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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://mp-staging.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/ovui-local-viewer-recipe/project-structure.md

ovui Local Project Structure

Pattern, Not Fixed File Layout

A local Omniverse Realtime Viewer is one desktop app process where ovrtx owns rendering and the local UI presents already-rendered frames. The file tree below is a worked layout, not a requirement. Reorganize modules to match the host repo as long as one UI/render owner serializes renderer mutation, viewer-owned USD state stays out of user files, viewport input is mapped through the visible image rectangle, and scene/query/settings code remains below the UI widget layer.

Global Rules

  • Before writing any code, read references/dependencies for current runtime acquisition, environment contracts, and verification steps.

  • NEVER use WebGL, Three.js, Babylon.js, or any client-side 3D renderer. All USD rendering is done by ovrtx in-process. The desktop window displays ovrtx-rendered frames via ovui, not a browser canvas. If local validation cannot run because the GPU/runtime environment is absent, scaffold the ovrtx code anyway and document the GPU requirement.

  • For deployment work, read references/cloud-deployment and use the supported paths documented there, such as OKAS 1 or Brev.

  • Keep the local Omniverse Realtime Viewer as one desktop application process. Use ovui for the native window and UI, ovrtx for rendering, and optional pxr/OpenUSD queries for hierarchy, bounds, properties, and variants.

  • Do not add ovstream, WebRTC, a browser frontend, or React unless the user explicitly changes the delivery target to a streaming Omniverse Realtime Viewer.

  • Do not start a full editor shell for the lightweight local Omniverse Realtime Viewer. Use focused local UI companion utilities only when they solve a narrow problem, such as an image bridge.

  • Make one UI/render loop the sole owner of renderer.step(), open_usd(), open_usd_from_string(), reference add/remove APIs, reset_stage(), native pick queries, selection outline writes, and live write_attribute() calls. UI callbacks update local state or enqueue work for that loop.

  • Set OVRTX_SKIP_USD_CHECK=1 before ovrtx work. Keep import order disciplined for the chosen local path.

  • Never modify the user USD file when adding viewer camera, render products, render vars, settings, selection metadata, inline session data, or runtime selection outline attributes.

  • Do not inject viewer lights unless the user requested viewer-controlled lighting. User stages usually own their lighting.

  • Always account for letterboxing when converting ovui mouse coordinates to render-image pixels for picking, overlays, and camera controls.

1. Create The Project Skeleton

Create a single desktop app package. Use this structure unless the host repo already has an equivalent convention:

local-usd-viewer/
  .gitignore
  README.md
  requirements.txt or pyproject.toml
  local_app/
    __init__.py
    __main__.py
    app.py
    config.py
    runtime.py
    renderer_runtime.py
    scene_loader.py
    viewport.py
    input_controller.py
    camera_controller.py
    selection_controller.py
    scene_manager.py
    render_settings.py
    stage_queries.py
    settings_store.py
    widgets/
      toolbar.py
      scene_picker.py
      stage_tree.py
      prim_info_panel.py
      render_settings_panel.py
      status_bar.py
  assets/
    samples/
  data/
    viewer-settings.json

Do this:

  • Create the skeleton files above directly in the generated app.

  • Add a project .gitignore that excludes local virtual environments, caches, frontend artifacts, logs, and Python bytecode, at minimum: .venv/, .cache/, node_modules/, dist/, __pycache__/, *.log, and logs/.

  • Keep renderer, USD, camera, selection, hierarchy, and settings state inside local_app/.

  • Put sample USD files under assets/samples/ or accept an absolute configured asset root. Do not hard-code developer machine paths.

  • Persist cross-scene viewer settings under data/viewer-settings.json or a user-configurable settings path.

  • Keep UI widgets thin. They should render app state and call local runtime actions; they should not own renderer state directly.

Critical contracts:

  • local_app/__main__.py is the process entry point only. It parses config, constructs runtime objects, initializes ovui, enters the app loop, and shuts down cleanly.

  • local_app/runtime.py owns high-level state, command dispatch, loading state, current scene, current selection, and lifecycle coordination.

  • local_app/renderer_runtime.py owns the ovrtx renderer, render product path, frame stepping, frame extraction, and live attribute writes.

  • local_app/scene_loader.py owns viewer camera/render-product/render-var injection and never mutates user USD files.

  • local_app/viewport.py owns the ImageBridge, displayed image widget, overlay hit surface, viewport size, and letterbox math.

  • local_app/input_controller.py owns ovui mouse/keyboard callbacks and translates them to camera, picking, and context-menu actions.

  • local_app/stage_queries.py owns hierarchy, properties, variants, bounds, and descendant mesh expansion.

Decision points:

  • If the user asks for the quickest local demo, build one process with a fixed render resolution and a small built-in scene picker.

  • If the user asks for a native desktop app with Rust/Tauri and React UI, stop using this recipe and read references/tauri-local-viewer.

  • If the user asks for full editor docking, property inspectors, transform gizmos, or editor workflows, switch to the dedicated full-editor skill before choosing the shell.

  • If the user asks for S3, MinIO, or cloud asset browsing, keep asset discovery behind scene_manager.py; see references/cloud-assets for the full contract.

Common failure modes:

  • Starting from a full editor application when the user asked for a simple viewer adds heavyweight editor behavior and obscures the core viewport.

  • Putting renderer ownership inside individual widgets makes scene switching and shutdown hard to serialize.

  • Returning raw local filesystem paths in UI labels exposes implementation details and makes asset roots harder to change.

Read for depth: see references/local-viewer, references/ovrtx-rendering, references/stage-loading, and references/usd-viewer-app for the full local shell and renderer contracts.

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

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