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usd-projection

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Mis à jour14 juillet 2026 à 04:20

How USD becomes the running 3D world in LunCoSim, and how to extend that translation. USE THIS SKILL whenever you are working ON the USD layer itself rather than authoring a scene with it: "add support for <USD prim type / new attribute>", "my attribute is being ignored", "the edit saved but nothing moved on screen", "why didn't my change undo / persist / replicate?", "how does a prim become an entity?", "where do I read this attribute?", "should this be a `lunco:` attribute or a standard schema?", or any time you're about to add a field to a prim, touch `lunco-usd*`, or write ECS state that ought to live in the document. Also trigger when tempted to "just set the component directly" or to accept a second spelling of an attribute so a file loads. (For AUTHORING scenes over the API — spawn/move/load — use `build-usd-scene` instead. This skill is the machinery underneath it.)

Installation

Installer avec Codex ou Claude Copiez ce prompt, collez-le dans Codex, Claude ou un autre assistant, puis laissez-le vérifier la page du skill et l'installer pour vous.

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