Unity — Process

Role in the pipeline: secondary engine, used only where it clearly beats Unreal:

  1. Apple Vision Pro mixed reality / shared space via PolySpatial (Unreal supports full immersion only).
  2. Phone AR apps via AR Foundation (one codebase for ARKit and ARCore), if native Swift/Kotlin teams are not available.
  3. Android XR, if Unreal support stays in preview.

Versions (Sept 2026): Unity 6.3 LTS is the stable line; Unity 6.5 beta carries the latest Android XR features. AR Foundation 6.x.

Bringing a MetaHuman into Unity

Allowed under the MetaHuman license since 2025, but costly:

Rule: for Unity targets, ship baked, simplified versions of the character (Optimized mesh, baked animation, card hair), never the live-rigged hero.

PolySpatial (Vision Pro) constraints

Steps for a Unity deliverable

  1. Export Optimized character + baked animation clips from Unreal (FBX or USD).
  2. Rebuild materials in Unity (Shader Graph); swap hair to cards.
  3. Import audio and caption tracks; sync to animation.
  4. Build the AR or visionOS scene; test on device.
  5. Keep the conversation client identical to Unreal's (same API and logging).

Owners: mobile AR engineer or visionOS developer. Tutorials: Unity — Tutorials