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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, and focused viewer reference documents.
— the description by NVIDIA Omniverse

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

The Omniverse Realtime Viewer skill acts as a central routing and architectural framework for developing USD-based 3D viewer applications. It provides a structured approach to composing rendering, scene state, and delivery mechanisms, ensuring that developers can integrate OVRTX rendering, OVStage scene management, and various UI or streaming adapters effectively. The skill emphasizes a modular architecture where the viewer runtime, UI/input adapters, and delivery systems are decoupled, allowing for consistent behavior across local and streamed environments.

What it does

  • Provides a routing architecture for USD viewer apps, XR delivery, and GPU-accelerated rendering.
  • Defines the separation of concerns between viewer runtime, UI adapters, and delivery systems.
  • Offers guidance on integrating OVRTX for high-fidelity 3D rendering.
  • Establishes conventions for camera interaction, scene state management, and input handling.
  • Supports the implementation of specialized features like stylized rendering and CAE/CFD visualization.
  • Provides protocols for agent-to-UI communication and scene control.

When to use it

  • When starting the development of a new USD-based realtime viewer application.
  • When integrating advanced rendering features like stylized visualization or AOV switching.
  • When building XR or spatial editing capabilities into an existing Omniverse application.
  • When you need to standardize the architecture for local and streamed viewer deployments.
  • When implementing chat-driven scene control or agent-based inspection of a 3D scene.

Advantages

  • Promotes a clean, modular architecture that separates rendering logic from UI and transport.
  • Ensures consistent behavior across different delivery methods, such as local windows or WebRTC streaming.
  • Provides clear paths for extending functionality without disrupting the core viewer runtime.
  • Facilitates the integration of complex simulation and visualization data into the viewer.
  • Standardizes conventions for scene state, selection, and camera control.

Usage examples

“How do I set up a basic USD viewer application using the Omniverse Realtime Viewer architecture?”
The agent will guide you to start with the viewer app reference, resolve dependencies, and implement the core runtime owner to manage the OVStage and OVRTX renderer.
“I need to add stylized rendering to my existing viewer. Where should I start?”
The agent will direct you to the stylized visualization references to implement the required USD/Lua/CUDA nodes within your existing runtime owner.
“How can I enable an AI agent to control the viewer scene?”
The agent will point to the A2UI Scene Copilot reference to implement an operation interface that allows the agent to send commands through the existing runtime owner.
“How do I switch between different render outputs like beauty and depth in my viewer?”
The agent will explain how to use the AOV switching reference to map RenderVars and update the RenderProduct's orderedVars through the runtime owner.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills

Documentation by NVIDIA Omniverse

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

Omniverse Realtime Viewer

Build responsive USD viewers by composing OVRTX rendering, OVStage scene state, and the delivery/UI libraries appropriate to the app. Use this package for viewer architecture and interaction; use each selected SDK's upstream guidance for installation and exact release-specific APIs.

Start With The App

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/usd-viewer-app/README.md. For an existing app, keep its architecture and read only the references for the requested change. Broad app, conventions and UI catalogs are lookups as needed.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent locally or stream through ovstream; respect frame ownership and backpressure.

Use OVRTX for USD/3D rendering. Browser apps display its WebRTC video; local apps present its output through their native shell. A missing GPU means rendering is unverified, not a reason to substitute a browser 3D renderer.

Keep viewer cameras, settings, effects, and transient edits in app-owned session or runtime state so the source USD stays intact. Serialize scene mutation and render stepping through the runtime owner. Read references/ovstage-ovrtx-integration/README.md for that loop, then the population or data-plane references when implementing scene loading or attribute writes.

Keep expensive loading and metadata work off the UI and render threads. Keep transport details behind a delivery adapter so camera, selection, properties, and loading state can be reused across local and streamed shells.

Add Capabilities As Needed

Use references/routing.md to select camera/picking, scene management, render settings, cloud assets, simulation, editor tools, deployment, or CAE/CFD visualization. Read the selected capability's implementation flow and its linked contract; the full reference catalog is not a prerequisite for a first frame.

For simulation, use the routing reference's Simulation Ecosystem section plus references/realtime-sim-integration/README.md. For UI-driven forces or control, add references/interaction-round-trip/README.md.

For example scenes, use references/usd-sample-data/README.md. When a runtime failure needs diagnosis, use references/troubleshooting/README.md and the selected SDK's matching release guidance before changing the architecture.

Solid Modeling: Upstream First

For usd-brep, exact BRep, solid modeling, kernel failures, CAD topology, or BrepArray questions, first read references/dependencies/README.md → USD BRep. Follow the owning repository's current agent guidance, skills, operation docs, and package API before selecting local integration references. Discover the upstream router rather than assuming skill names or directory layouts remain fixed. Upstream owns modeling semantics, schema rules, tuning, and diagnostics; this package owns OVRTX display, worker handoff, selection mapping, and publication timing.

GPU Processing And Stylized Viewers

For custom GPU processing, chained outputs and lens sampling, read references/spg-processing/README.md. For toon, ink, technical/X-Ray styles, geometry strokes or full wireframe, continue to references/stylized-visualization/implementation.md. Its USD/Lua/CUDA starting node and geometry/depth/composite build sequence work with the selected viewer recipe; use references/stylized-visualization/style-recipes.md for the preset math and references/stylized-visualization/README.md for supporting contracts. Implement the result inside the existing OVRTX/runtime owner and deliver the published processed output. These instructions do not require a sample checkout or a prior stylized-rendering implementation.

For an optional usd-brep geometry source, first read references/dependencies/README.md → USD BRep and the owning repository's current agent guidance, skills, and operation docs; then read references/stylized-visualization/usd-brep-source.md for the display boundary.

XR Viewers

For headsets, immersive viewers, or spatial editors, start with references/xr-viewer-recipe/README.md. Resolve SDK setup and contracts through references/dependencies/ovxr.md; the library owns OpenXR lifecycle and frame submission. For controllers, hands, navigation, or scene tools, add references/xr-spatial-input/README.md and references/ovxr-python-interactions/README.md. For projection-integrated UI, read references/ovxr-composition-ui/README.md and references/ovxr-composition-ui-validation/README.md.

Files

references/streaming-messages/README.md

Streaming Messages

Triggers

Use this skill for custom streaming message, data channel, event_type, openStageRequest, getChildrenRequest, getPropertiesRequest, getPrimCountRequest, getStatsRequest, selectPrimsRequest, setViewportInputActive, changeAOVRequest, activeAOVState, availableAOVsResult, variants, or message protocol.

Application messages use this envelope in both directions:

{"event_type": "<MessageType>", "payload": {}}

Input events normally are not JSON messages. WebRTC input arrives through NVST's native input channel as binary InputEvent structs and reaches streaming-server on_input. SHM Python clients must use ovstream.Client(ovstream.ClientType.SHM, stream_name="...").send_input_event(event); C clients use ovstream_client_send_input_event(client, event). In-process clients should call the local Python/C++ APIs directly. A browser-only JSON mouseInput fallback is allowed only after viewer-input-routing's explicit native-callback failure diagnostic; it must be mutually exclusive with native input.

ovstream Callback Split

Keep the StreamSDK callback responsibilities separate:

CallbackPayloadUse it for
Server on_app_message (WebRTC/native)Inner JSON text, already unwrapped by the SDKApp protocol messages: stage switching, tree requests, property requests, prim count, AOV changes, variants, settings, and UI state queries.
Server on_message (SHM/raw)Raw message text; SDK stream controls are not app commandsLocal SHM app protocol or explicitly supported raw messages.
Browser onCustomEventParsed app events from the serverReact state updates: openStageResult, getChildrenResult, stageSelectionChanged, availableAOVsResult, activeAOVState, and errors.
Server on_inputRaw ovstream.InputEvent objectsMouse, keyboard, wheel, and gamepad input for camera orbit/pan/zoom and click-to-pick.
Server on_unicodeComposed text inputIME, on-screen keyboard, paste, and other text events when a viewer needs text entry.

The browser does not implement camera math. Normally the WebRTC streaming library forwards raw input through NVST/ovstream; the Python server handles orbit, pan, zoom, drag-threshold click detection, and picking. The verified fallback only serializes normalized pointer intent to that same server path.

Use the transport contract and the server adapter for encoding, dispatch, and replies. Put application correlation fields inside payload, and echo them there in both success and error responses. The browser SDK rebuilds the outer envelope, so custom top-level fields are not a reliable roundtrip contract:

{"event_type":"getPropertiesRequest","payload":{"request_id":"properties-17","prim_path":"/World/Cube"}}

Resolve pending work from event.payload.request_id; keep any legacy top-level ID support inside the app adapter. Preserve stage/session generation checks when settling the request so delayed results cannot update a replaced scene.

WebRTC server routing:

stream_server.on_connection = message_handler.on_connection
stream_server.on_app_message = message_handler.on_message
stream_server.on_input = message_handler.on_input
# Optional for composed text input:
# stream_server.on_unicode = message_handler.on_unicode

Route native input through viewer input routing to the runtime queue, where camera motion and picking share the displayed frame's coordinates. Keep this path separate from JSON app commands.

Message Reference

FlowClient sendsServer sendsHandler responsibility
Open stageopenStageRequest {url}openStageResult {url,result,error?,root_prim_path?}Server loads USD into pxr worker and ovrtx, resets selection/highlight/AOV state, pushes root hierarchy
HierarchygetChildrenRequest {prim_path,filters?}getChildrenResult {prim_path,children}USD worker lists direct children and type/expandable metadata
PropertiesgetPropertiesRequest {prim_path,max_bytes?}getPropertiesResponse {prim_path,properties,truncated?}USD worker serializes attributes, relationships, metadata, variants, bounds summary
Prim countgetPrimCountRequest {}getPrimCountResult {count}USD worker traverses stage and returns total prim count
StatsgetStatsRequest {}getStatsResult {fps,latency_ms,...}Prefer client-side real WebRTC stats; server result may be placeholder
SelectionselectPrimsRequest {paths}stageSelectionChanged {prims}Server applies selected paths, updates highlight, and pushes canonical selection
SelectablemakePrimsSelectable {paths} or makePrimsPickable {paths}no required responseServer marks paths pickable/selectable
ResetresetStageRequest {} or resetStage {}optional openStageResult/loading messagesServer force-reloads the current stage; use force to bypass same-path skip
VariantsgetVariantsRequest {prim_path}getVariantsResponse {prim_path,variants}USD worker lists variant sets/options/current selection
Set variantsetVariantRequest {prim_path,variant_set,variant_selection}updated getVariantsResponse and/or hierarchy refreshServer applies variant, refreshes affected data
LoadingloadingStateQuery {}loadingStateResponse {url,loading_state}Server reports current load state
ProgressnoneupdateProgressAmount {amount}, updateProgressActivity {activity}Server pushes long load progress
AOV changechangeAOVRequest {aov}activeAOVState {active,available,result?,previous?,requested?,reason?}Server switches the render var copied into the video stream
AOV querygetAvailableAOVs {}availableAOVsResult {aovs,available}Server returns runtime-discovered displayable AOVs
Viewport inputsetViewportInputActive {active}no required responseServer gates native WebRTC input so DOM controls do not drive camera or picking
Verified browser input fallbackmouseInput {kind,x,y,button?,down?,delta_y?,modifiers?}no required responseBrowser-only contingency after data-channel works but native on_input is proven absent; server dispatches it through the normal camera/pick queue and ignores native input in this mode
Render/settingstoggleSegView, setCameraGizmo, viewer-specific settingsimplementation-specific result or state pushServer updates renderer/view state
Runtime transformruntimeTransformRequest {request_id?,paths,...}runtimeTransformResult {request_id?,result,error?,applied?} and/or stageSelectionChangedOptional capability: server writes accepted live transform updates through the runtime owner
Pick effectpickEffectRequest {request_id?,paths,effect,value?}pickEffectResult {request_id?,result,error?,applied?}Optional capability: server applies a verified selection-driven material, visibility, or effect change
Physics impulsephysicsImpulseRequest {request_id?,path,impulse,angular_impulse?,steps?,dt?}physicsImpulseResult {request_id?,result,error?,samples?,summary?}Optional capability: server enqueues an impulse for its configured physics owner and reports accepted work/results

Exact event names matter. Current apps route getChildrenResult and getPropertiesResponse; older notes may say getChildrenResponse or getPropertiesResult. Accept old aliases when practical, but emit and document getPropertiesResponse for selected-prim properties.

mouseInput is not a general extension point. When the documented fallback is active, use kind: "mouse_move", "mouse_button", or "mouse_wheel"; x and y are render-product pixels, button uses the shared 0/1/2 convention, down is present for button events, and delta_y is present for wheel events. Reject malformed or out-of-bounds fallback messages, cancel state on mode changes, and never process both mouseInput and native on_input for one gesture.

getPropertiesResponse.prim_path is the response correlation key. Browser inspectors should compare it against the current selected prim path stored in a ref or resolver map, not against stale React state captured when the message handler was registered.

Feature-specific messages should follow the same envelope and compatibility rules, but they are opt-in. Advertise support through render/settings capabilities, backend feature flags, or an app-specific getCapabilities response before showing controls. Keep names semantic and transport-neutral: runtimeTransformRequest, pickEffectRequest, and physicsImpulseRequest are better extension points than commands named after one delivery path or one library call.

Physics commands target the configured simulator owner; see physics integration for the stage handoff.

Payload Shapes

{"event_type":"openStageResult","payload":{"url":"samples/samples_data/stage01.usd","result":"success","root_prim_path":"/World"}}
{"event_type":"getChildrenResult","payload":{"prim_path":"/World","children":[{"name":"Cube","path":"/World/Cube","type":"geom","children":true},{"name":"Light","path":"/World/Light","type":"light","children":false}]}}
{"event_type":"getPropertiesResponse","payload":{"prim_path":"/World/Cube","properties":{"typeName":"Mesh","visibility":"inherited","xformOp:translate":[0,1,0]},"truncated":false}}
{"event_type":"getVariantsResponse","payload":{"prim_path":"/World/Car","variants":{"color":{"options":["red","blue"],"selection":"red"}}}}
{"event_type":"changeAOVRequest","payload":{"aov":"NormalSD"}}
{"event_type":"activeAOVState","payload":{"active":"NormalSD","available":["LdrColor","HdrColor","NormalSD","InstanceSegmentationSD","SemanticSegmentationSD","DistanceToImagePlaneSD","DiffuseAlbedoSD"],"result":"success","previous":"LdrColor"}}
{"event_type":"availableAOVsResult","payload":{"aovs":["LdrColor","HdrColor","NormalSD","InstanceSegmentationSD","SemanticSegmentationSD","DistanceToImagePlaneSD","DiffuseAlbedoSD"],"available":["LdrColor","HdrColor","NormalSD","InstanceSegmentationSD","SemanticSegmentationSD","DistanceToImagePlaneSD","DiffuseAlbedoSD"]}}

paths: [] in selectPrimsRequest clears selection.

{"event_type":"setViewportInputActive","payload":{"active":false}}

Use setViewportInputActive only as an app UI ownership hint. In native mode, mouse, keyboard, wheel, and touch events travel through the native input channel; the verified mouseInput fallback replaces that path only after its diagnostic passes. The server should cancel active camera gestures when the flag changes to false.

Server Handler Map

Detailed server handler dispatch guidance lives in server-handler-map.md.

Selection Sync

Selection is bidirectional:

  • Viewport clicks update server selection, highlight, animation, server-side overlays, and then broadcast stageSelectionChanged.

  • Tree clicks must send selectPrimsRequest {paths} to the server; local React state alone does not update RTX highlight or animation.

  • The server's selectPrimsRequest handler should perform the same selection side effects as the pick path before broadcasting canonical selection.

def _handle_select_prims(self, payload: Dict[str, Any]) -> None:
    paths = [p for p in payload.get("paths", []) if isinstance(p, str)]
    prev_selected = set(self.server.selected_prims)
    new_selected = set(paths)
    self.server.selected_prims = paths

    if self.server._highlight_mgr:
        self.server._highlight_mgr.update_selection(new_selected, prev_selected)
    if self.server._animator:
        for path in new_selected - prev_selected:
            self.server._animator.select(path)
        for path in prev_selected - new_selected:
            self.server._animator.deselect(path)

    self.send_message("stageSelectionChanged", {"prims": self.server.selected_prims})

On the frontend, StageTree row selection should call:

sendMessage({ event_type: 'selectPrimsRequest', payload: { paths: selectedPaths } });

Dynamic Root Prim

Do not assume every stage uses /World. The reference server asks the pxr worker for a hierarchy root after loading:

def cmd_get_root_prim_path() -> Dict[str, Any]:
    if not _stage:
        return {"ok": False, "error": "no stage loaded"}
    world = _stage.GetPrimAtPath("/World")
    if world.IsValid():
        return {"ok": True, "path": "/World"}

    default_prim = _stage.GetDefaultPrim()
    if default_prim and default_prim.IsValid():
        return {"ok": True, "path": str(default_prim.GetPath())}

    for child in _stage.GetPseudoRoot().GetChildren():
        return {"ok": True, "path": str(child.GetPath())}

    return {"ok": True, "path": "/"}

Cache the result on the server as current_stage_root_path, include it in openStageResult, and use it for the initial getChildrenResult push:

self.send_message("openStageResult", {
    "url": active_url,
    "result": "success",
    "root_prim_path": root_path,
})
children = server._pxr.get_children(root_path)
self.send_message("getChildrenResult", {"prim_path": root_path, "children": children})

Stage Reload Semantics

Open-stage requests should be idempotent. Normalize paths before deciding whether a request points at the already loaded stage:

if not force and self.current_stage_url:
    requested_key = os.path.normcase(os.path.abspath(url))
    current_key = os.path.normcase(os.path.abspath(self.current_stage_url))
    if requested_key == current_key:
        logger.info("Stage already loaded, skipping reload: %s", url)
        return True

For explicit reset/reload messages, call the load path with force=True so a same-path reload is not optimized away:

def _handle_reset_stage(self, payload: Dict[str, Any]) -> None:
    if server.current_stage_url:
        server._load_stage(server.current_stage_url, force=True)

AOV Messages

AOV state is synchronized through normal data-channel messages; the video stream itself stays unchanged.

def _send_aov_state(self, extra: Optional[Dict[str, Any]] = None) -> None:
    available = server.get_available_aovs()
    active = getattr(server, "_active_aov", "LdrColor")
    payload = {"active": active, "available": available}
    if extra:
        payload.update(extra)
    self.send_message("activeAOVState", payload)
    self.send_message("availableAOVsResult", {"aovs": available, "available": available})
def _handle_change_aov(self, payload: Dict[str, Any]) -> None:
    requested = payload.get("aov") or payload.get("name")
    if not isinstance(requested, str) or not requested:
        self._send_aov_state({"result": "error", "reason": "Missing AOV name"})
        return

    previous = getattr(server, "_active_aov", "LdrColor")
    if server.set_active_aov(requested):
        self._send_aov_state({"result": "success", "previous": previous})
        return

    self._send_aov_state({
        "result": "error",
        "requested": requested,
        "reason": "AOV is not available for the current render product",
    })

toggleSegView should remain as a compatibility shim. Map it to InstanceSegmentationSD when enabled and LdrColor when disabled, then send normal AOV state.

On the frontend, accept both AOV event shapes:

case 'activeAOVState': {
  const payload = event.payload as ActiveAOVStatePayload;
  if (Array.isArray(payload.available) && payload.available.length > 0) {
    setAvailableAOVs(payload.available);
  }
  setActiveAOV(payload.active || 'LdrColor');
  break;
}
case 'availableAOVsResult': {
  const payload = event.payload as AvailableAOVsResultPayload;
  const names = payload.aovs || payload.available || [];
  if (names.length > 0) {
    setAvailableAOVs(names);
  }
  break;
}

Data-Channel Size Limit

Some WebRTC data-channel paths fail above roughly 65535 bytes per message. getPropertiesResponse is the common offender on complex prims.

Cap payloads before sending:

MAX_MESSAGE_BYTES = 60000

def capped_event(event_type: str, payload: dict) -> tuple[dict, bool]:
    encoded = json.dumps({"event_type": event_type, "payload": payload}, default=str)
    if len(encoded.encode("utf-8")) <= MAX_MESSAGE_BYTES:
        return payload, False
    if "properties" in payload:
        trimmed = {}
        omitted = 0
        for key, value in payload["properties"].items():
            candidate = {**payload, "properties": {**trimmed, key: value}}
            size = len(json.dumps({"event_type": event_type, "payload": candidate}, default=str).encode("utf-8"))
            if size > MAX_MESSAGE_BYTES:
                omitted += 1
            else:
                trimmed[key] = value
        return {**payload, "properties": trimmed, "truncated": True, "omitted_count": omitted}, True
    return {**payload, "truncated": True, "error": "payload too large"}, True

Prefer a capped single response over chunking unless the frontend already supports chunk assembly. If adding pagination, make it opt-in with request fields such as max_bytes, offset, or cursor, and keep the original response shape for older clients.

For selected-prim property panels, avoid sending full mesh buffers in the first place. Serialize array attributes such as points, normals, faceVertexIndices, faceVertexCounts, and primvars:st* as {length, preview, truncated} summaries unless the user explicitly requests a full geometry dump or paginated array viewer.

Adding A Message

If a project has server/config.py, add a message constant there; otherwise a literal string is acceptable. If generating code files, include these parts:

  1. Your app's message router (suggested server/message_router.py, or an existing handler module): handler function, dictionary entry, payload validation, and guarded send helper call. Build this adapter using server-handler-map.md; no Python router is shipped with this package.

  2. Runtime or worker module: a render-thread command for live viewer state, a USD query worker for OpenUSD reads, or the configured physics owner when the handler needs those capabilities.

  3. frontend/src/types/usd.ts: TypeScript payload interfaces and discriminated event type.

  4. frontend/src/App.tsx or the relevant component: sendMessage({ event_type, payload }) and response routing in onCustomEvent.

def _handle_my_feature(self, payload):
    result = self._do_something(payload.get("some_param", ""))
    self._send_message("myFeatureResponse", {"result": result})
sendMessage({ event_type: 'myFeatureRequest', payload: { some_param: 'value' } });

Backward Compatibility Rules

  • Never change the outer {event_type,payload} envelope.

  • Add optional payload fields; do not rename required fields in place.

  • Accept known aliases (makePrimsPickable/makePrimsSelectable, resetStage/resetStageRequest, aov/name) and normalize internally.

  • Unknown request fields should be ignored, not treated as fatal.

  • Unknown event types should log a warning and return an error response only if the frontend expects one.

  • Optional feature messages should fail closed when the backend capability is absent or when the selected runtime cannot verify a safe apply path.

  • Keep request/response names stable across server and frontend; verify the active onCustomEvent router before changing names.

  • Send current state on connect for browser clients that attach after startup.

See also: aov-switching, streaming-client, streaming-server, streaming-lifecycle, viewer-input-routing, stage-hierarchy, stage-management.

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Needs Python, Needs Node.js

The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.

Security

What our scanner noticed· Medium risk

  • Large base64-encoded blobs
  • Instructions that use the network

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
NVIDIA Omniverse
Publisher
NVIDIA (Official)
Source
NVIDIA/skills · skills/omniverse-realtime-viewer · commit fce3cca
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE-APACHE)
  • ATTRIBUTION.md (written by AutoGineer)
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