Unity/C# VR Developer for VRM Tracking

Posted 2 weeks ago

Worldwide

Summary

Unity/SteamVR/Warudo Developer Needed – VIVE Ultimate Tracker + VRM Head Tracking Project Overview I am looking for an experienced Unity/C# VR developer who understands SteamVR/OpenXR tracking, VIVE Ultimate Trackers, VRM/UniVRM, and 6DoF transforms. I am creating a live-video compositing setup where a head-only VRM replaces a person’s real head in a live video feed. I have a VIVE Ultimate Tracker mounted to a head strap. The tracker needs to control the VRM so that the digital head stays accurately locked to the person’s real head. Desired Result I need a working setup where: VIVE Ultimate Tracker → SteamVR → Warudo → VRM The VRM must follow the physical tracker in 6 degrees of freedom: Position X — left/right Position Y — up/down Position Z — forward/back Rotation X — pitch Rotation Y — yaw Rotation Z — roll When the person moves their head, the VRM should move with them rather than remaining fixed at the center of the scene. The VRM should behave essentially like a rigid object attached to the physical tracker. Important Details About My Setup I am using Warudo. I am using a VIVE Ultimate Tracker. The tracker is mounted on a head strap. I am NOT using a VR headset. I am using SteamVR with a null HMD/driver setup so that the tracker can be recognized without a headset. SteamVR currently recognizes the tracker. Warudo is receiving the tracker data. I have already experimented with Warudo’s SteamVR Prop Tracker and Character Tracker. The remaining problem is getting the VRM’s transform, reference frame, position, and rotation to behave correctly and reliably. The final output will be composited over live video, so accurate alignment and low latency are important. What I Need From You I need you to determine the most reliable way to accomplish this in Warudo. This could involve: Warudo’s existing SteamVR tracking components A Warudo Blueprint A custom Warudo component Unity/C# code VRM/UniVRM transform adjustments A custom tracker-follow component Correct coordinate/reference-frame conversion I am not attached to a particular implementation. I care about getting the final behavior working correctly. The Most Important Requirement The final VRM must follow the VIVE Ultimate Tracker’s position AND rotation without: drifting back toward the center unwanted automatic recentering inverted axes incorrect pitch/yaw/roll large positional offsets the VRM rotating around an incorrect pivot the tracker and VRM using incompatible coordinate spaces What I Already Have I have: Warudo installed SteamVR installed VIVE Ultimate Tracker Tracker mounted on a head strap SteamVR successfully recognizing the tracker A head-only VRM that can be imported into Warudo I can provide screenshots, the VRM, Warudo project files, SteamVR configuration, and recordings of the current behavior. Developer Requirements Please only apply if you have hands-on experience with several of the following: Unity C# SteamVR/OpenVR OpenXR HTC VIVE hardware VIVE Ultimate Trackers 6DoF tracking VRM/UniVRM Unity Transform/Quaternion mathematics VR/AR development Warudo or similar VTubing/real-time avatar software Before Hiring Please explain briefly: Have you worked with VIVE Ultimate Trackers before? Have you worked with SteamVR tracking without an HMD? Have you worked with VRM/UniVRM? Have you worked with Warudo or another real-time avatar application? How would you approach making a head-only VRM rigidly follow a single 6DoF tracker? How would you handle the difference between the SteamVR tracking coordinate system and Warudo’s scene coordinate system? I am looking for someone who can actually troubleshoot and test the tracking pipeline, not simply modify or re-export the VRM. Definition of Done The project is complete when I can: Put the VIVE Ultimate Tracker on my head. Start SteamVR without a physical VR headset. Start Warudo. Load the VRM. Move my head left/right, up/down, forward/backward, and rotate it. Have the VRM remain accurately locked to my physical head in both position and rotation. Have the VRM remain stable without drifting or automatically returning to the center. The final setup should be something I can reliably open and use for my live-video production.

  • Less than 30 hrs/week
    Hourly
  • 1-3 months
    Duration
  • Intermediate
    Experience Level
  • $10.00

    -

    $45.00

    Hourly
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
C#
Unity
Mixed Reality
VIVE
Activity on this job
  • Proposals:20 to 50
  • Last viewed by client:yesterday
  • Hires:
    1
  • Interviewing:
    4
  • Invites sent:
    5
  • Unanswered invites:
    2
About the client
Member since May 21, 2026
  • USA
    Tucson9:48 AM
  • 1 hire, 1 active
  • Art & Design
    Individual client

Explore similar jobs on Upwork

Unreal Engine
Virtual Reality
Meta Quest
AR & VR Development
3D Animation
UX & UI
VR Application
AR & VR
Swift
iOS
Camera
C++

How it works

  • Post a job icon
    Create your free profile
    Highlight your skills and experience, show your portfolio, and set your ideal pay rate.
  • Talent comes to you icon
    Work the way you want
    Apply for jobs, create easy-to-by projects, or access exclusive opportunities that come to you.
  • Payment simplified icon
    Get paid securely
    From contract to payment, we help you work safely and get paid securely.
Want to get started? Create a profile

About Upwork

  • Rating is 4.9 out of 5.
    4.9/5
    (Average rating of clients by professionals)
  • G2 2021
    #1 freelance platform
  • 49,000+
    Signed contract every week
  • $2.3B
    Freelancers earned on Upwork in 2020

Find the best freelance jobs

Growing your career is as easy as creating a free profile and finding work like this that fits your skills.

Trusted by

  • Microsoft Logo
  • Airbnb Logo
  • Bissell Logo
  • GoDaddy Logo