# 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: - 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 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]]