U

Unity

Real-time cross-platform 2D/3D content platform

Staff Machine Learning Engineer - On-Device & Mobile AI

Full-TimeUpdated on 10/23/2026
$218.4k - $283.9k+ Equity awards + Annual discretionary bonus + Sales commission
Senior
California, USA+2 moreMore locations: San Francisco, CA, USA | Mountain View, CA, USA
RemoteRemote work in California or in-person at the San Francisco or Mountain View locations; relocation support is unavailable.
AI & Machine LearningApplied Machine Learning
No H1B Sponsorship

About the job

Requirements
  • At least 5 years in software or machine learning engineering, with meaningful experience focused on on-device or edge inference or real-time, performance-critical systems.
  • Production deployment experience with transformer- and/or diffusion-based models, such as ViT, Stable Diffusion, and CLIP/SigLIP-style encoders, on mobile, desktop, or embedded hardware; experience must be with shipped models, not only prototypes.
  • Hands-on experience with at least one major inference runtime, such as ONNX Runtime/ORT Web, CoreML, TFLite, or ExecuTorch, and working understanding of operator fusion, memory layout, and runtime scheduling.
  • Low-level performance-engineering experience and solid command of at least one GPU/compute API—WebGPU/WGSL, Metal, Vulkan, D3D12, or CUDA—and associated profiling tools; ability to interpret frame captures and kernel traces and identify time and memory bottlenecks.
  • Working knowledge of model-optimization techniques including quantization (INT4/INT8/FP16), weight sharing, pruning, and distillation, and judgment in applying them to meet latency and memory budgets.
  • Understanding of target hardware, including mobile SoCs such as Apple Neural Engine, Qualcomm Hexagon/Adreno, and ARM Mali, and/or desktop or laptop GPUs such as Apple Silicon, NVIDIA, AMD, and Intel.
  • Strong Python skills for export pipelines and training-side tooling.
  • Working fluency with deployed models sufficient to read and modify architectures for deployment and reason about accuracy trade-offs.
  • Sufficient English knowledge for professional verbal and written exchanges, as the duties require frequent and regular communication with colleagues and partners worldwide.
Responsibilities
  • Own the optimization pipeline for shipped models, including model export, graph transformation, operator fusion, memory-layout planning, and hardware-specific tuning across NPUs, mobile GPUs, and desktop or laptop GPUs.
  • Apply quantization (INT4/INT8/FP16), weight sharing, structured or unstructured pruning, and knowledge distillation to meet latency, memory, and power budgets, and validate against quality requirements.
  • Write and tune WebGPU compute shaders (WGSL) and, where relevant, native kernels using Metal, Vulkan/SPIR-V compute, or CUDA; profile with browser and platform tools including Chrome/Dawn GPU traces, PIX, Instruments/Metal System Trace, Snapdragon Profiler, Nsight, and RenderDoc, and eliminate operator- and memory-bandwidth-level bottlenecks.
  • Apply efficiency techniques such as dynamic resolution, token reduction, cross-frame caching or reuse, and reduced-step diffusion samplers to meet budgets on target device SKUs.
  • Work with WebGPU-targeted inference runtimes (ONNX Runtime Web, Transformers.js, WebLLM, TensorFlow.js) and native options (CoreML, ONNX Runtime, TFLite, ExecuTorch), and extend or build integration code where existing options do not meet diffusion and VLM workload needs.
  • Build integration between the machine-learning runtime and game engine, including real-time scheduling, memory pooling, zero-copy buffer sharing between inference and rendering paths, and frame-budget management alongside the renderer.
  • Build supporting engineering for components, including model packaging and asset pipelines, on-device fallbacks and SKU-aware capability tiers, crash and quality telemetry, and automated on-device benchmarking in continuous integration.
  • Partner with research scientists to turn novel computer-vision and multimodal architectures into implementations that are deployable, debuggable, and fast on device.
  • Feed hardware constraints, operator-support gaps, and cost models back into research early so model design and deployment converge.
  • Track efficient-inference developments, including efficient attention, distillation, and reduced-step diffusion, and assess their effects on latency, memory, and power on target devices.
  • Contribute to engineering best practices, code-review standards, performance-regression gates, and on-device benchmarking methodology.
  • Track latency, quality, memory, and power KPIs for the systems worked on across the device matrix.
  • Partner with platform engineers, product managers, and runtime teams to align work with device-SKU constraints and product roadmaps.
  • Share knowledge and mentor junior and mid-level engineers through code review, pairing, and design discussions.
Desired Qualifications
  • Familiarity with TypeScript/JavaScript and WGSL, the core languages of a browser-native runtime.
  • Experience shipping on-device world-model, neural-rendering, or real-time generative pipelines, such as NeRF, 3DGS, or real-time diffusion.
  • Hands-on experience deploying models through WebGPU, such as with ONNX Runtime Web WebGPU EP, Transformers.js, WebLLM, or TensorFlow.js, including writing or tuning WGSL compute shaders.
  • Game-engine or real-time-graphics experience with Unity, Unreal, or a custom engine, and Metal, Vulkan, D3D, or OpenGL ES render pipelines, especially integrating compute workloads alongside a renderer.
  • Contributions to open-source machine-learning inference frameworks, runtimes, or GPU/compute libraries, especially in the WebGPU ecosystem, including Dawn, wgpu, ORT Web, Transformers.js, or WebLLM.
  • Familiarity with compiler stacks such as MLIR, TVM, IREE, and XLA for custom kernel generation and graph optimization.
  • Experience with on-device benchmarking infrastructure, performance-regression continuous integration, and device-farm matrices.
  • Proficiency in C++, Objective-C, or Swift for runtime integration.

About the company

Unity is a software platform for creating interactive experiences in 2D, 3D, VR, and AR. It provides a real-time development engine and editor that lets users design, build, and publish content across many platforms, including mobile devices, PCs, and consoles. The product works by compiling assets, scripts, and scenes into a live, interactive app that can be exported to different devices; users can iterate in real-time and access cross-platform tools, asset libraries, and services. Unity differentiates itself from competitors with its broad, cross-platform real-time engine, a large ecosystem and marketplace, and a tiered subscription model plus additional support services tailored to individuals, studios, and enterprises. Its goal is to help developers—ranging from hobbyists to large companies—create and deploy interactive content quickly and at scale across multiple industries such as gaming, film, architecture, automotive, and engineering.

Company Size

5,001-10,000

Company Stage

IPO

Headquarters

San Francisco, California

Founded

2009

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Simplify's Take

What believers are saying

  • Q2 2026 revenue rose 24% to $546 million, beating guidance and estimates.
  • Adjusted EBITDA hit $160 million, and Unity expects Q3 EBITDA of $185 million.
  • Supersonic sold August 4, 2026, while Vector growth drove Strategic Grow revenue 63%.

What critics are saying

  • Create revenue grew only 4% in Q1 2026, exposing weak core engine momentum.
  • Vector depends on ad-tech execution; any Apple privacy shift crushes mobile performance marketing by 2027.
  • Unity reported a $347 million Q1 net loss; cash discipline fails if Vector decelerates.

What makes Unity unique

  • Unity Vector reached over $1 billion annual run rate in Q2 2026.
  • Netflix chose Unity for its multiyear multiplatform games ecosystem partnership in 2026.
  • Unity still powers cross-platform Create workflows across games, AR, automotive, and enterprise.

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Benefits

  • Comprehensive health, life, and disability insurances
  • Commuting subsidy
  • Employee stock ownership
  • Comprehensive retirement/pension plans
  • Generous vacation and personal days
  • Paid leave for new parents
  • Wellness and fitness subsidy
  • Office food and free snacks, including lots of healthy options!
  • Mental health and Wellbeing programs and support
  • Employee Resource Groups
  • Global Employee Assistance Program
  • Training and development programs

Growth & Insights and Company News

6 month growth

1%

1 year growth

1%

2 year growth

1%
Bloomberg
Oct 7th, 2026
Google, Unity launch platform to create video games from text prompts

Google and Unity Software have launched a platform enabling users to create video games using text prompts, bringing generative AI into game development. The collaboration marks another expansion of AI technology into creative industries. The platform allows people to generate games through simple written instructions, eliminating the need for traditional coding and design expertise. This represents a significant shift in how games can be developed. The announcement from Alphabet's Google and Unity Software reflects the growing integration of generative AI tools across artistic fields. The technology aims to democratise game creation by lowering technical barriers to entry.

Yahoo Finance
Oct 2nd, 2026
AppLovin stock hits 17-month low after court denies Unity ad data restraining order

AppLovin stock headed for a ninth consecutive session of losses after a San Francisco court denied its request for a temporary restraining order against Unity Software's Ad Quality SDK. Shares fell nearly 4% in early trading, hitting a 17-month low. Wedbush analyst Alicia Reese noted the ruling highlights a competitive shift as Unity's advertising business gains traction. She warned that stronger Unity bidding within AppLovin's MAX auctions could pressure the company's take rate. AppLovin alleges Unity's SDK collects data tied to ads served through MAX, including information on creatives, users, devices, revenue and engagement. The company claims Unity may have used this data in its own models to compete in mobile advertising auctions. Unity disputes the allegations, characterising AppLovin's legal action as an incumbent's response to increased competition.

Yahoo Finance
Sep 24th, 2026
Unity's ad platform Vector delivers 23% quarterly growth, but stock trades 11% below 52-week high

Unity Software stock has pulled back 11% from its 52-week high despite ranking in the top 12% of US stocks over $1 billion for trend strength. The company's advertising platform, Vector, delivered 23% quarter-over-quarter growth in Q2, exceeding management's 12-13% forecast and fueling a 63% year-over-year increase in its Strategic Grow business. Unity's revenue grew 14% over the past twelve months, outpacing the S&P 500 median of 8.3%. Its operating cash flow margin stands at 27%, above the S&P 500 median of 22%. However, the company's operating margin remains deeply negative at -30%. The stock trades at a price-to-sales multiple of 9.5, more than triple the S&P 500 median. Unity has fallen 3.9% over the past twelve months whilst the S&P 500 returned 16.1%.

Yahoo Finance
Sep 11th, 2026
Unity stock surges 110% in 6 months despite weak billings growth and shrinking margins

Unity's stock has surged 110% over six months to $42.03 per share, but analysts warn of three key risks. The company's long-term revenue growth of 16.9% annually over five years falls short of software sector standards. Billings growth averaged just 12.3% year-on-year over the last four quarters, suggesting intensifying competition. Most concerning is Unity's deteriorating profitability. Its operating margin has declined by 2.4 percentage points over two years and stands at negative 30.4% for the trailing 12 months, indicating rising costs that cannot be passed to customers. Trading at 7.7 times forward price-to-sales, analysts believe the stock's potential upside doesn't justify the downside risk and suggest investors consider alternative opportunities.

Yahoo Finance
Aug 29th, 2026
Unity CFO sells $1.2M in shares to cover tax obligations, retains $30.5M stake

Unity Software CFO Jarrod Yahes sold 26,017 shares of common stock for approximately $1.2 million on 25 August 2026, according to an SEC filing. The transaction was a non-discretionary sale to cover tax withholding obligations from vesting equity awards. Following the sale, Yahes retains direct ownership of 678,343 shares valued at approximately $30.52 million. The sale represented roughly 4% of his total holdings in the company. Unity Software, based in San Francisco, provides a platform for creating real-time 3D content for mobile devices, gaming consoles, and augmented reality hardware. The company has a market capitalisation of $19.6 billion and trailing twelve-month revenues of $2.0 billion. Analysts forecast 20% revenue growth for Unity in 2026, driven partly by its AI-powered platform Vector.