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usd-editor

usd-editor

github.com/tomkrikorianCreative & media6660 installsUpdated 19w ago
Repository

About usd-editor

usd-editor is a skill for small text edits and command-line inspection, conversion, packaging, rendering, and validation of USD assets. It guides developers to preserve authored scene content and make targeted, validated changes.

Key features

  1. 01Text-level USD and USDA edits
  2. 02Stage and prim inspection
  3. 03USD conversion and packaging
  4. 04Rendering and validation guidance
  5. 05Authored-content preservation workflow

Use cases

  1. 01Inspecting a USD prim hierarchy
  2. 02Changing a specific prim or property
  3. 03Building and validating a USDZ package
  4. 04Checking visionOS asset output

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/tomkrikorian/visionosagents --skill usd-editor

After installing, type/usd-editorin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

agents/
openai.yaml
references/
apple-runtime-boundaries.md
command-line-tools.md
composition-variants.md
prims-properties.md
time-samples.md
transforms-units.md
usd-syntax.md
usdcat.md
usdchecker.md
usdedit.md
usdrecord.md
usdtree.md
usdzip.md
visionos-runtime-loading.md

Details

From the project README

USD Editor

Quick Start

Use this skill for minimal, text-level USD or USDA edits and command-line USD inspection, conversion, packaging, rendering, and validation. Keep the change small and preserve existing composition unless the task explicitly says otherwise.

When authored Reality Composer Pro or USD content owns the scene, geometry, transform, animation, or material, keep that authored surface as the source of truth. Use Swift and RealityKit to load or adjust runtime state; do not recreate authored USD content in Swift unless the request is explicitly procedural.

If Swift code needs to open, edit, observe, or export stages in-process with USDStage, USDPrim, or USDLayer, switch to $usdkit-runtime-developer.

If the change is material- or shader-specific for RealityKit, prefer shadergraph-editor.

Load References When

ReferenceWhen to Use
usd-syntaxWhen you need a refresher on .usda syntax, values, and path formats.
prims-propertiesWhen adding or editing prims, attributes, or relationships.
composition-variantsWhen touching sublayers, references, payloads, or variant sets.
transforms-unitsWhen editing transforms, xformOps, or stage units and up-axis metadata.
time-samplesWhen modifying animated or time-sampled properties.
command-line-toolsWhen you need a quick reference for common USD command-line tools.
usdcatWhen converting, flattening, or inspecting USD files.
usdcheckerWhen validating USD or USDZ assets, including RealityKit-focused checks.
usdrecordWhen rendering images from USD files.
usdtreeWhen inspecting the prim hierarchy of a USD file.
usdzipWhen creating or inspecting USDZ packages.
usdeditWhen you need the official text-editing workflow for a USD-readable file.
visionos-runtime-loading.mdWhen the question is how authored USD or USDZ actually loads and behaves in a visionOS app.
apple-runtime-boundaries.mdWhen deciding whether to edit authored USD / Reality Composer Pro content, load it through RealityKit, or validate it for Apple platforms.

Workflow

  1. Identify the owner: authored USD / Reality Composer Pro asset, package resource, or runtime-only Swift-generated content.
  2. Inspect the stage with usdtree, usdcat --loadOnly, or usdcat --flatten before editing, depending on the risk.
  3. Locate the exact prim path and layer that owns the opinion.
  4. Choose over, def, or a list edit deliberately.
  5. Apply the minimum change needed.
  6. Re-check paths, transforms, or composition edges that were touched.
  7. Run the narrowest validation tool that matches the change, then run usdchecker --arkit for shipping visionOS USDZ assets.

Guardrails

  • Do not replace a prim with def when over is the correct edit.
  • Avoid composition-arc changes unless they are explicitly requested.
  • If a RealityKit app loads the asset with Entity(named:in:), Entity(contentsOf:withName:), or a generated Reality Composer Pro content bundle, prefer fixing the authored asset and validating the bundle/package over building a parallel Swift scene graph.
  • Do not hand-edit a .usdz package in place; inspect or unpack it, edit the source layer, rebuild the package, and validate the result.
  • Validate final Apple-platform USDZ output with usdchecker --arkit --strict, not just a source-layer parse check.
  • Preserve existing formatting and comments when possible.

Output Expectations

Provide:

  • the prim or path edited
  • which reference files were used
  • the exact class of USD change made
  • the validation step used
  • routing to $usdkit-runtime-developer, shadergraph-editor, or runtime testing if needed

Comments

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