OpenUSD - Runtime Support

As the runtime support for the OpenUSD in the experimental USD package is currently on halt i wonder what are the thoughts of the industrial application developers regarding this topic.

For the industrial applications that we are developing it is mainly the runtime support that our applications would greatly benefit from. To switch from a asset bundle workflow to a workflow where you can just load and save your changes (in a open format) on complex industrial scenes would be amazing.

Also to have the opportunity to collaborate with different applications on a dataset that is stored somewhere in the company network via a runtime USD connector would be amazing.

In my opinion OpenUSD is on the forefront to become the go to format for industrial applications. I would love to hear from you guys what you think about this topic. Maybe we can promote that feature together.

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Actually, the package doesn’t actively prevent you from building your app and using at Runtime (at least with the -pre.1 versions).

That being said, when the new packages were just released, I do remember Unity stating that they are meant for Editor, not Runtime, but as of now I wasn’t able to find a mentioning of this in the docs or the release forum post.

It is mentioned in the docs in Limitations section

As unnanego state its stated in the docs and also we tried around with the code it is not working at runtime. We also had a call with unity where they explained that there is currently no planned USD runtime support for Unity 6. Its mentioned as a feature under consideration in the roadmap:
https://unity.com/de/roadmap#unity-platform-pipeline-integrations

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Alright, yes true - I did update my test project to the new packages, built, and tested at runtime back when they came out, and it worked, BUT only because they still keep the Unity.Formats.USD (including the legacy runtime import-related) stuff as a part of the new com.unity.exporter.usd package. The new com.unity.importer.usd package is indeed only for Editor import and is built around a UnityEditor.AssetImporter. Apologies for the confusion.

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