Agent Skills: USD Editor

Guide for modifying USD ASCII (.usda) files, including prims, properties, composition arcs, variants, and transforms. Use when editing or reviewing .usda files by hand.

UncategorizedID: tomkrikorian/visionosagents/usd-editor

Install this agent skill to your local

pnpm dlx add-skill https://github.com/tomkrikorian/visionOSAgents/tree/HEAD/skills/usd-editor

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skills/usd-editor/SKILL.md

Skill Metadata

Name
usd-editor
Description
Guide for modifying USD ASCII (.usda) files, including prims, properties, composition arcs, variants, and transforms. Use when editing or reviewing .usda files by hand.

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