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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/prim-info-display/README.md

Prim Info Display

Triggers

Use this skill for object information, show properties, inspect prim, selected object panels, tooltips, prim info, read_attribute, or metadata requests.

Use this skill when a selected object should reveal readable USD information.

What To Show

Minimum useful fields:

  • Display name: prim.GetName()

  • Full path: str(prim.GetPath())

  • Type: prim.GetTypeName()

  • Kind/model metadata if available.

  • Transform: authored xformOp:* values and computed world transform.

  • Material: direct or inherited material binding path.

  • Visibility/purpose and selected variant sets when relevant.

For broad property inspection, use stage-hierarchy serialization rules and cap large arrays.

Preferred Data Path

Use native ovrtx 0.3 reads for inspector attributes first:

  1. Use Renderer.query_prims() with AttributeFilterMode.SPECIFIC or ALL to discover available attributes and AttributeInfo descriptors.

  2. Use Renderer.read_attribute() for scalar values with one value per prim, such as omni:xform, radius-like numeric values, or shader inputs.

  3. Use Renderer.read_array_attribute() for variable-length array values, such as mesh points, normals, or faceVertexCounts.

  4. Use pxr only for variant sets, relationship targets, and USD metadata until native APIs cover those at the same fidelity.

import numpy as np
from ovrtx import AttributeFilterMode

COMMON_ATTRS = ["omni:xform", "visibility", "purpose", "inputs:Fader"]

def native_prim_info(renderer, path: str) -> dict:
    query = renderer.query_prims(
        attribute_filter_mode=AttributeFilterMode.SPECIFIC,
        attribute_names=COMMON_ATTRS,
    )
    attrs = query.get(path, {})
    data = {
        "name": path.rsplit("/", 1)[-1],
        "path": path,
        "attributes": sorted(attrs.keys()),
    }
    if "omni:xform" in attrs:
        tensor = renderer.read_attribute("omni:xform", [path])
        data["world_transform"] = np.from_dlpack(tensor).reshape(1, 4, 4)[0].tolist()
    if "inputs:Fader" in attrs:
        tensor = renderer.read_attribute("inputs:Fader", [path])
        data["fader"] = float(np.from_dlpack(tensor).reshape(-1)[0])
    return data

Do not force every inspector field through pxr just because the UI already has a worker. The worker should augment native data with variants, material relationship strings, and authored metadata when those fields are requested.

Delivery-Mode Field Sets

The exact fields shown differ by delivery path:

ModeCurrent fields
Streaming headless ovui overlayName, path, typeName, translate, rotate, scale, material binding, and a projected world-center anchor.
Streaming React inspectorSelected name/path/type plus KIND, VISIBILITY, MATERIAL, and BOUNDS derived from getPropertiesResponse.
Local ovui overlayName, path, type, and position, projected into the local viewport with image-letterbox offsets.
Tauri shared React panelSelected path plus PrimProperty[]; the current backend stub returns only a path property until a Rust/USD property query is added.

Native Property Query Pattern

For selected-prim panels, keep a small allowlist of high-value attributes and cap payload size before sending over a data channel:

def read_selected_attributes(renderer, path: str, attr_names: list[str]) -> dict:
    info = renderer.query_prims(
        attribute_filter_mode=AttributeFilterMode.SPECIFIC,
        attribute_names=attr_names,
    ).get(path, {})

    values = {}
    for name, desc in info.items():
        if desc.is_array:
            arrays = renderer.read_array_attribute(name, [path])
            values[name] = np.from_dlpack(arrays[path])[:1000].tolist()
        else:
            tensor = renderer.read_attribute(name, [path])
            values[name] = np.from_dlpack(tensor).tolist()
    return values

Token/path-valued data may surface as numeric token or path IDs rather than user-facing strings. Keep pxr fallback for readable visibility tokens, material binding targets, relationship lists, and variant sets when the UI needs display strings:

from pxr import UsdGeom, UsdShade

def prim_info(stage, path: str) -> dict:
    prim = stage.GetPrimAtPath(path)
    if not prim or not prim.IsValid():
        return {}
    data = {"name": prim.GetName(), "path": str(prim.GetPath()), "type": prim.GetTypeName()}
    xformable = UsdGeom.Xformable(prim)
    if xformable:
        data["world_transform"] = [list(xformable.ComputeLocalToWorldTransform(Usd.TimeCode.Default()).GetRow(i)) for i in range(4)]
    binding = UsdShade.MaterialBindingAPI(prim).ComputeBoundMaterial()[0]
    if binding:
        data["material"] = str(binding.GetPath())
    data["properties"] = {a.GetName(): serialize_value(a.Get()) for a in prim.GetAttributes()}
    return data

UI Patterns

  • Sidebar panel: best for dense property lists and stage-tree selection.

  • Floating panel: best for visual selection feedback near the selected object.

  • Tooltip: best for short name/type/path hints.

Do not duplicate a full editor property inspector unless the user asks for the ovui editor path.

Floating Panel Projection

Build a ui.Placer in the viewport ZStack, store a world-space anchor, and update the projected screen position each frame. Use the rendered image rect, not the full widget rect, so letterboxing does not offset the panel.

def world_to_screen(point_3d, view_matrix, proj_matrix, viewport_w, viewport_h):
    point = np.array([point_3d[0], point_3d[1], point_3d[2], 1.0], dtype=np.float64)
    view = np.asarray(view_matrix, dtype=np.float64).reshape(4, 4)
    proj = np.asarray(proj_matrix, dtype=np.float64).reshape(4, 4)
    clip = proj @ (view @ point)
    depth = float(clip[3])
    if abs(depth) < 1e-9:
        return math.nan, math.nan, depth
    ndc = clip[:3] / clip[3]
    return (ndc[0] * 0.5 + 0.5) * viewport_w, (ndc[1] * 0.5 + 0.5) * viewport_h, depth
placer = ui.Placer(offset_x=8, offset_y=8, width=0, height=0, stable_size=False, visible=False)
with placer:
    build_prim_info_panel()

def update_overlay_position(world_center):
    vp_w, vp_h = viewport.widget_size()
    image_x, image_y, image_w, image_h = viewport.image_content_rect()
    sx, bottom_y, depth = world_to_screen(
        world_center,
        camera.get_view_matrix(),
        camera.get_projection_matrix(aspect_ratio=image_w / max(1.0, image_h)),
        int(round(image_w)),
        int(round(image_h)),
    )
    sx = image_x + sx
    sy = image_y + (image_h - bottom_y)  # top-left UI origin
    if depth <= 0.0 or not (math.isfinite(sx) and math.isfinite(sy)):
        placer.visible = False
        return
    panel_w, panel_h = 260, max(130.0, float(getattr(panel_container, "computed_height", 0.0) or 0.0))
    placer.offset_x = min(max(8.0, sx - panel_w * 0.5), max(8.0, vp_w - panel_w - 8.0))
    placer.offset_y = min(max(8.0, sy - panel_h - 80.0), max(8.0, vp_h - panel_h - 8.0))
    placer.visible = True

Use bbox top-center as the anchor when available; fall back to local-to-world translation. Hide the panel when selection clears, the prim is invalid after scene switching, or the projected point is behind the camera.

Streaming Overlay Path

For server-side WebRTC overlays, viewport-overlays owns the headless ovui composition path. It uses the same info fields and projection idea but renders to an alpha frame that is blended over the stream.

See also: stage-attribute-reads, stage-hierarchy, object-selection, viewport-overlays, local-viewer.

Adding This To An Existing Omniverse Realtime Viewer

  • Add server/prim_info.py or extend server/stage_queries.py with selected-prim info queries backed by native query_prims() and read_attribute() / read_array_attribute().

  • Maintain current selected prim path, latest info payload, and an invalidation flag for scene reloads.

  • Use stageSelectionChanged as the trigger to request or push fresh prim info.

  • Reuse getPropertiesRequest -> getPropertiesResponse for dense property panels.

  • Do not emit only getPropertiesResult for the current React inspector; it listens for getPropertiesResponse.

  • Frontend wires a PrimInfoPanel to selection state and property responses. In React, update a selectedPathRef.current synchronously inside the stageSelectionChanged handler, clear the panel, then request properties. Accept getPropertiesResponse only when response.prim_path equals that ref. Do not guard with closure-captured selectedPath; fast property responses can otherwise be dropped after selection changes.

  • Local Omniverse Realtime Viewer apps can use a sidebar or viewport overlay tied directly to the local stage query object.

  • Include name, path, type, transform, material, visibility, purpose, metadata, and variants when available.

  • Prefer native attribute reads for transform and numeric/tensor values; use pxr for variant sets, relationships, and USD metadata.

  • Cap large arrays and serialize USD values using stage-hierarchy rules before sending JSON. For inspector panels, send counts plus a small preview for mesh buffers such as points, normals, faceVertexIndices, and UV primvars; do not send complete geometry arrays over WebRTC.

  • Hide or clear the panel when selection clears, the scene switches, or the prim becomes invalid.

  • Floating panels need bbox anchors, camera projection, and viewport letterbox offsets from the viewer shell.

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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