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.
Job description provided by nCircle Tech.
View the original posting