usd-editor

Installation
SKILL.md

USD Editor

Quick Start

Use this skill for minimal, text-level USD or USDA edits. Keep the change small and preserve existing composition unless the task explicitly says otherwise.

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

Load References When

Reference When to Use
usd-syntax When you need a refresher on .usda syntax, values, and path formats.
prims-properties When adding or editing prims, attributes, or relationships.
composition-variants When touching sublayers, references, payloads, or variant sets.
transforms-units When editing transforms, xformOps, or stage units and up-axis metadata.
time-samples When modifying animated or time-sampled properties.
command-line-tools When you need a quick reference for common USD command-line tools.
usdcat When converting, flattening, or inspecting USD files.
usdchecker When validating USD or USDZ assets, including RealityKit-focused checks.
usdrecord When rendering images from USD files.
usdtree When inspecting the prim hierarchy of a USD file.
usdzip When creating or inspecting USDZ packages.
usdedit When you need the official text-editing workflow for a USD-readable file.
visionos-runtime-loading.md When the question is how the authored USD or USDZ actually loads and behaves in a visionOS app.

Workflow

  1. Inspect the stage with usdtree, usdcat --loadOnly, or usdcat --flatten before editing, depending on the risk.
  2. Locate the exact prim path and layer that owns the opinion.
  3. Choose over, def, or a list edit deliberately.
  4. Apply the minimum change needed.
  5. Re-check paths, transforms, or composition edges that were touched.
  6. 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.
  • Do not hand-edit a .usdz package in place; inspect or unpack it, edit the source layer, rebuild the package, and validate the result.
  • 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 shadergraph-editor or runtime testing if needed
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Installs
32
GitHub Stars
49
First Seen
Jan 29, 2026