{"id":2593898,"url":"https://alion.io/job/ncircletech-unity-developer","title":"Unity Developer","company":{"id":4422089,"name":"Ncircletech","domain":"ncircletech.com","url":"https://alion.io/company/ncircletech","size_band":null,"is_staffing_agency":false,"employer_type":"direct","is_intermediary":false,"listed_via":null,"ats_vendor":"Zoho Recruit","truth_index":null},"role":"Games","role_family":"Games","seniority":null,"employment_type":"full_time","work_mode":"on_site","remote_scope":null,"remote_scope_basis":null,"remote_working_hours":null,"hiring_geo_confidence":"structured","locations":["Pune, India"],"countries":["IN"],"hiring_countries":[],"hiring_countries_total":0,"salary":null,"salary_estimate":null,"experience_years_min":null,"visa_sponsorship":false,"relocation_package":false,"has_equity":false,"technologies":[{"name":"C#","optional":false},{"name":"Inverse Kinematics","optional":false},{"name":"Unity","optional":false},{"name":"3ds Max","optional":true},{"name":"Blender","optional":true},{"name":"Git","optional":true}],"status":"live","first_seen_at":"2026-10-15T06:32:22Z","employer_posted_date":"2026-10-15","last_verified_at":"2026-10-15T14:08:39Z","board_verified":true,"closed_at":null,"days_open":0,"trust":{"level":"ok","repost_count":null,"flags":[],"days_open":0},"description":"About the Role\nnCircle Tech Company is looking for a Unity\ndeveloper with a technical-art mindset to expand the equipment library in\nSkyhook, our construction logistics and BIM visualization application. You will\ntake hard-surface construction equipment models, such as cranes, excavators,\nand lifts, and make them move realistically and reliably inside Skyhook. You\nwill also teach the system new behaviors by building out our action library.\nThis role is hands-on and implementation\nfocused. You will work within an established codebase and architecture, adding\nto it rather than reinventing it.\nWhat You'll Do -\nPrepare equipment models for procedural\nanimation\nImport FBX models of constructionequipment and restructure their transform hierarchies in the Unity prefab\neditor to support procedural movement, including Inverse Kinematics.\n\nSet correct pivots, parenting, andjoint relationships so booms, jibs, hoists, tracks, and attachments\narticulate cleanly.\n\nValidate that each prefab behavescorrectly across its full range of motion.\n\nAdd new equipment to existing systems\nIntegrate new models into Skyhook'sexisting equipment framework, following established patterns and\nconventions.\n\nExtract technical data frommanufacturer manuals and load charts (for cranes: load capacities, boom\nlengths, radii, configurations, and operating modes) and convert it into\nthe dictionary-based data structures referenced at runtime.\n\nCheck data for accuracy, since thisinformation drives how users plan lifts and logistics.\n\nExpand the action library\nDesign and code digital,robotic-style equipment movements by manipulating transforms through C#.\n\nBuild reusable, composable actions.For example, a crawler crane pick-and-place sequence: swing into position,\nlower the hook to the top of the object, raise the hook with the load,\nswing to the destination, and lower the load to its target location.\n\nExtend the library to a wide varietyof equipment types, keeping actions modular so they can be chained into\nlarger sequences.\n\nRequired Qualifications\nWorking proficiency in the UnityEditor, especially prefabs, transform hierarchies, and the prefab editor.\n\nSolid foundational C# skills andfamiliarity with the Unity API (MonoBehaviours, transforms, coroutines or\nequivalent, ScriptableObjects, collections and dictionaries).\n\nExperience preparing and importingFBX assets, including hierarchy, pivot, and scale cleanup.\n\nUnderstanding of how proceduralanimation works, including Inverse Kinematics and transform-driven motion.\n\nComfort reading and navigating anexisting codebase and extending it in line with its conventions.\n\nAbility to read technicaldocumentation and translate tabular or chart-based data into structured,\naccurate code.\n\nStrong attention to detail and ahabit of testing your own work.\n\nPreferred Qualifications\nExperience with heavy equipment orhard-surface mechanical models.\n\nFamiliarity with constructionequipment, especially cranes, and how to read load charts.\n\nExperience with Unity's AnimationRigging package or custom IK solutions.\n\nExperience with version control(Unity Version Control/Plastic SCM or Git) in a team setting.\n\nBasic 3D modeling knowledge (Blender,3ds Max, or similar) for minor model fixes.\n\nBackground in construction, AEC, orsimulation software.\n\nWhat Success Looks Like\nNew equipment models are imported,rigged, and functioning correctly in Skyhook with minimal rework.\n\nEquipment data matches manufacturerspecifications and behaves correctly at runtime.\n\nThe action library grows with clean, reusablemovement behaviors that other team members can build on.","description_format":"text","description_chars":3598,"description_truncated":false,"requirements":{"experience_years_min":null,"management_years_min":null,"team_size_min":null,"manages_managers":false,"education":null,"security_clearance":false,"languages":[]},"benefits":[],"hiring_locations":[],"hiring_excludes":[],"relocation_offered":false,"industries":[],"lifecycle":[{"event":"open","at":"2026-10-15T06:32:22Z"}],"visa":[],"liveness":{"score":86,"band":"hot","label":"Hiring now","p_open":1,"p_active":0.86,"p_room":1,"age_days":0,"expected_fill_days":21,"reasons":["conf:1","win:early"],"computed_at":"2026-10-15T16:06:29Z"},"pay":null,"html_url":"https://alion.io/job/ncircletech-unity-developer","json_url":"https://alion.io/job/ncircletech-unity-developer.json","meta":{"generated_at":"2026-10-15T16:06:29Z","cache_seconds":300,"methodology":"https://alion.io/methodology","terms":"https://alion.io/terms","contact":"https://alion.io/contact","api":"https://alion.io/developers","about":"Alion is a live layer of people, companies and AI agents: who they are, whether they are real and active right now, what they do and how to work with them, readable by people and by agents and paid per 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