architectural fluency, not gameplay scripting)
-XR deployment on standalone devices
-Apple Vision Pro experience (Unity and/or native visionOS)
-Strong networking fundamentals (HTTP polling, jitter handling, clock deltas)
-Understanding of time synchronization concepts (NTP, drift, monotonic clocks)
-Experience debugging concurrency and race-condition issues
-Experience delivering stable systems under deadline
Strong Pluses
-Native visionOS (Swift / RealityKit)
-Real-time systems engineering background
-Distributed systems experience
-Audio/video synchronization experience
-Unreal familiarity (future-facing, not required for this phase)
Hardware & Environment
Development requires testing on physical devices across a local LAN. if needed, we will provide headset and a WiFi6 router for local multi-device testing. You should be comfortable validating synchronization across multiple simultaneous headsets.
Project Scope
This is a deterministic, linear timeline system for seated 6DOF XR playback.
There are:
-No gameplay mechanics
-No branching logic
-No multiplayer replication
The SDK provides a time authority and synchronization layer. It does not render content.
To Apply
Please include:
Relevant XR projects
Experience with timing, synchronization, or distributed systems
Any Vision Pro experience details
GitHub/code samples if available
Availability over the next 6–8 weeks