Omniverse Realtime Viewer
NVIDIAOfficialCreated by NVIDIA Omniverse
- Skill
- Tool integration
- Software development
- Apache-2.0
- Medium risk
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
Download the skill as a ZIP:
https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/downloadUnzip 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
When delivery is explicit, select its recipe through
references/routing.mdand follow its current phase. Otherwise start withreferences/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.Resolve the selected libraries through
references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read
references/conventions.mdfor shared input, camera, selection, and protocol conventions.Use
references/viewer-ux-workflow/README.mdfor broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.Validate the actual delivery path with
references/validation.md. A browser screenshot does not validate a native window or a different transport.
Architecture
| Owner | Responsibility |
|---|---|
| Viewer runtime | Own the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping. |
| UI and input adapter | Display frames and copied app state; send user intent to the runtime owner. |
| Storage/query/simulation workers | Perform their assigned work and return results through the selected integration boundary. |
| Delivery adapter | Present 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.
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references/troubleshooting/README.md
Troubleshooting
Triggers
Use this skill for troubleshoot, debug Omniverse Realtime Viewer, server won't start, no video, data channel not working, wrong colors, black frame, scene won't load, camera doesn't move, picking broken, or WebRTC internals.
Use this when an Omniverse Realtime Viewer fails during startup, streaming, scene loading, rendering, input, selection, or UI state sync. Start by classifying the first broken boundary instead of chasing downstream symptoms.
Triage Flowchart
Server process does not start
-> Server startup diagnostics
Server starts but browser cannot connect
-> WebRTC signaling and port diagnostics
Browser connects but video is blank or frozen
-> Video streaming and renderer step diagnostics
Embedded host hides media capabilities or connection does not decode a frame
-> Embedded-host H264 preflight and decoded-frame diagnostics
Electron SHM viewer opens but viewport is black, disconnected, or stutters
-> Electron SHM Viewer diagnostics
Tauri or desktop WebView drag loses release, sticks, or selects after a drag
-> Desktop WebView Pointer Lifecycle in viewer-input-routing
Video streams but colors/materials/frame are wrong
-> Render var, BGRA conversion, camera, MDL diagnostics
UI connects but buttons/tree/settings do nothing
-> Data-channel diagnostics
Stage open fails or loads as empty
-> Scene loading and asset path diagnostics
Scene loads but camera does not move
-> Input callback and live camera write diagnostics
Camera works but click selection is wrong or empty
-> Picking, coordinate, and segmentation diagnostics
Selection works but highlight/info/tree is stale
-> Derived state reset and message routing diagnostics
Physics or runtime transforms crash, no-op, or desynchronize
-> OVStage/OVPhysX boundary diagnostics
Scene switch crashes or hangs
-> Renderer ownership and stage reset diagnosticsFast Rules
Debug one boundary at a time: process startup, WebRTC connection, rendered frame, JSON message, USD query, then feature state.
Keep one render thread as the owner of
renderer.step(),reset_stage(),open_usd(),open_usd_from_string(), reference mutation, native pick queries, selection outline writes, and livewrite_attribute()calls.In OVStage-backed apps, the parent viewer runtime also owns stage lifetime, ordinals, write floors, renderer attachment, and publication.
Keep
pxrqueries and OVPhysX USD population in workers unless the exact ABI/import path is verified. A failedPhysX.attach_ovstage(stage, read_ordinal=...)bridge must not fall back to parent-process OVPhysX population.In WebRTC streaming apps, mouse, wheel, keyboard, and touch input normally arrive through NVST/ovstream
InputEventcallbacks; app state commands use the JSON data channel. If the data channel works but an explicit viewport test produces no native callback, use the documented mutually exclusive browsermouseInputfallback.A frontend "loading forever" state is usually either a missing
openStageResult, a missed proactive state push, or a message-name mismatch.For an Electron app with a Python sidecar on Windows, first run the App-Local Desktop Preflight in
windows-native-setup; then diagnose the process and SHM lifecycle throughelectron-shm-viewer.A local Omniverse Realtime Viewer skips WebRTC entirely. If the same renderer and scene code works locally but not in a browser, focus on ovstream, frame conversion, and the standalone ovstream Direct AppStreamer config.
Scenario Playbooks
Detailed startup, streaming, scene, input, selection, hierarchy, and recovery playbooks live in scenario-playbooks.md.
Common Error Map
| Message or symptom | Actual cause | Usual fix |
|---|---|---|
ModuleNotFoundError: ovstream | Python binding missing or native lib path missing | Install ovstream and set OVSTREAM_LIB_PATH |
CRenderApi not found | ovrtx plugin tree not resolved | Set OVRTX_BIN_PATH and plugin library path |
usd-core detected | ovrtx USD check found another USD package | Set OVRTX_SKIP_USD_CHECK=1 before ovrtx work |
multiple debug symbol definitions for SDF_ASSET | Two USD registries loaded | Put ovrtx bundled libs first or split pxr into worker |
_tf import failure | USD DLL/shared library conflict | Fix import order or use subprocess queries |
Duplicate USD registry, TfType::AddAlias, or repeated USD plugin/type aliases | pxr/usd-core or another USD-populating runtime loaded beside OVRTX | Move OpenUSD queries or physics USD population behind a process boundary |
Default.mdl parse crash | Renderer initialized after wrong USD registry | Fix import/construction order |
PhysX.attach_ovstage(stage, read_ordinal=...) reports missing ovstage_register_consumer, ovstage_register_output_buffer, ovstage_publish, ovstage_query_changes, ovstage_read_attribute, or ovstage_write_attribute | OVPhysX was built against OVStage bridge symbols unavailable in the installed OVStage wheel | Use the bounded OVPhysX worker path and report the ABI mismatch |
| Native crash after parent-process OVPhysX population | Competing USD population entered the process that owns OVRTX/OVStage | Move OVPhysX population to a child worker and hand poses back as JSON |
| Magenta materials | MDL resolver path missing | Set OVRTX_BIN_PATH and library path |
Unable to find RenderProduct prim | Inline/session render path missing or mismatched | Create the render pipeline and pass the exact path |
| Black frame, no exception | Camera, RenderProduct, resolution, or RenderVar invalid | Validate stage-loading data and camera relation |
USD parse error near RenderVar inline braces | ovrtx parser rejected one-line def RenderVar "X" { ... } syntax | Use multi-line RenderVar definitions from stage-loading |
RenderProductSetOutputs has no attribute get | renderer.step() output was treated as a dict | Use membership checks and products[render_product_path], then map individual RenderVars |
| Invalid output handle | Renderer-backed output was retained past its valid lifetime | Return owned buffers copied inside each RenderVar map context |
First renderer.step() exceeds normal test timeout | Cold RTX shader or pipeline compilation | Use a 300s+ first-run timeout and inspect ovrtx logs |
| Red/blue swapped | RGBA submitted as BGRA | Convert ovrtx LdrColor before ovstream |
| Scene renders but appears sideways | Camera fit, orbit, or pan hard-coded Y-up for a Z-up stage | Query UsdGeom.GetStageUpAxis in the metadata worker, set the server camera's world_up, refit, and keep the source USD unchanged |
| Stage load reports success but first frame fails | load operation status or RenderProduct path was not checked | wait/check load status, then step the exact RenderProduct |
TypeError: a coroutine was expected from ui.run | ovui run loop received a callback/function instead of an awaitable | Pass an async render loop coroutine and yield with await asyncio.sleep(1.0 / 120.0) |
VIEWPORT_CAMERA_POSE_SOURCE import failure | stale data adapters installed with newer local UI packages | Install local UI packages from the same package set |
| ovui widget/adapter dependency resolution fails | first-party versions differ or an obsolete umbrella package was requested | Resolve matching ovui-widgets-* and ovui-data-adapters-* distributions through references/dependencies |
| Native UI package requires a compiler toolchain | package/build instructions require local tools | Follow the current ovui dependency guidance |
Previous session is already running | Old WebRTC client/session still active | Close old tab, reduce reconnect storm, restart server if stuck |
Could not get encoded frame with black video | Direct client codec default was unknown or unsupported | Set explicit codec: 'H264' and codecList: ['H264'] in DirectConfig |
Embedded host lacks navigator.mediaCapabilities | Host frame does not expose the optional capability API | Record iframe/preflight state, retain explicit H264 config, and require decoded-frame validation; do not reject H264 from API absence alone |
connect() resolves but no decoded video frame | Startup progress was mistaken for media proof | Check video readyState, decoded-frame counter/currentTime, WebRTC internals, and host-frame policy |
| Connects then disconnects in 1-2 seconds before messages arrive | Server did not stream fallback/idle frames while waiting for a stage command | Stream a valid fallback or last-good BGRA frame every connected tick |
| Initial app messages never reach the server | Frontend confused startup progress, command readiness, and scene-frame readiness | Follow client readiness; send after confirmed start success, then prove decoded frames |
Keyboard/data-channel controls work but mouse drag, button, and wheel produce no server on_input events | Native browser input forwarding is unavailable in this host/embed | Verify viewport ownership and callback logs, then enable only the mutually exclusive mouseInput fallback in viewer-input-routing; do not process native and fallback events together |
NVST_R_INVALID_OPERATION on second Server.start() | ovstream.shutdown() ran in a same-process stop path | Use server.stop() and server.close() for restarts; reserve ovstream.shutdown() for process exit |
Server sees messageType but no event_type | AppStreamer envelope not unwrapped | Parse nested data payload before dispatch |
POST /sign_in returns HTTP 501 | For a standalone ovstream Direct deployment, frontend used a connection profile intended for a different streaming product or injected auth/session fields | Rebuild the frontend from streaming-client using @nvidia/ov-web-rtc Direct mode with only the exposed server and signalingPort |
UI waits on getChildrenResponse | Protocol name mismatch | Use active getChildrenResult route |
| Picks return old prims | pending pick/selectable state survived scene reload | clear pick state and refresh native pickability |
| Highlight visible on load | native selection outline groups not cleared | write group 0 for stale selected paths and clear runtime selection |
| Textures missing only after composition | cache path or sublayer path broke relative references | preserve cache layout and quote the original asset path correctly |
Streaming And Local Omniverse Realtime Viewer Paths
Streaming path:
Use
streaming-serverfor ovstream lifecycle, ports, input callbacks, and frame submission.Use
streaming-clientfor standalone ovstream Direct config, video element setup, browser diagnostics, and guarded sends.Use
streaming-lifecyclewhen the connection exists but state, messages, or reconnects are wrong.Use
streaming-messagesto verify exact JSON event names and payload shapes.
Local Omniverse Realtime Viewer path:
Use
local-viewerfor ovui shell, image display, UI-thread rules, and coordinate mapping.Use
ovrtx-renderingfor renderer construction, frame extraction, and live attribute writes.Use
stage-loadingfor render prim injection and RenderProduct failures.Use
viewer-input-routing,camera-controls,object-selection,stage-hierarchy, andprim-info-displayfor feature-specific debugging once the frame renders correctly.
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)
- Synced
AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or NVIDIA.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip