There is an almost ready VR game in the wave-shooter genre on Unity 2022.3 LTS. The project was done in-house, but the team broke up. The game is currently playable and playable, but there are critical issues with performance, XR interaction, and build stability. It is required to bring the project into release candidate state and provide ready-made builds for SteamVR (Windows) and Meta Quest (Android) with a fixed set of functionality. Initial situation and environment - Unity 2022.3.x LTS, URP - XR Interaction Toolkit 2.x, OpenXR (Windows), Oculus XR Plugin or OpenXR (Quest) - you can choose the best option, but the decision needs to be justified - Git repository, I’ll provide access, the build is now running only on one of the PCs, on others it fails - Main stage 1, modes: tutorial and arena, 6 types of weapons, 10 types of enemies, wave system, simple progression What you need to get as a result - Two ready-made release builds: Windows (SteamVR) and Android (Quest) + customized build profiles - Fixed critical bugs, reproduced according to my checklist (I’ll give you a list and a video) - Optimized for VR and stable frame rate in target scenes - Packaged Unity project with reproducible build on a clean machine according to instructions Restrictions - You can’t rewrite the game from scratch, you need to work with the current architecture and make targeted changes - New models, animations and new game design are not required, only finishing and stabilization - You can add assets from Unity Package Manager, but without paid assets from the Asset Store - All changes via Git with clear commits Main stages of work 1) Project audit and correction plan - identify bottlenecks in CPU/GPU, GC, rendering, XR input, build a revision plan with a time estimate 2) Bug fixes and build stabilization - eliminate crashes, incorrect controllers/grips, tracking problems, discrepancies in behavior between Editor and build 3) VR optimization - profiling (Unity Profiler, Frame Debugger, XR stats), quality adjustment, spike removal, shader/post-processing optimization, allocation reduction, correct operation of FixedUpdate/Physics 4) Preparation of release builds - OpenXR/Quest configuration, player settings, input bindings, launch and testing on target devices, final smoke-test Measurable acceptance criteria - Windows SteamVR build: stable 90 FPS on RTX 2060+ in the arena under typical load (at least 20 enemies at a time) without drops below 80 FPS for more than 2 seconds according to profiler logs - Quest 2 build: maintaining 72 FPS in the arena under typical load, without long drops below 60 FPS for more than 2 seconds - During 30 minutes of continuous play on each platform there are no crashes or freezes, there are no Error-level exceptions in Player.log/adb logcat, except for pre-agreed warnings - All items from the critical bugs checklist are closed and confirmed with video/reproduction steps - The project is built on a clean machine according to the instructions: Unity version, packages, build steps, commands/settings What will I provide? - Repository, current builds, list of bugs with priorities, video of problems, access to testing on Quest 2 (if necessary, I can run builds according to your instructions) Important skills - VR experience in Unity (XR Interaction Toolkit/OpenXR), profiling and optimization for VR, Android/Quest builds, working with URP and performance I expect your answer to be a brief work plan and what data you need first (PC config for the test, logs, package versions).