Unity Developer — Procedural Mesh Generation (iPad App)

Posted 5 days ago

Worldwide

Summary

⚠️ Two things before applying 1. FIXED and FINAL budget: $5,000 USD for the entire project. This is not an hourly contract, the budget is not negotiable upward, and it will not be increased midway through the project. Payment will be made by milestones. If your estimate for this scope exceeds this amount, this project is not a good fit for you and there is no need to apply. 2. This is NOT a rigging or animation project. The core of the project is runtime geometry generation along curves (splines). If your main expertise is character animation, rigs, or ragdolls, this is not the right project for you. The Project A visual creation app for iPad, built in Unity (URP). The project is confidential: an NDA will be signed before sharing the app name and business details. We are looking to build the complete MVP, from scratch through App Store publication. All 3D assets (models, textures, blendshapes) will be provided by the client, already completed in Blender. UI wireframes will also be provided. Scope 1. Procedural spline-based engine (the core) • Runtime-generated mesh: profile extruded along a Bezier/Catmull-Rom curve, with variable radius • Arc-length-based UV mapping so the texture does not stretch when thickness changes • Branching: sub-splines anchored to a node on the parent curve, with a sliding anchor point (0–1 parameter), independent scale, and rotation Branch-to-trunk joints do NOT require watertight merging. This is a visual reference tool, not a 3D-printing modeler. Simple or visually concealed overlap is sufficient. Metaballs and remeshing are not required. 2. Touch manipulation • Draw the curve with a gesture; move/rotate nodes, adjust local thickness, and add/remove nodes and branches • Optimized for Apple Pencil and touch 3. Anchored meshes + blendshapes • Anchor fixed meshes (provided) to curve nodes • Slider-controlled opening blendshape system, reusable across different meshes 4. Shader (Shader Graph) • Surface relief using Normal Map + Parallax Occlusion Mapping (no displacement or tessellation — it must run efficiently on mobile) • Voronoi-style noise pattern with parameters exposed to the user at runtime 5. Camera (Cinemachine) • Framing presets + limited orbit/zoom; toggle between perspective and orthographic views 6. UI • Asset library + parametric controls panel, responsive for iPad (wireframes provided) 7. Export • High-resolution capture to the camera roll; export in orthographic view 8. Analytics • Firebase: D1/D7/D30 retention and activation event 9. Publication • Build, TestFlight, and App Store submission Requirements • Proven experience in procedural mesh generation in Unity (mesh generation through code). Mandatory: portfolio with a specific example required. • Unity 6 / URP • Shader Graph (intermediate–advanced) • Apps published on the App Store • Mobile / iPadOS optimization • Fluent Spanish Nice to have: Cinemachine, Firebase, experience with creative tools. Conditions • Fixed price: $5,000 USD, paid by milestones • Timeline: 8–12 weeks • Remote, freelance, LatAm preferred • NDA before sharing full project details How to Apply 1. Portfolio with at least one example of procedural geometry generation (your own code, no plugins). Mandatory. 2. Apps you have published on the App Store 3. Availability (hours/week) 4. Confirmation that the full scope is feasible within the fixed $5,000 USD budget, along with your proposed milestones

  • $5,000.00

    Fixed-price
  • Expert
    Experience Level
  • Remote Job
  • Complex project
    Project Type
Skills and Expertise
Mandatory skills
iOS Development
Firebase
Activity on this job
  • Proposals:10 to 15
  • Interviewing:
    0
  • Invites sent:
    0
  • Unanswered invites:
    0
About the client
Member since Jul 27, 2026
  • Colombia
    8:48 AM

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