01
Spatial UI Positioning
In XR the interface doesn't live on a screen — it lives around you. Default placement and scale for every panel, hooked into the headset's native recenter so the UI repositions itself instead of asking permission. Invalid-position rules, distance limits, and a long tail of drift bugs across scene, room and VR↔MR transitions.
02
Notification System
Three generations. Spatial audio and attention levels on the original; then a full re-architecture with per-product views, copy and icons; then migrating the last consumers off the legacy manager and deleting it — closing the tech debt rather than leaving two systems alive.
03
Onboarding & Tutorial
My largest sustained codebase here. Prototyped in Timeline first to validate the concept before committing architecture. Enter and exit at any step, resume, restart, first-launch only. 3D highlighter and coachmarks in world space, plus an immersive video tutorial synced to the step sequence. Design owned the design; I owned the implementation.
04
Localization Pipeline
EN / ES / DE, built as a customization capability rather than a fixed translation. Two iterations: strings first, then culture data — date formats and regional variants. Shared dictionaries across separate Unity projects, with key sanitation and reference-repair tooling.
05
Spin-off Architecture
The reusable base plus the feature switching that lets a whole separate product ship from this codebase — same systems, different skin, features on or off per product. Three apps on the Meta Store run on it.
06
Engagement Features
Content voting with particle effects and its own behavior inside watch parties, session-gated favourites, app-rating modal, content and duration tags, and headset-calendar integration — feasibility research first, then the flow.