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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/viewer-input-routing/README.md

Viewer Input Routing

Triggers

Use this skill when implementing or debugging viewport controls, input callbacks, WebRTC on_input, SHM/native input, ovui mouse handlers, camera drag, wheel zoom, click picking, drag selection, DOM panel input gating, or wrong/no selection after a click.

This skill owns transport input normalization and dispatch. Camera math stays in camera-controls; native pick query decode stays in native-picking-selection and object-selection; React UI state and DOM layout stay in streaming-client.

First Rules

  • Use native transport input for pointer/key/wheel traffic. WebRTC apps receive ovstream.InputEvent structs through server.on_input; SHM clients send the same native structs. Do not send continuous mouse movement as JSON mouseInput.

  • Normalize every transport's button ids before calling shared camera or selection helpers.

  • Treat left click as selection only on button release and only when movement stayed under the drag threshold.

  • Keep input callbacks fast. Enqueue camera writes, pick queries, and selection changes for the renderer owner thread; do not call renderer.step(), scene load/reset, or live attribute writes directly from input callbacks.

  • During scene load/reset, cancel active drags and ignore or defer input. Clear pending picks when the stage changes.

Button Conventions

Use one app-internal camera helper convention:

Helper buttonMeaning
0left / orbit / click-select
1middle / pan
2right / dolly or fly-look

Normalize transport ids into that convention:

def camera_button_from_ovui(button: int) -> int | None:
    # ovui: 0=left, 1=right, 2=middle
    return {0: 0, 2: 1, 1: 2}.get(button)
def camera_button_from_ovstream(raw_button, ovstream) -> int | None:
    # ovstream.MouseButton: NONE=0, LEFT=1, MIDDLE=2, RIGHT=3
    try:
        button = raw_button if isinstance(raw_button, ovstream.MouseButton) else ovstream.MouseButton(raw_button)
    except Exception:
        return None
    if button == ovstream.MouseButton.LEFT:
        return 0
    if button == ovstream.MouseButton.MIDDLE:
        return 1
    if button == ovstream.MouseButton.RIGHT:
        return 2
    return None

Do not compare mouse.data to DOM button ids. For wheel events, prefer mouse.scroll_y when the binding exposes it and fall back to mouse.data only for older builds.

def wheel_delta(mouse) -> float:
    delta = getattr(mouse, "scroll_y", 0) or getattr(mouse, "data", 0)
    return float(delta)

WebRTC Viewport Ownership

Browser DOM controls can sit beside or above the stream, but raw native input still reaches the server. Maintain an app-level viewport ownership flag:

  • Server default should be viewport_input_active = True when the only native input source is the stream surface.

  • DOM panels, trees, inspectors, menus, and toolbars send setViewportInputActive {active:false} on pointer enter/down/wheel.

  • The viewport surface sends active:true on pointer enter/down and active:false on pointer leave.

  • When the server receives active:false, cancel the current camera gesture and suppress picking until re-enabled.

Starting inactive creates a first-click race: the mouse-down can arrive through native input before the React activation message arrives through the data channel, so the release has no matching press and selection never queues.

Input Router Skeleton

DRAG_THRESHOLD_PX = 4.0


class InputRouter:
    def __init__(self, commands, render_width: int, render_height: int):
        self.commands = commands
        self.render_width = render_width
        self.render_height = render_height
        self.viewport_input_active = True
        self._active_button: int | None = None
        self._press_pos: tuple[float, float] | None = None
        self._dragged = False

    def set_viewport_input_active(self, active: bool) -> None:
        self.viewport_input_active = bool(active)
        if not self.viewport_input_active:
            self.commands.enqueue_cancel_interaction()
            self._active_button = None
            self._press_pos = None
            self._dragged = False

    def on_input(self, event, ovstream) -> None:
        if not self.viewport_input_active:
            self.commands.enqueue_cancel_interaction()
            return
        if event.type != ovstream.InputEventType.MOUSE:
            return

        mouse = event.mouse
        if mouse.type == ovstream.MouseEventType.MOVE:
            x, y = float(mouse.x), float(mouse.y)
            if self._press_pos is not None:
                dx = x - self._press_pos[0]
                dy = y - self._press_pos[1]
                if abs(dx) > DRAG_THRESHOLD_PX or abs(dy) > DRAG_THRESHOLD_PX:
                    self._dragged = True
            self.commands.enqueue_camera_move(x, y, mouse.modifiers)
            return

        if mouse.type == ovstream.MouseEventType.WHEEL:
            self.commands.enqueue_camera_scroll(wheel_delta(mouse), float(mouse.x), float(mouse.y))
            return

        if mouse.type != ovstream.MouseEventType.BUTTON:
            return

        button = camera_button_from_ovstream(mouse.data, ovstream)
        if button is None:
            return

        is_down = mouse.button_state == ovstream.KeyState.DOWN
        if is_down:
            self._active_button = button
            self._press_pos = (float(mouse.x), float(mouse.y))
            self._dragged = False
            self.commands.enqueue_camera_button_down(float(mouse.x), float(mouse.y), button)
            return

        was_click = button == self._active_button and not self._dragged
        self.commands.enqueue_camera_button_up(float(mouse.x), float(mouse.y), button)
        if button == 0 and was_click:
            self.commands.enqueue_pick(float(mouse.x), float(mouse.y))
        self._active_button = None
        self._press_pos = None
        self._dragged = False

commands must execute on the renderer owner thread or be drained by that thread before renderer.step().

Coordinate Ownership

For WebRTC native input, NVST maps stream-surface coordinates for the fixed stream resolution. For app-owned DOM math, measure the visible video rectangle, reject letterboxed areas, and convert to RenderProduct pixels before camera or pick dispatch.

Keep the RenderProduct size fixed for the session. Do not resize the server renderer because the browser CSS viewport changed.

Scene And Render Loop Coordination

  • Render loop owns native pick enqueue/result decode, selection outline writes, and camera omni:xform writes.

  • Input callbacks enqueue intent: camera_move, camera_button, scroll, pick_at, cancel_interaction, or set_viewport_input_active.

  • Scene load/reset holds the same renderer mutation lock used by the render loop. While loading, discard pending picks and cancel drags.

  • Log pick state transitions during validation: Queueing viewport pick when a click queues a pick, and Selection changed after decoded pick paths update selection.

Validation Checklist

  • [ ] First left click after page load queues a pick and selects a prim.

  • [ ] Left drag orbits without selecting on release.

  • [ ] Middle drag pans, right drag dollies or fly-looks, and wheel zooms.

  • [ ] Sidebar/tree/inspector clicks and wheels do not move the camera or pick.

  • [ ] Selection stays synchronized between viewport, tree, and property panel.

  • [ ] Scene switch cancels active drag and clears stale pending picks.

  • [ ] Server logs show queued pick and selection-changed events for click tests.

  • [ ] No app protocol sends continuous pointer movement as JSON mouseInput.

See also: streaming-server, streaming-client, streaming-messages, camera-controls, native-picking-selection, object-selection, selection-feedback, local-viewer, and webgl-shm-transport.

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