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Kit Base Editor App Template

Kit Base Editor Image

Based On: Omniverse Kit SDK 106.0

Overview

The Kit Base Editor App Template provides a minimal starting point for developers aiming to create interactive 3D applications within the NVIDIA Omniverse ecosystem. This template simplifies the process of crafting applications capable of loading, manipulating, and rendering Open Universal Scene Description (OpenUSD) content via a graphical user interface.

Use Cases

Kit Base Editor Template is ideal for developers looking to build:

  • High fidelity OpenUSD editing applications and tools from a functional, minimal starting point.

Key Features

  • Scene loading
  • RTX Renderer
  • Basic UI for manipulating and exploring 3D scenes.

Usage

This section provides instructions for the setup and use of the Kit Base Editor Application Template.

Getting Started

To get started with the Kit Base Editor template, ensure your development environment meets the prerequisites outlined in the top-level README.

NOTE: Example commands should be executed in powershell in Windows and terminal in Linux.

Cloning the Repository

git clone https://github.com/NVIDIA-Omniverse/kit-app-template.git
cd kit-app-template

Create New Application

Linux:

./repo.sh template new

Windows:

.\repo.bat template new

Note: If this is your first time running the template new tool, you'll be prompted to accept the Omniverse Licensing Terms.

Follow the prompt instructions:

  • ? Select with arrow keys what you want to create: Application
  • ? Select with arrow keys your desired template: Kit Base Editor
  • ? Enter name of application .kit file [name-spaced, lowercase, alphanumeric]: [set application name]
  • ? Enter application_display_name: [set application display name]
  • ? Enter version:: [set application version]

Build and Launch

Build your application using the provided build scripts:

Note that the build step will build all applications contained in the source directory. Outside of initial experimentation, it is recommended that you build only the application you are actively developing.

Linux:

./repo.sh build

Windows:

.\repo.bat build

If you experience issues related to build, please see the Usage and Troubleshooting section for additional information.

Launch your application:

Linux:

./repo.sh launch

Windows:

.\repo.bat launch

? Select with arrow keys which App would you like to launch: [Select the desired editor application]

NOTE: The initial startup may take a 5 to 8 minutes as shaders compile for the first time. After initial shader compilation, startup time will reduce dramatically.

Launched Kit Base Editor

Where to Go From Here

For more guidance on extending the Kit Base Editor Template, visit the Kit App Template Companion Tutorial - Extending Editor Applications. This tutorial offers a step-by-step guide to help you understand the template's structure and customize it to suit your needs.

Testing

Applications and their associated extensions can be tested using the repo test tooling provided. Each application template includes an initial test suite that can be run to verify the application's functionality.

NOTE: Testing will only be run on applications and extensions within the build directory. A successful build is required before testing.

Linux:

./repo.sh test

Windows:

.\repo.bat test

Customization

Enable Extension

  • On launch of the Application enable the developer bundle by adding the --dev-bundle or -d flag to the launch command.

    Linux:

    ./repo.sh launch --dev-bundle

    Windows:

    .\repo.bat launch --dev-bundle
  • From the running application select Developer > Extensions

  • Browse and enable extensions of interest from the Extension Manager.

    • Enabling the extensions within the Extension Manager UI will allow you to try out the features of the extension in the currently running application.

    • To permanently add the extension to the application, you will need to add the extension to the .kit file. For example, adding the Layer View extension would require adding omni.kit.widget.layers to the dependencies section of the .kit file.

  • For additional information on the Developer Bundle Extensions, refer to the Developer Bundle Extensions documentation.

Create Custom Extension

Linux:

./repo.sh template new

Windows:

.\repo.bat template new

Follow the prompt instructions:

  • ? Select with arrow keys what you want to create: Extension
  • ? Select with arrow keys your desired template:: [choose extension template]
  • ? Enter name of extension [name-spaced, lowercase, alphanumeric]:: [set extension name]
  • ? Enter extension_display_name:: [set extension display name]
  • ? Enter version:: [set extension version]

Adding Extension to .kit File

Importantly For an extension to become a persistent part of an application, the extension will need to be added to the .kit file.

[dependencies]
"extension.name" = {}

Build with New Extensions

After a new extension has been added to the .kit file, the application should be rebuilt to ensure extensions are populated to the build directory.

Packaging and Deployment

For deploying your application, create a deployable package using the package command:

Linux:

./repo.sh package

Windows:

.\repo.bat package

By default, the package command will name the package based on the name value contained in the repo.toml file at the root of the repository. By default, this value is set to kit-app-template. Modify this value to set a persistent package name for your application.

Alternatively, you can specify a package name using the --name flag:

Linux:

./repo.sh package --name [package_name]

Windows:

.\repo.bat package --name [package_name]

This will bundle your application into a distributable format, ready for deployment on compatible platforms.

⚠️ Important Note for Packaging: Because the packaging operation will package everything within the source/ directory the package version will need to be set independently of a given kit file. The version is set within the tools/VERSION.md file.

Local Streaming

The UI-based template applications in this repository produce more than a single .kit file. For the Kit Base Editor template application, this includes {your-app-name}_streaming.kit which we will use for local streaming. This file inherits from the base application and adds necessary streaming components like omni.kit.livestream.webrtc. To try local streaming, you need a web client to connect to the streaming server.

1. Clone Web Viewer Sample

The web viewer sample can be found here

git clone https://github.com/NVIDIA-Omniverse/web-viewer-sample.git

Follow the instructions in the README to install the necessary dependencies.

2. Modify the Web Viewer Sample

The Web Viewer Sample is configured by default to connect to the USD Viewer application template and includes web UI elements for sending API calls to a running Kit application. This is necessary for the Viewer template, which has limited functionality for driving application behavior directly. However, for the Kit Base Editor template, this messaging UI functionality isn't needed as the Kit Base Editor template includes menus and other UI elements that can be interacted with directly.

When connecting the Web Viewer Sample to the Kit Base Editor application template, it is recommended to modify the source code. Make the following change to the web viewer sample:

In web-viewer-sample/src/App.tsx

  • Change:
import Window from './Window';
  • To:
import Window from './WindowNoUI';

3. Start the streaming Kit Application

⚠️ Important: Launching the streaming application with --no-window passes an argument directly to Kit allowing it to run without the main application window to prevent conflicts with the streaming client.

Linux:

./repo.sh launch -- --no-window

Windows:

.\repo.bat launch -- --no-window

Select the {your-app-name}_streaming.kit and wait for the application to start

4. Start the Streaming Client

npm run dev

In a Chromium-based browser, navigate to http://localhost:5173/ and you should see the streaming client connect to the running Kit application.

Streaming Base Editor Image

Additional Learning