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://mp-staging.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/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:
| Callback | Payload | Use it for |
|---|---|---|
Server on_app_message (WebRTC/native) | Inner JSON text, already unwrapped by the SDK | App 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 commands | Local SHM app protocol or explicitly supported raw messages. |
Browser onCustomEvent | Parsed app events from the server | React state updates: openStageResult, getChildrenResult, stageSelectionChanged, availableAOVsResult, activeAOVState, and errors. |
Server on_input | Raw ovstream.InputEvent objects | Mouse, keyboard, wheel, and gamepad input for camera orbit/pan/zoom and click-to-pick. |
Server on_unicode | Composed text input | IME, 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_unicodeRoute 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
| Flow | Client sends | Server sends | Handler responsibility |
|---|---|---|---|
| Open stage | openStageRequest {url} | openStageResult {url,result,error?,root_prim_path?} | Server loads USD into pxr worker and ovrtx, resets selection/highlight/AOV state, pushes root hierarchy |
| Hierarchy | getChildrenRequest {prim_path,filters?} | getChildrenResult {prim_path,children} | USD worker lists direct children and type/expandable metadata |
| Properties | getPropertiesRequest {prim_path,max_bytes?} | getPropertiesResponse {prim_path,properties,truncated?} | USD worker serializes attributes, relationships, metadata, variants, bounds summary |
| Prim count | getPrimCountRequest {} | getPrimCountResult {count} | USD worker traverses stage and returns total prim count |
| Stats | getStatsRequest {} | getStatsResult {fps,latency_ms,...} | Prefer client-side real WebRTC stats; server result may be placeholder |
| Selection | selectPrimsRequest {paths} | stageSelectionChanged {prims} | Server applies selected paths, updates highlight, and pushes canonical selection |
| Selectable | makePrimsSelectable {paths} or makePrimsPickable {paths} | no required response | Server marks paths pickable/selectable |
| Reset | resetStageRequest {} or resetStage {} | optional openStageResult/loading messages | Server force-reloads the current stage; use force to bypass same-path skip |
| Variants | getVariantsRequest {prim_path} | getVariantsResponse {prim_path,variants} | USD worker lists variant sets/options/current selection |
| Set variant | setVariantRequest {prim_path,variant_set,variant_selection} | updated getVariantsResponse and/or hierarchy refresh | Server applies variant, refreshes affected data |
| Loading | loadingStateQuery {} | loadingStateResponse {url,loading_state} | Server reports current load state |
| Progress | none | updateProgressAmount {amount}, updateProgressActivity {activity} | Server pushes long load progress |
| AOV change | changeAOVRequest {aov} | activeAOVState {active,available,result?,previous?,requested?,reason?} | Server switches the render var copied into the video stream |
| AOV query | getAvailableAOVs {} | availableAOVsResult {aovs,available} | Server returns runtime-discovered displayable AOVs |
| Viewport input | setViewportInputActive {active} | no required response | Server gates native WebRTC input so DOM controls do not drive camera or picking |
| Verified browser input fallback | mouseInput {kind,x,y,button?,down?,delta_y?,modifiers?} | no required response | Browser-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/settings | toggleSegView, setCameraGizmo, viewer-specific settings | implementation-specific result or state push | Server updates renderer/view state |
| Runtime transform | runtimeTransformRequest {request_id?,paths,...} | runtimeTransformResult {request_id?,result,error?,applied?} and/or stageSelectionChanged | Optional capability: server writes accepted live transform updates through the runtime owner |
| Pick effect | pickEffectRequest {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 impulse | physicsImpulseRequest {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
selectPrimsRequesthandler 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 TrueFor 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"}, TruePrefer 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:
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.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.
frontend/src/types/usd.ts: TypeScript payload interfaces and discriminated event type.frontend/src/App.tsxor the relevant component:sendMessage({ event_type, payload })and response routing inonCustomEvent.
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
onCustomEventrouter 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)
- 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