Unity — Process
Role in the pipeline: secondary engine, used only where it clearly beats Unreal:
- Apple Vision Pro mixed reality / shared space via PolySpatial (Unreal supports full immersion only).
- Phone AR apps via AR Foundation (one codebase for ARKit and ARCore), if native Swift/Kotlin teams are not available.
- 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:
- Export from Unreal (DCC export), often through Blender or Maya, into Unity (HDRP for fidelity, URP for XR).
- Skin subsurface scattering and hair need custom shaders; grooms do not transfer cleanly.
- Workflows can break with each Unreal or MetaHuman update.
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
- Apple silicon Mac + Xcode required; Unity 6 with visionOS build support.
- URP recommended; linear color only.
- No custom ShaderLab shaders, Shader Graph subset only; RealityKit does the rendering.
Steps for a Unity deliverable
- Export Optimized character + baked animation clips from Unreal (FBX or USD).
- Rebuild materials in Unity (Shader Graph); swap hair to cards.
- Import audio and caption tracks; sync to animation.
- Build the AR or visionOS scene; test on device.
- Keep the conversation client identical to Unreal's (same API and logging).
Owners: mobile AR engineer or visionOS developer. Tutorials: Unity — Tutorials