Generated banner for Omniverse Realtime Viewer
Generated logo for Omniverse Realtime Viewer

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/stage-management/README.md

Stage Management

Triggers

Use this skill for switch scenes, load another file, change USD, asset browser, scene dropdown, persist across scenes, or reload stage.

Use this skill when the Omniverse Realtime Viewer needs multiple USD files, stage reload, reset, additive composition, or state that survives scene changes.

Asset Discovery

Populate scene selectors from one of these sources:

  • Local samples directory: scan for .usd, .usda, and .usdc; display basename, store absolute path.

  • Cloud/cache source: resolve through cloud-assets, then list cached local files.

  • User-provided path: validate with Usd.Stage.Open() for metadata queries before handing it to ovrtx.

Keep UI labels separate from load paths. Relative USD asset references require the stage file to remain in its original directory or in a cache preserving directory structure.

Initial Stage Agreement

The server and frontend must agree on the initial stage. If the server starts with a stage already loaded, push_initial_state() should send openStageResult with the current stage URL and the frontend should accept that as authoritative. Do not let a frontend useEffect([status]) blindly send openStageRequest for the dropdown default after every WebRTC reconnect; that can override the server-loaded stage.

If the frontend still sends an initial openStageRequest, the server must compare it with the already-loaded stage and return success immediately when they match.

def same_stage(requested: str, current: str | None) -> bool:
    return bool(current) and os.path.normpath(requested) == os.path.normpath(current)

Skipping redundant reloads prevents unnecessary render interruption, CUDA context resets, long shader recompilation, and possible WebRTC disconnects.

Stage Composition Policy

In ovrtx 0.3, stage replacement and additive composition are separate operations:

  • Use renderer.open_usd(path) to replace the active root layer with a file/URL-backed stage.

  • Use renderer.open_usd_from_string(usda) to replace the active root layer with generated viewer/session USDA, commonly an inline root that sublayers the user scene.

  • Use renderer.add_usd_reference(path, prefix_path="/SomePrim") or renderer.add_usd_reference_from_string(usda, prefix_path="/SomePrim") only for additive content under a unique prim path. Keep the returned handle and call renderer.remove_usd(handle) to remove it.

  • Use renderer.reset_stage() only to intentionally clear the renderer to an empty stage. It is not part of normal scene switching because open_usd* replaces the current root layer.

Hot-Swap Sequence

Run stage switching on the UI/render thread unless you have a dedicated loading worker. Do not call renderer.step() while open_usd*, add_usd_reference*, remove_usd(), or reset_stage() is active.

def switch_scene(path: str):
    selection.clear()
    info_panel.hide()
    tree.reset()
    animator = None

    stage = Usd.Stage.Open(path)              # hierarchy, bbox, material map
    camera_state = camera.snapshot()          # preserve if requested
    settings_state = settings.to_dict()

    # Replace-root load. path_or_composite(path) may be the user USD or
    # a generated wrapper USDA that sublayers the user USD and authors viewer prims.
    renderer.open_usd(path_or_composite(path))

    reset_effect_layer_faders(renderer, stage)
    material_map = build_prim_material_map(stage)
    picker.rebuild(stage)
    animator = build_animator(renderer, stage, pickable_paths)
    tree.attach_stage(stage)

    settings.apply(settings_state, renderer, stage)
    camera.restore_or_fit(camera_state, stage)

For generated viewer/session USDA that should not be written to disk:

renderer.open_usd_from_string(make_viewer_root_usda(path, width, height))

For additive scene content:

handle = renderer.add_usd_reference(asset_path, prefix_path="/Runtime/Assets/Asset_001")
# Later:
renderer.remove_usd(handle)

Async Operations

Python open_usd() / open_usd_from_string() are blocking convenience calls. Use the _async variants for non-blocking loads and poll the returned Operation from the render/runtime owner:

op = renderer.open_usd_async(path_or_composite(path))
while True:
    status = op.query_status()
    if status.done:
        break
    if status.failed:
        raise RuntimeError(status.error)
    stream_last_good_frame()

op.wait()

Apply the same pattern to async reset and reference operations. For two-phase query operations such as query_prims_async(...), wait for the Operation first, then call .fetch() on the returned pending fetch/result object before reading dictionaries.

Do not treat an async enqueue or a C return value as proof that the stage is loaded. Poll/query or wait for completion before rebuilding pick maps, hierarchy, material maps, animation bindings, or before reporting openStageResult: success.

Dynamic Root Prim

Never hardcode /World as the scene root. Many NVIDIA samples use /World, but other USD assets may use a different root such as /stage. Detect the root when opening the stage and pass it through stage-load state.

Root detection order:

  1. Use /World when it exists.

  2. Fall back to stage.GetDefaultPrim().

  3. Fall back to the first pseudo-root child that is not a viewer/session/render prim.

Include root_prim_path in openStageResult so the frontend knows where to start hierarchy queries. The stage tree, child queries, selection expansion, and makePrimsSelectable flow must use this dynamic root instead of a hardcoded /World.

Preserve Camera

Use a policy, not an accident:

  • preserve: keep azimuth/elevation/distance/target across stages.

  • fit: compute bbox and frame the new scene.

  • stage-camera: use the first authored camera if available, then fall back to bbox fit.

Camera state should be sanitized after restore. If a target or distance is non-finite, fall back to bbox center and a positive distance.

Preserve Settings

Validated render settings and non-live profile defaults belong to app state, not the USD asset unless the user asks to author the file. Save settings JSON and re-apply only settings with a verified apply path after every replace-root open_usd* load and after additive composition changes that affect render settings.

settings = RenderSettings.load("viewer_settings.json")
settings.apply_validated_settings(session_layer)
settings.save("viewer_settings.json")

Use render-settings for the schema and lighting controls.

Reset, Reload, And Remove

resetStageRequest should reload the current scene from its source with open_usd() or open_usd_from_string() and a scene-manager force=True flag, then rebuild all derived state: hierarchy, pick buffers, material map, selection feedback, animator base transforms, and info panel state. It does not need a response in the existing protocol, but local UI should visually clear selection immediately.

Use renderer.reset_stage() only for an explicit "clear scene" or shutdown/cleanup flow where the renderer should have no root layer. A reload of the current scene is not a clear; it is another replace-root load.

For additive references, remove only the handle returned by add_usd_reference*. Do not call reset_stage() to remove one additive asset unless the intended result is to discard the entire root stage and every reference.

Stage Switch Side Effects

After each new stage load:

  • Write all EffectLayer shader inputs:Fader values to 0.

  • Render at least two frames before trusting any display/debug segmentation AOV.

  • Recompute pickable bbox data and descendant mesh expansion maps.

  • Rebuild the stage tree/sidebar under /World or the pseudo-root.

  • Refit or restore camera before the next visible frame.

  • Recreate PrimAnimator; do not reuse old bound attributes across replace-root loads or renderer stage resets.

Failure Modes

  • Scene appears textureless after switching: composite/cache path broke relative asset resolution.

  • Highlight starts glowing before selection: EffectLayer Faders were not reset after reload.

  • Picks return old prims: cached pick/path IDs survived a scene reload; clear ID maps and resolve new IDs through the current renderer path dictionary.

  • Camera inside geometry: preserved distance/target does not fit the new scene; use bbox fit.

  • Crash or hang on switch: renderer.step() ran concurrently with stage mutation.

  • Success reported too early: async Operation was enqueued but not completed; poll query_status() or wait before rebuilding derived state.

  • Wrong stage after reconnect: frontend requested its dropdown default instead of accepting the server's current stage from initial state.

  • Long reload of the same scene: missing normalized-path check before starting a reload.

  • Empty or wrong hierarchy for valid assets: code assumed /World even though the loaded stage used another root prim.

See also: stage-loading, camera-controls, render-settings, object-selection, selection-feedback, selection-animation, stage-hierarchy, cloud-assets.

Adding This To An Existing Omniverse Realtime Viewer

  • Add server/scene_manager.py or equivalent ownership around scene discovery, load, reset, and reload.

  • Keep server state for current URL, loading state, hierarchy root, selection, camera policy, and settings snapshot.

  • Add messages for openStageRequest, openStageResult, resetStageRequest, loadingStateQuery, and loadingStateResponse.

  • Route all stage mutations through the render/runtime thread that owns ovrtx.

  • Modify scene_loader.py to rebuild viewer camera, RenderProduct, RenderVars, and optional wrapper files or inline root USDA per scene.

  • Reapply validated render settings and camera policy after each load before the first visible frame.

  • Clear selection, pick maps, info panels, hierarchy caches, highlight faders, and animation bindings on switch.

  • Frontend wires a scene picker or asset browser to openStageRequest and displays load/error state from responses.

  • Persist cross-scene settings in an app JSON file, not in user USD assets.

  • Push current scene, loading state, settings, selection, and root hierarchy to newly connected clients.

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)
Synced

AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or OpenAI.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip