Omniverse Realtime Viewer
OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI
- Skill
- Meta (authoring, orchestration, planning, memory)
- 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 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
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/openai/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
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
Read
references/routing.mdto choose the delivery path and focused references.Read
references/conventions.mdbefore implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.For broad viewer requests, read
references/usd-viewer-app/README.md.If the delivery path is unclear, read
references/streaming-vs-local/README.md.If the prompt includes layout, panels, controls, inspectors, status, or UX, read
references/viewer-ux-workflow/README.mdand 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.For viewport interaction, read
references/viewer-input-routing/README.mdbeforereferences/camera-controls/README.md,references/native-picking-selection/README.md, orreferences/object-selection/README.md.Read only the focused capability references needed for the requested app.
Use
references/validation.mdto capture review evidence before handoff.
Non-Negotiables
Use
ovrtxfor all USD and 3D rendering.Browser apps display an
ovstreamWebRTC 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
ovrtxpath 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.mdand deployment choices inreferences/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
Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.
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.
Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.
Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.
Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.
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
- ATTRIBUTION.mdAdded by AutoGineer1.0 KiB
- BENCHMARK.md5.5 KiB
- LICENSEAdded by AutoGineer10.0 KiB
- SKILL.md7.4 KiB
- agents/openai.yaml315 B
- evals/evals.json8.1 KiB
- references/aov-switching/README.md15.2 KiB
- references/camera-auto-select/README.md7.4 KiB
- references/camera-controls/README.md17.1 KiB
- references/camera-picker/README.md9.7 KiB
- references/cloud-assets/README.md10.4 KiB
- references/cloud-deployment/README.md18.0 KiB
- references/conventions.md5.3 KiB
- references/cpp-native-viewer/README.md2.4 KiB
- references/cpp-native-viewer/interaction-features.md19.2 KiB
- references/cpp-native-viewer/presentation-loop.md9.0 KiB
- references/cpp-native-viewer/project-build.md6.4 KiB
- references/cpp-native-viewer/renderer-session.md4.5 KiB
- references/cpp-native-viewer/validation.md3.3 KiB
- references/dependencies/README.md3.4 KiB
- references/dependencies/electron-shm.md1.5 KiB
- references/dependencies/environment-validation.md4.4 KiB
- references/dependencies/frontend.md2.3 KiB
- references/dependencies/local-openusd-gpu.md4.4 KiB
- references/dependencies/nvidia-runtime.md9.0 KiB
- references/dependencies/ovrtx.md2.4 KiB
- references/dependencies/ovstream.md2.5 KiB
- references/dependencies/quick-setup.md5.3 KiB
- references/electron-shm-viewer/README.md2.2 KiB
- references/electron-shm-viewer/architecture-project.md6.3 KiB
- references/electron-shm-viewer/electron-client.md5.6 KiB
- references/electron-shm-viewer/protocol-interaction-lifecycle.md6.9 KiB
- references/electron-shm-viewer/python-shm-server.md4.9 KiB
- references/electron-shm-viewer/validation.md2.8 KiB
- references/gl-viewport-overlay/README.md7.9 KiB
- references/gl-viewport-overlay/architecture.md4.1 KiB
- references/gl-viewport-overlay/example-gizmo.md5.5 KiB
- references/gl-viewport-overlay/interaction-pattern.md4.0 KiB
- references/gl-viewport-overlay/projection-alignment.md4.3 KiB
- references/headless-shm-cli/README.md12.2 KiB
- references/huggingface-usd/README.md7.7 KiB
- references/local-viewer/README.md15.0 KiB
- references/native-picking-selection/README.md10.4 KiB
- references/object-selection/README.md9.4 KiB
- references/ovrtx-rendering/README.md18.2 KiB
- references/ovui-library/README.md3.3 KiB
- references/ovui-library/api-reference.md4.3 KiB
- references/ovui-library/extending.md4.8 KiB
- references/ovui-local-viewer-recipe/README.md3.7 KiB
- references/ovui-local-viewer-recipe/interaction-features.md16.1 KiB
- references/ovui-local-viewer-recipe/project-structure.md6.2 KiB
- references/ovui-local-viewer-recipe/setup-shell-renderer.md14.3 KiB
- references/ovui-local-viewer-recipe/validation-build-order.md5.5 KiB
- references/ovwidgets-editor-shell/README.md8.6 KiB
- references/prim-info-display/README.md9.3 KiB
- references/prim-pick-effects/README.md5.9 KiB
- references/prim-transform-safety/README.md8.2 KiB
- references/render-settings/README.md9.9 KiB
- references/routing.md16.5 KiB
- references/seg-outline-highlight/README.md1.4 KiB
- references/selection-animation/README.md9.7 KiB
- references/selection-feedback/README.md6.6 KiB
- references/stage-attribute-reads/README.md5.5 KiB
- references/stage-hierarchy/README.md17.1 KiB
- references/stage-hierarchy/fallback-worker-protocol.md3.5 KiB
- references/stage-loading/README.md19.3 KiB
- references/stage-management/README.md10.1 KiB
- references/stage-queries/README.md5.3 KiB
- references/streaming-client/README.md17.4 KiB
- references/streaming-lifecycle/README.md8.8 KiB
- references/streaming-messages/README.md16.5 KiB
- references/streaming-messages/server-handler-map.md3.1 KiB
- references/streaming-server/README.md18.6 KiB
- references/streaming-server/frame-loop-and-continuity.md3.3 KiB
- references/streaming-viewer-recipe/README.md4.8 KiB
- references/streaming-viewer-recipe/client-protocol.md11.0 KiB
- references/streaming-viewer-recipe/interaction-features.md13.0 KiB
- references/streaming-viewer-recipe/project-structure.md7.0 KiB
- references/streaming-viewer-recipe/server-runtime.md16.8 KiB
- references/streaming-viewer-recipe/validation-build-order.md5.8 KiB
- references/streaming-vs-local/README.md8.1 KiB
- references/tauri-local-viewer/README.md18.2 KiB
- references/tauri-shm-transform-gizmo/README.md11.8 KiB
- references/transform-manipulator/README.md15.0 KiB
- references/troubleshooting/README.md7.2 KiB
- references/troubleshooting/scenario-playbooks.md18.8 KiB
- references/usd-sample-data/README.md11.7 KiB
- references/usd-viewer-app/README.md7.5 KiB
- references/validation.md3.0 KiB
- references/viewer-backend-interface/README.md17.7 KiB
- references/viewer-control-patterns/README.md4.8 KiB
- references/viewer-data-view-patterns/README.md4.8 KiB
- references/viewer-feedback-status/README.md4.9 KiB
- references/viewer-input-routing/README.md7.8 KiB
- references/viewer-layout-patterns/README.md4.7 KiB
- references/viewer-ux-workflow/README.md4.6 KiB
- references/viewport-overlays/README.md4.8 KiB
- references/viewport-resize/README.md8.5 KiB
- references/webgl-shm-transport/README.md14.5 KiB
- references/windows-native-setup/README.md5.7 KiB
- skill-card.md2.9 KiB
- skill.oms.sig28.6 KiB
references/stage-hierarchy/README.md
Stage Hierarchy
Triggers
Use this skill for scene tree, stage hierarchy, prim tree, get children, USD properties, variants, bounding box, pxr worker, query_prims, or inspect stage.
Use this for USD data queries that support trees, info panels, variants, camera fitting, and selection expansion.
This is also the canonical pattern for USD-data-to-frontend messaging in this repo. The hierarchy view is the worked example, but the same subprocess isolation, JSON-lines protocol, value normalization, and prim-path round trip discipline apply to properties, variants, metadata, material relationships, bounds, and future USD query features.
Native Stage Query Path
For ovrtx 0.3, use Renderer.query_prims() / Renderer.query_prims_async() as the first path for runtime prim discovery, hierarchy rows, prim type filtering, and attribute-schema inspection. This avoids opening a second USD stage for common tree and inspector work.
from ovrtx import AttributeFilterMode, FilterKind
result = renderer.query_prims(
attribute_filter_mode=AttributeFilterMode.SPECIFIC,
attribute_names=["visibility", "purpose", "omni:xform"],
)
for prim_path, attrs in result.items():
row = {
"name": prim_path.rsplit("/", 1)[-1] or "/",
"path": prim_path,
"type": classify_from_attrs_or_path(attrs, prim_path),
"children": False,
}An empty filter matches every prim. Pair it with AttributeFilterMode.NONE for the cheapest full-stage path list:
all_prims = renderer.query_prims(attribute_filter_mode=AttributeFilterMode.NONE)
paths = sorted(all_prims.keys())AND / OR / NOT Filters
Filters are (FilterKind, name) tuples:
FilterKind.PRIM_TYPEmatches the USD type name, such as"Mesh","Camera", or"SphereLight".FilterKind.HAS_ATTRIBUTEmatches prims that expose an attribute, such as"points","visibility", or"inputs:Fader".
The filter lists combine as require_all AND, require_any OR, and exclude NOT:
mesh_or_camera_with_visibility = renderer.query_prims(
require_all=[
(FilterKind.HAS_ATTRIBUTE, "visibility"),
],
require_any=[
(FilterKind.PRIM_TYPE, "Mesh"),
(FilterKind.PRIM_TYPE, "Camera"),
],
exclude=[
(FilterKind.PRIM_TYPE, "Scope"),
(FilterKind.HAS_ATTRIBUTE, "omni:hidden"),
],
attribute_filter_mode=AttributeFilterMode.SPECIFIC,
attribute_names=["visibility", "omni:xform"],
)Use AttributeFilterMode.ALL only for debugging or rich schema views; it can produce large payloads on production scenes. Use SPECIFIC for inspector panels and NONE for tree path discovery.
Async Queries
Use async queries when a request should not block the render/input callback that received it:
op = renderer.query_prims_async(
require_any=[
(FilterKind.PRIM_TYPE, "Mesh"),
(FilterKind.PRIM_TYPE, "Xform"),
],
attribute_filter_mode=AttributeFilterMode.NONE,
)
pending = op.wait(timeout_ns=5_000_000_000)
if pending is not None:
result = pending.fetch(timeout_ns=100_000_000)Keep renderer.step(), scene reset/load, and query result integration serialized through the render owner. Do not query while another thread is resetting the stage.
prim_list_handle Use
The C query result is grouped by shared attribute schema. Each ovrtx_query_prim_group_t includes:
prim_countattributesprim_list_handle
prim_list_handle is a renderer-owned prim-list handle that can be supplied to lower-level binding/read/write descriptors, such as ovrtx_binding_desc_t::prims_list_handle, so native code can bulk read or write a whole query group without converting every prim path back to strings.
The Python wrapper currently resolves query groups into dict[str, dict[str, AttributeInfo]], keyed by prim path. For Python code, pass the returned path keys to read_attribute(), read_array_attribute(), write_attribute(), or map_attribute(). For C/C++ integrations, preserve the query group and its prim_list_handle until all dependent reads or writes are enqueued, and copy any strings you need before releasing C query results.
Native Tree Construction
query_prims() returns paths, not a nested child API. Build lazy tree rows by deriving parent paths:
def parent_path(path: str) -> str:
if path == "/" or path.count("/") <= 1:
return "/"
return path.rsplit("/", 1)[0]
def build_child_index(paths: list[str]) -> dict[str, list[str]]:
children: dict[str, list[str]] = {}
for path in paths:
if path == "/":
continue
children.setdefault(parent_path(path), []).append(path)
for rows in children.values():
rows.sort()
return childrenNative hierarchy rows should include name, path, type when known from query filters or reported attributes, and children / hasChildren derived from the child index. Use get_root_prim_path logic below, but derive it from the native path list when possible.
pxr Worker Fallback
pxr_worker.py is now a fallback for capabilities that native ovrtx 0.3 queries and attribute reads do not fully cover: variant sets, rich USD metadata, and relationship targets such as material bindings. Do not use it as the default hierarchy or scalar-attribute path.
Direct pxr import requires import discipline:
import os
os.environ["OVRTX_SKIP_USD_CHECK"] = "1"
from ovrtx import Renderer, RendererConfig
renderer = Renderer(config=RendererConfig(sync_mode=True))
from pxr import Usd, UsdGeom, Sdf, GfOn Windows or when avoiding USD DLL conflicts, run pxr_worker.py in a separate Python process with usd-core only. The main ovrtx process communicates over JSON lines. --usd-subprocess auto means subprocess on Windows and direct on Linux; on always uses subprocess; off always imports directly.
The tested server uses pxr_worker.py and an embedded PxrWorkerClient in ov_web_viewer_server.py for the fallback commands below. Older usd_worker.py and usd_query_client.py remain as reference only.
Fallback pxr Queries
stage = Usd.Stage.Open("/path/to/scene.usd")
root = stage.GetPseudoRoot()
def classify_prim_type(prim):
if prim.IsA(UsdGeom.Camera):
return "camera"
if prim.IsA(UsdGeom.Gprim):
return "geom"
if prim.IsA(UsdGeom.Scope):
return "scope"
if "Light" in prim.GetTypeName():
return "light"
return "xform"
prim = stage.GetPrimAtPath("/World")
for child in prim.GetChildren():
item = {
"name": child.GetName(),
"path": str(child.GetPath()),
"type": classify_prim_type(child),
"children": bool(child.GetChildren()),
}Lazy tree loading returns immediate children first, then expands individual nodes on request. A custom recursive VStack is often easier than ui.TreeView for local lightweight apps: store expanded and selected_path, render 24 px rows, and paint selected rows green. Use ovui.stage.widget.stage_widget.StageWidget only when editor features such as filtering or drag/drop are required.
Root Prim Detection
Never hardcode /World as the hierarchy root. Different USD assets use different root prims; for example, some large sample scenes use /stage.
With native query results, use this order:
/Worldwhen it exists.The loaded stage's default prim when a fallback pxr query is already available.
The first pseudo-root child that is not a viewer/session/render prim.
For a native-only tree, derive pseudo-root children from the path list:
def detect_root_prim_path_from_paths(paths: set[str]) -> str:
if "/World" in paths:
return "/World"
skip_names = {"Session", "Render"}
roots = sorted(path for path in paths if path.count("/") == 1 and path != "/")
for path in roots:
name = path.rsplit("/", 1)[-1]
if name in skip_names:
continue
return path
return "/"When pxr fallback is already active for variants or metadata, preserve the default-prim-aware order:
def detect_root_prim_path(stage: Usd.Stage) -> str:
world = stage.GetPrimAtPath("/World")
if world and world.IsValid():
return "/World"
default_prim = stage.GetDefaultPrim()
if default_prim and default_prim.IsValid():
return str(default_prim.GetPath())
skip_names = {"Session", "Render"}
skip_types = {"RenderSettings", "RenderProduct", "RenderVar"}
for child in stage.GetPseudoRoot().GetChildren():
if child.GetName() in skip_names:
continue
if child.GetTypeName() in skip_types:
continue
return str(child.GetPath())
return "/"Return this path as root_prim_path in stage-open responses. Frontend tree initialization, getChildrenRequest, descendant mesh expansion, and makePrimsSelectable should use root_prim_path instead of /World.
Properties
Prefer native attribute reads for scalar/tensor inspector data. Use query_prims() with AttributeFilterMode.SPECIFIC to confirm an attribute exists and discover its AttributeInfo, then call read_attribute() or read_array_attribute() from stage-attribute-reads.
from ovrtx import AttributeFilterMode, FilterKind
result = renderer.query_prims(
require_all=[(FilterKind.HAS_ATTRIBUTE, "omni:xform")],
attribute_filter_mode=AttributeFilterMode.SPECIFIC,
attribute_names=["omni:xform", "visibility", "purpose"],
)
if "/World/Cube" in result:
xform_tensor = renderer.read_attribute("omni:xform", ["/World/Cube"])Use the pxr fallback only for property categories that still need USD composition services or string target resolution, such as variant sets, metadata, and relationships:
prim = stage.GetPrimAtPath("/World/Cube")
props = {}
for attr in prim.GetAttributes():
props[attr.GetName()] = serialize_value(attr.Get())Include type name, visibility, purpose, transform values, material binding, and variants when building selected-prim info. Native reads should supply numeric/tensor attribute values; pxr should fill variant sets, rich metadata, and relationship targets until native APIs cover those at the same fidelity.
Variants
vsets = prim.GetVariantSets()
for set_name in vsets.GetNames():
vs = vsets.GetVariantSet(set_name)
options = vs.GetVariantNames()
current = vs.GetVariantSelection()
vs = vsets.GetVariantSet("color")
vs.SetVariantSelection("blue")Changing a variant recomposes the stage; refresh children/properties under that prim and any selectable-path or material maps that may have changed.
Type Filtering And Mesh Expansion
if prim.IsA(UsdGeom.Gprim) or prim.IsA(UsdGeom.Xform):
pass
for desc in Usd.PrimRange(prim):
if desc.IsA(UsdGeom.Gprim):
mesh_paths.append(str(desc.GetPath()))Use descendant mesh expansion when a selected tree path is an Xform or Scope but highlight/picking needs concrete mesh paths.
Bounding Boxes
bbox_cache = UsdGeom.BBoxCache(Usd.TimeCode.Default(), ["default", "render"])
bbox = bbox_cache.ComputeWorldBound(stage.GetPseudoRoot())
rng = bbox.ComputeAlignedRange()
if not rng.IsEmpty():
center = rng.GetMidpoint()
size = rng.GetSize()
max_dim = max(size[0], size[1], size[2])Use this for camera fitting and floating prim-info anchors.
JSON Serialization
USD values are not JSON-safe by default:
| pxr type | JSON |
|---|---|
| bool/int/float/str/token | primitive/string |
Gf.Vec2/3/4* | list |
Gf.Matrix4* | four row arrays |
Gf.Quat* | {real, imaginary} |
Sdf.AssetPath | resolved path or raw path |
Vt.Array | {length, preview, truncated} for inspector/data-channel responses; full list only for explicit export/debug paths |
| unknown | str(value) |
def serialize_value(value):
if value is None or isinstance(value, (bool, int, float, str)):
return value
if isinstance(value, (Gf.Vec3f, Gf.Vec3d, Gf.Vec3i)):
return list(value)
if isinstance(value, (Gf.Matrix4d, Gf.Matrix4f)):
return [list(value.GetRow(i)) for i in range(4)]
if isinstance(value, (Gf.Quatf, Gf.Quatd)):
return {"real": float(value.GetReal()), "imaginary": list(value.GetImaginary())}
if isinstance(value, Sdf.AssetPath):
return value.resolvedPath or value.path
if hasattr(value, "__len__") and hasattr(value, "__getitem__"):
return [serialize_value(v) for v in value[:1000]]
return str(value)Fallback Subprocess Protocol
Detailed fallback subprocess and worker command guidance lives in fallback-worker-protocol.md.
Frontend Normalization
The current pxr worker returns child rows with children: bool as expandability metadata:
{"ok":true,"children":[{"name":"Mesh","path":"/World/Mesh","children":true,"type":"xform"}]}React tree components commonly use hasChildren for expandability and reserve children for loaded child arrays. Normalize server rows before storing them in frontend state, or make the server emit both fields:
type ServerPrim = {
name: string;
path: string;
type?: PrimType;
children?: boolean | USDPrim[] | null;
has_children?: boolean;
hasChildren?: boolean;
};
function normalizePrim(prim: ServerPrim): USDPrim {
const loadedChildren = Array.isArray(prim.children)
? prim.children.map(normalizePrim)
: undefined;
const hasChildren = Array.isArray(prim.children)
? prim.children.length > 0 || Boolean(prim.hasChildren ?? prim.has_children)
: Boolean(prim.hasChildren ?? prim.has_children ?? prim.children);
return {
name: prim.name,
path: prim.path,
type: prim.type,
hasChildren,
children: loadedChildren ?? null,
};
}Frontend Contract
Requests: openStageRequest, getChildrenRequest, getPropertiesRequest, getVariantsRequest, setVariantRequest, selectPrimsRequest, makePrimsPickable, resetStage, and loadingStateQuery. Responses are documented in streaming-messages; note exact getChildrenResult vs older getChildrenResponse naming before editing.
Native Query Coverage
Native ovrtx 0.3 covers prim discovery, prim-type filters, attribute-presence filters, attribute schema descriptors, scalar reads, array reads, live writes, and mapped writes. Keep usd-core/pxr isolated to the fallback categories above. Revisit this split when native APIs expose variant sets, rich metadata, and relationship target traversal at the same level.
Generated Module Checklist - pxr_worker.py
Use this checklist only when the app still needs fallback pxr coverage. Do not build the main hierarchy tree through the worker when query_prims() is sufficient.
[ ]
cmd_load(path) -> dict[ ]
cmd_get_bbox() -> dict[ ]
cmd_get_children(path, filters=None) -> dict[ ]
cmd_get_root_prim_path() -> dict[ ]
cmd_get_prim_count() -> dict[ ]
cmd_get_properties(path) -> dict[ ]
cmd_get_variants(path) -> dict[ ]
cmd_set_variant(path, variant_set, variant_selection) -> dict[ ]
cmd_get_pickable_bboxes(paths=None) -> dict[ ]
cmd_get_material_map() -> dict[ ]
cmd_get_world_transforms(paths=None) -> dict[ ]
_HANDLERS["get_world_transforms"], notget_base_transforms[ ] Responses use
bboxes,material_map, andtransformsdictionaries keyed by prim path.
Generated Module Checklist - PxrWorkerClient
[ ]
start() -> None[ ]
stop() -> None[ ]
load_stage(path: str) -> bool[ ]
get_children(path: str, filters: list[str] | None = None) -> list[dict][ ]
get_properties(path: str) -> dict[ ]
get_variants(path: str) -> dict[ ]
set_variant(path: str, variant_set: str, variant_selection: str) -> bool[ ]
get_root_prim_path() -> str[ ]
get_prim_count() -> int[ ]
get_pickable_bboxes(paths: list[str] | None = None) -> dict[str, dict][ ]
get_material_map() -> dict[str, str][ ]
get_world_transforms(paths: list[str] | None = None) -> dict[str, list[list[float]]]
See also: prim-info-display, stage-management, camera-controls, streaming-messages, windows-native-setup.
Adding This To An Existing Omniverse Realtime Viewer
Add
server/stage_queries.pyaround nativequery_prims()for hierarchy and schema discovery.Add
stage-attribute-readshelpers for native scalar and array property reads.Add
pxr_worker.pyonly when the app needs variants, rich metadata, or relationship target resolution.Keep server state for the active query stage, root children, and expanded-node cache.
Add
getChildrenRequest->getChildrenResultrouting for lazy tree expansion.Add
getPropertiesRequest->getPropertiesResponsewhen prim info panels need property payloads.Add
getVariantsRequest,getVariantsResponse, andsetVariantRequestwhen variants are editable.Open or refresh the query stage whenever
stage-managementloads, reloads, or resets a scene.Frontend wires a
StageTreecomponent to request children on expand and selection on row click.Selection features use hierarchy queries for descendant mesh expansion and selectable path lists.
Variant changes should refresh affected children, properties, selectable-path maps, material maps, and selection state.
Clear hierarchy caches on scene switch and keep slow USD queries out of ovstream callback threads.
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