usd-editor
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
- Inspect the stage with
usdtree,usdcat --loadOnly, orusdcat --flattenbefore editing, depending on the risk. - Locate the exact prim path and layer that owns the opinion.
- Choose
over,def, or a list edit deliberately. - Apply the minimum change needed.
- Re-check paths, transforms, or composition edges that were touched.
- Run the narrowest validation tool that matches the change, then run
usdchecker --arkitfor shipping visionOS USDZ assets.
Guardrails
- Do not replace a prim with
defwhenoveris the correct edit. - Avoid composition-arc changes unless they are explicitly requested.
- Do not hand-edit a
.usdzpackage 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-editoror runtime testing if needed
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