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Omniverse Realtime Viewer

OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI

  • Skill
  • Meta (authoring, orchestration, planning, memory)
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD app requests 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 orchestrator for developing USD-based viewer applications. It provides a structured approach to selecting implementation recipes, enforcing architectural conventions, and managing dependencies. By utilizing a set of focused reference documents, it guides developers through the lifecycle of building, configuring, and validating viewer applications, ensuring consistent behavior across different delivery paths such as local workstations or streaming environments.

What it does

  • Routes development requests to specific implementation recipes based on the target delivery path.
  • Enforces architectural rules for USD rendering, stage management, and UI integration.
  • Provides guidance on camera selection, input handling, and viewport interaction.
  • Standardizes the integration of AOV switching and render product configuration.
  • Facilitates the capture of validation evidence for viewer readiness.
  • Maintains separation between user-provided USD files and application-specific session state.

When to use it

  • When initiating the development of a new USD viewer application within the Omniverse ecosystem.
  • When determining the appropriate delivery path for a viewer, such as local native or streaming.
  • When needing to implement consistent camera, selection, or UI behavior across viewer projects.
  • When integrating advanced rendering features like AOV switching into an existing viewer.

Advantages

  • Ensures architectural consistency across diverse viewer implementations.
  • Provides a clear, modular path for adding specific capabilities like input routing or data display.
  • Promotes clean separation of concerns between stage data and viewer-owned state.
  • Standardizes the validation process for consistent delivery.

Usage examples

“I need to build a browser-based viewer for USD files.”
The agent will route you to the streaming viewer recipe, providing guidance on WebRTC stream setup, UI integration, and viewport interaction.
“How do I implement AOV switching in my local USD viewer?”
The agent will provide the AOV switching reference, detailing how to map render vars and update the display state on the server.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/openai/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

This is the top-level entry point for the Omniverse Realtime Viewer skill package. It is self-contained: all required routing, conventions, and validation guidance live in the selected references.

Use the focused reference documents as implementation recipes. This file chooses the right recipes and preserves the architectural rules that must hold across all generated viewer apps.

Instructions

Start by classifying the requested viewer, then read only the references needed for that delivery path and feature set. Implement the render path first, layer interaction and UI behavior on top of it, and finish by capturing validation evidence from references/validation.md.

Read Order

  1. Read references/routing.md to choose the delivery path and focused references.

  2. Read references/conventions.md before implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.

  3. For broad viewer requests, read references/usd-viewer-app/README.md.

  4. If the delivery path is unclear, read references/streaming-vs-local/README.md.

  5. If the prompt includes layout, panels, controls, inspectors, status, or UX, read references/viewer-ux-workflow/README.md and then the focused viewer UI references. This applies to React/WebRTC, Tauri, Electron, ovui, ovwidgets, and Dear ImGui apps; "frontend" means user-facing UI, not only browser UI.

  6. For viewport interaction, read references/viewer-input-routing/README.md before references/camera-controls/README.md, references/native-picking-selection/README.md, or references/object-selection/README.md.

  7. Read only the focused capability references needed for the requested app.

  8. Use references/validation.md to capture review evidence before handoff.

Non-Negotiables

  • Use ovrtx for all USD and 3D rendering.

  • Browser apps display an ovstream WebRTC video stream plus UI. The browser does not render USD geometry.

  • Do not substitute WebGL, Three.js, Babylon.js, PlayCanvas, A-Frame, model-viewer, react-three-fiber, glTF browser viewers, or other client-side 3D renderers.

  • If local validation cannot run because the GPU/runtime environment is absent, scaffold the ovrtx path and document the runtime requirement. Do not add a browser-renderer fallback.

  • Keep user USD files unmodified. Viewer cameras, render products, render vars, settings, selection metadata, and runtime state belong in session/composite layers or app state.

  • Keep one owner for renderer.step(), stage mutation, native picking, selection writes, and live attribute writes.

  • Keep dependency acquisition in references/dependencies/README.md and deployment choices in references/cloud-deployment/README.md; do not duplicate package locations or deployment setup.

Focused Reference Families

  • Entry points and recipes: references/usd-viewer-app/README.md, references/streaming-viewer-recipe/README.md, references/ovui-local-viewer-recipe/README.md, references/streaming-vs-local/README.md, references/electron-shm-viewer/README.md, references/ovwidgets-editor-shell/README.md.

  • Rendering and stage: references/ovrtx-rendering/README.md, references/stage-loading/README.md, references/stage-management/README.md, references/render-settings/README.md, references/aov-switching/README.md, references/stage-hierarchy/README.md, references/stage-queries/README.md, references/stage-attribute-reads/README.md, references/prim-transform-safety/README.md, references/usd-sample-data/README.md.

  • Delivery and runtime: references/streaming-server/README.md, references/streaming-client/README.md, references/streaming-messages/README.md, references/streaming-lifecycle/README.md, references/local-viewer/README.md, references/tauri-local-viewer/README.md, references/cpp-native-viewer/README.md, references/headless-shm-cli/README.md, references/viewer-backend-interface/README.md, references/webgl-shm-transport/README.md.

  • Viewer UI/UX: references/viewer-ux-workflow/README.md, references/viewer-layout-patterns/README.md, references/viewer-control-patterns/README.md, references/viewer-data-view-patterns/README.md, references/viewer-feedback-status/README.md.

  • Interaction: references/viewer-input-routing/README.md, references/camera-controls/README.md, references/object-selection/README.md, references/native-picking-selection/README.md, references/selection-feedback/README.md, references/selection-animation/README.md, references/transform-manipulator/README.md, references/gl-viewport-overlay/README.md, references/ovui-library/README.md, references/prim-pick-effects/README.md, references/prim-info-display/README.md, references/viewport-overlays/README.md.

  • Infrastructure: references/dependencies/README.md, references/windows-native-setup/README.md, references/cloud-assets/README.md, references/cloud-deployment/README.md, references/troubleshooting/README.md.

Build Workflow

  1. Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.

  2. Select a small reference set. Start with the recipe or routing reference, then add focused capabilities such as camera, picking, hierarchy, properties, render settings, transform tools, cloud assets, or deployment.

  3. Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.

  4. Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.

  5. Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.

  6. Capture validation evidence before calling the viewer ready.

Examples

  • For a browser viewer request, use the streaming recipe references plus camera, picking, hierarchy, properties, render settings, and stream-status references.

  • For a local workstation viewer request, use the local or native delivery references plus renderer setup, stage loading, viewport input, and validation.

Completion Checklist

  • Selected references match the user's intent and delivery path.

  • No code path uses a browser-side 3D renderer for USD.

  • The generated app has one clear owner for render stepping and stage mutation.

  • User USD files remain untouched by viewer-owned session data.

  • Camera, input, selection, scene loading, and stream behavior follow references/conventions.md.

  • Setup/build/run results and visual interaction evidence are captured with references/validation.md.

Files

references/ovwidgets-editor-shell/README.md

OvWidgets Full Editor

Triggers

Use this skill for complete standalone editor path, omni.ui docking, RTX viewport, stage browser, property inspector, transform manipulators, undo/redo, themes, settings, content browser, layer stack, or full-featured OvGear USD editor/viewer.

Use OvGear (ovwidgets) when the request is for the complete USD editor/viewer: docked panels, editor lifecycle, selection synchronization, undoable edits, and RTX rendering. For a minimal single-window viewer, use the local-viewer skill instead; ovwidgets.app.Application intentionally starts the heavy editor shell.

When customizing editor controls, property editors, toolbar tools, settings, or confirmation dialogs, read viewer-control-patterns and apply its client-agnostic control guidance to omni.ui/ovwidgets primitives.

For ovwidgets package behavior, editor-shell behavior, or widget APIs beyond this summary, read references/dependencies for acquisition guidance and supplemental dependency documentation.

Quick Start

Launch the full editor and optionally open a USD stage after the UI is built:

from ovwidgets.app.application import Application

Application().run(usd_path="path/to/stage.usd")

Equivalent launch paths are the ovwidgets console script and python -m ovwidgets.app. The CLI accepts an optional USD path.

What OvGear Provides

OvGear is a Kit-free standalone omni.ui application rendered through ovrtx. It provides:

  • RTX viewport with camera controls, frame loop, HUD, pick gesture plumbing, selection outline, and transform manipulator integration.

  • Stage Browser with hierarchy, type badges, visibility controls, filtering, rename, and drag/drop reparenting.

  • Property Inspector with type-dispatched attribute editors and multi-selection ambiguity handling.

  • Undo/redo command stack for editor mutations.

  • Runtime themes and JSON-backed settings.

  • Content Browser for local files, bookmarks, recent files, and open-file wiring.

  • Layer Stack panel backed by LayerStackAdapter for USD layer inspection and editing.

Key Widgets

  • Application (ovwidgets.app.application.Application): use for the full editor. It owns Settings, UndoManager, SelectionBus, global styles, dock layout, shortcuts, frame loop, status bar, content browser, layer panel, property panel, stage browser, and viewport.

  • ViewportWidget (ovwidgets.viewport.viewport_widget.ViewportWidget): use when embedding the RTX viewport into an existing omni.ui app. It hosts the rendered image, SceneView camera gestures, toolbar tools, transform gizmos, selection outline, drag/drop, and renderer adapter integration.

  • StageWidget (ovwidgets.stage.widget.stage_widget.StageWidget): use for an embeddable prim hierarchy browser inside any active ui.VStack/ui.Frame context. Use StageWindow when you want the dockable window shell.

  • PropertyWindow (ovwidgets.property.window.PropertyWindow): use for the USD property inspector. It rebuilds from a PropertyAdapter, dispatches widgets by scheme/type, and should be wired to a stage adapter plus UndoManager for editor behavior.

  • ContentBrowserWindow (ovwidgets.content.ContentBrowserWindow): use for file navigation, bookmarks, recent files, and explicit open_file_fn wiring.

  • LayerWindow (ovwidgets.layers.LayerWindow): use for the Layers panel. Back it with UsdLayerStackAdapter or another LayerStackAdapter.

Adapter Pattern

Keep UI code behind the ABCs in ovwidgets.common.adapters:

  • RendererAdapter: implement this for custom renderers. Required surface: load_stage, render_frame, set_resolution, pick, cancel_pick, pick_rect, set_selection_highlight, and shutdown.

  • OvRtxRendererAdapter (ovwidgets.viewport.ovrtx_renderer_adapter): built-in ovrtx renderer adapter. It composes the user stage with an OvGear session layer for camera/render-product data and pushes camera/transform updates into ovrtx.

  • StageAdapter: hierarchy, display, visibility, rename, reparent, filtering, change notifications, and undo grouping. UsdStageAdapter is the USD-backed implementation.

  • TransformAdapter: local/world transform read/write used by the transform manipulator. UsdTransformAdapter is the USD-backed implementation.

  • PropertyAdapter and LayerStackAdapter: use these to back property and layer UI without coupling those panels directly to pxr.

Application.open_file() wires the standard USD path: it preconstructs OvRtxRendererAdapter, opens the USD stage, creates UsdStageAdapter, UsdPropertyAdapter, UsdTransformAdapter, and UsdLayerStackAdapter, then hands those adapters to the panels.

Embedding Widgets Without Application

When embedding individual widgets, initialize and run omni.ui yourself, create the selection/undo/settings services you need, and pass adapters explicitly.

Stage browser only:

import omni.ui as ui

from ovwidgets.common.selection import SelectionBus
from ovwidgets.stage.usd_stage_adapter import UsdStageAdapter
from ovwidgets.stage.widget.stage_widget import StageWidget

selection_bus = SelectionBus()
adapter = UsdStageAdapter(stage)

with ui.VStack():
    widget = StageWidget(adapter, selection_bus)

Viewport with the built-in renderer:

from pxr import Usd  # import pxr before ovrtx is imported lazily

from ovwidgets.viewport.ovrtx_renderer_adapter import OvRtxRendererAdapter
from ovwidgets.viewport.viewport_widget import ViewportWidget

renderer = OvRtxRendererAdapter()  # construct before Usd.Stage.Open(...)
stage = Usd.Stage.Open("path/to/stage.usd")
renderer.load_stage(stage)

viewport = ViewportWidget(renderer=renderer)

For dockable panel shells, use StageWindow, PropertyWindow, ContentBrowserWindow, and LayerWindow; they are late-bound and expose set_adapter/setup methods so callers can construct the UI before the USD stage is loaded.

Environment Requirements

  • Python version must match the selected ovrtx/ovui package set. Read references/dependencies for the current supported Python version and artifact set.

  • ovrtx, omni.ui, and omni.ui_scene importable in the active environment.

  • NVIDIA GPU and driver with a Vulkan ICD.

  • A real DISPLAY for desktop use, or headless Vulkan:

export OMNIUI_HEADLESS=1
export OMNIUI_BACKEND=vulkan

Use the custom USD runtime paths expected by the OvGear build:

export OVRTX_SKIP_USD_CHECK=1
export PYTHONPATH="$HOME/dev/usd-build/install/lib/python:$PYTHONPATH"
export LD_LIBRARY_PATH="$HOME/dev/usd-build/install/lib:$LD_LIBRARY_PATH"

Set OMNIUI_HEADLESS and OMNIUI_BACKEND before importing omni.ui. Set OVRTX_SKIP_USD_CHECK before constructing the renderer.

Read references/dependencies for the current ovui PyPI package guidance and supplemental dependency documentation. Install ovui, ovui-data-adapters, and ovwidgets from the same package set. Stale data adapters can make even lightweight imports such as ovwidgets.viewport.image_bridge.ImageBridge fail if ovwidgets.viewport.__init__ eagerly imports ViewportWidget.

Gotchas

  • Import pxr before ovrtx, but construct OvRtxRendererAdapter before the first Usd.Stage.Open(...). This primes the ovrtx MDL cache while avoiding duplicate USD debug-symbol registration. Application.open_file() already enforces this; embedders must do it manually.

  • Do not import ovrtx directly before pxr. Let OvRtxRendererAdapter import it lazily after pxr is available.

  • Use ui.Window(..., fill_app_window=True) for full-app overlay/status windows that must resize with the application window.

  • Application is a singleton. A second Application() in the same process asserts; reuse the instance pattern or start a new process.

  • omni.ui.Frame builds lazily on the first render frame. State needed by attach_stage, set_adapter, or selection callbacks should exist in __init__; only actual UI widget construction belongs in frame build methods.

  • For custom sliders, toggles, menus, and property-editor controls, follow viewer-control-patterns: label controls visibly, keep state in adapters or app models, clamp before backend writes, and show effective values when renderer support adjusts the requested value.

  • ovrtx availability depends on GPU/driver/runtime setup. If renderer construction fails, keep the stage/property/layer adapters usable and surface the viewport failure separately.

  • If install fails with missing pyproject.toml under ovui-data-adapters, use a package set that includes matching package metadata.

  • If ovwidgets install reports Multiple top-level packages discovered, use a compatible package set with explicit packaging metadata.

Requirements and compatibility

Written for: OpenAI Codex

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.

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
OpenAI (Official)
Distributed by
OpenAI
Source
openai/plugins · plugins/nvidia/skills/omniverse-realtime-viewer · commit d420d13
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (written by AutoGineer)
  • ATTRIBUTION.md (written by AutoGineer)
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