Map unfamiliar or multi-repository codebases before refactoring, integration, or feature work. Use when Codex needs to analyze submodules, ownership boundaries, APIs, duplicate implementations, build/test surfaces, risk areas, and a practical refactor sequence before changing code.
Coordinate multiple AI agents or subagents on software work without duplicating effort or causing conflicts. Use when Codex is explicitly asked to delegate exploration, implementation, review, testing, integration, or parallel analysis across a codebase.
Maintain C ABIs and language bindings as exact, testable contracts. Use when evolving public headers, ctypes/cffi/pybind/Rust/JS bindings, shared libraries, struct layouts, GPU/native APIs, or any cross-language boundary where drift can cause crashes or silent corruption.
Debug rendering, viewer, shader, material, camera, lighting, and GPU integration bugs with reproducible visual evidence. Use when scenes render blank, only appear after camera motion, show incorrect shading, diverge across backends, crash in GUI mode, or need pixel/screenshot verification.
Refactor disjoint or duplicated projects into clear layered architecture with canonical contracts and thin adapters. Use when viewers, renderers, bindings, data libraries, plugins, or services overlap and need maintainable ownership boundaries without losing behavior.
Identify and remove obsolete legacy, fallback, staging, compatibility, duplicate, generated, and reference code before creating clean initial commits or new project history. Use when a repo is being reset, consolidated, or prepared for a cleaner public history.
Load USD scenes through NanoUSD and convert composed USD prims into renderer-ready geometry, material, light, camera, transform, instancing, texture, and diagnostic representations. Use when implementing, debugging, or validating NanoUSD-based scene ingestion, renderer scene structs, material/light extraction, texture path resolution, or loader parity against USD/OpenUSD semantics.
Design, debug, or validate physically based renderer behavior against a reference renderer. Use when Codex works on PBR materials, USD light semantics, shadows, transparency, GI, emissive sampling, tone mapping, AOVs, stochastic sampling, path tracing, ray tracing, or Omniverse Kit/Hydra/OVRTX visual parity.