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nCircle Tech Pvt. Ltd.

nCircle Tech Pvt. Ltd.

Unity Developer

Pune, INفي الموقعدائمدوام كامل

تم النشر في 8 أكتوبر 2026

تم نشر هذه الوظيفة باللغة EN

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.


ملخص الدور

نوع الوظيفة

دوام كامل

المهارات المطلوبة

Unity Editor proficiency (prefabs, transform hierarchies, prefab editor)C# programming and Unity API (MonoBehaviours, transforms, coroutines, ScriptableObjects, collections/dictionaries)FBX asset import and cleanup (hierarchy, pivots, scale)Prefab rigging and joint setup (pivots, parenting, booms/jibs/hoists articulation)Procedural animation and Inverse Kinematics (transform-driven motion)Designing and coding reusable, composable action sequencesReading and translating technical documentation and load charts into structured dataData modeling for runtime (dictionary-based data structures and accuracy checks)Working within and extending an existing codebase following established patterns and conventionsValidating and testing prefab behaviors across full ranges of motion (runtime validation/QA)Experience with Unity Animation Rigging or custom IK solutionsVersion control in a team setting (Git or Unity Version Control/Plastic SCM)Basic 3D modeling for minor fixes (Blender, 3ds Max, or similar)

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