One-time gig
Unity developer: first builds and real-device test report
Goluxland
We have a small Unity 6.3 prototype: a 3D island where the player walks Savi, finds three books and returns to the shore. The project has not been built or run yet, so you start at the beginning.
You will open it, fix whatever stops it from compiling, produce a Web build and an Android build, and test on real hardware: an Android phone, an iPhone and an iPad.
Deliverable: working builds, a short list of fixes, and a device report with model, OS, browser, resolution, first load time, behavior after rotation, five minutes of play, FPS, and memory and stalls from the profiler.
Done means: on each device the text is readable, the controls work, the task can be finished, and a steady 30 FPS is reached or the gap is explained.
Must know (mandatory): Unity 6 and C#; WebGL builds; Unity Profiler; your own access to the three kinds of device.
Nice to have: iOS builds with Xcode; Android SDK setup; touch controls.
What it asks for
- Unity 6.3
- WebGL builds
- Unity Profiler
- C#
- Access to the three kinds of device
Nice to have
- Android SDK setup
- Xcode
- iOS builds
- Touch controls