User Manual
Install Instructions
The Unity connector, like other Unity packages, is installed on a project basis.

To install the Unity Connector into your Unity project:
Download the latest release from the provided download link
Open the Package Manager from the Unity Editor’s Window dropdown at the top.
Click the “+” at the top left corner of the package manager window and hit “Add From Disk”
Navigate to the package folder and find the package.json file within. Select it.
The connector should load and show NVIDIA Omniverse Connector and version number in the Unity Package Manager.

Update Instructions
Omniverse Launcher will occasionally have updates available for the connector. Currently updating the connector in the launcher will NOT update the package in Unity. Download the latest update from Launcher.
Open the Package Manager from the Unity Editor’s Window dropdown at the top.
Click the “+” at the top left corner of the package manager window and hit “Add From Disk”
Navigate to the package folder and find the package.json file within. Select it.
Recommended to close and re-open Unity when using a new connector Update

Uninstall Instructions
To uninstall the Unity Connector from your Unity project:
Open Package Manager (Window->Package Manager)
Select the Omniverse Unity Connector Package at top left, and then click Remove in the bottom right corner of the window.
To uninstall from launcher go to Library > Unity Connector’s Hamburger menu (see 2nd image) > settings > uninstall


Export
Omniverse > Export
Selection of Export will open a file picker window which allows the user to choose a location to save the USD. File picker has access to either local disks or + Nucleus. Can also choose location by typing in the URL. File type (usd, usda, usdc) can also be chosen.

Live Sync Panel
Omniverse > Live Sync
Live Sync enables users to collaborate in real-time on a USD in Omniverse, using Nucleus.
Note
Important: Unity is currently a Uni-directional connector meaning changes in Unity during a live sync session only update in the viewport of session participant’s apps and changes in other apps are not seen in the Unity viewport but they do update the Live session usd.
Note
You must first Export a .usd from Unity to a Nucleus server and then Create a Live Sync Session from the recent export of the open Unity scene. Share the Omniverse URL with those that want to join the session. When in Live Sync changes to a scene in Omniverse will not apply to Unity, but changes in Unity will apply to Omniverse.
Users have the ability to configure the following properties for live sync, using the Live Sync panel:
Path
The path to the .usd file to live sync to. This file must be on Nucleus. This field is automatically populated from the last Export.
Validate
Press to validate the path above and provide available sessions.
Available Sessions
Live Sync sessions which have been created for the file at the path. Select a listed session to join it. For each new Export Create a new Live Session to ensure you have the correct state in the usd file.
Name
The name of a new session. You cannot create a session which has the same name as an existing session and a session name must begin with an alphabetic letter.
Create Session
Press “Create Session” to create a new session with the Name provided.
Leave Session
Leaves the current session which is joined.
End Session and Merge Changes
Merges changes to the USD stage and ends the live session for all participants.

Omniverse Settings Panel
Omniverse > Settings
Users have the ability to configure the following export properties for a given scene, using the Omniverse Settings panel:
Scale Factor
The relative scale between your unity scene and the USD. This scale factor will be applied to the top level prim (named after your scene). The number is in Centimeters (cm). Default value is 100.
Export Disabled Objects
If enabled, then disabled objects will be exported. Default is Off.
Export Selection Only
If enabled, then only the objects selected in Unity will be exported. If disabled then the whole Unity Scene will be exported. Default is Off.
Export Physics
If enabled, then physics component properties are exported as UsdPhysics properties on their respective objects.
Show Info Logs
If enabled, the Unity Console Info logs will have verbose information of actions performed by the connector and debug log information. Default is On.
Open in App
Can choose an omniverse app to automatically open your USD with after exporting.

Help Panel
Omniverse > Help
Help panel provides links to documentation, support, and information about the Unity Connector.
Documentation
Link to Omniverse Unity connector Documentation.
Get Support
Link to Omniverse Developer forums
Link to Community Service Desk for feature requests and bug reports.
About
Information about the connector version, build, and client library version. Please provide this information when submitting bug reports.
Materials Handling
Supported Materials by Render Pipeline
The following Shaders are supported by render pipeline.
Render Pipeline |
Shader |
---|---|
Built-In |
Standard |
URP |
Universal Render Pipeline/Lit |
HDRP |
HDRP/Lit |
Type of material to be exported to USD

Material Type |
Description |
---|---|
None |
No material assignment |
MDL |
Assign OmniPBR or OmniGlass |
UsdPreviewSurface |
Assign UsdPreviewSurface |
Built-In: Standard

Albedo Color / Albedo Map
Metallic
Smoothness
Metallic/Smoothness Map
Normal Map
Occlusion Map
Emission Color / Emission Map
Texture transform: Tiling, Offset
Render Mode supports: Opaque, Cutout, and Transparent
Render Mode: Opaque

Render Mode: Cutout


Render Mode: Transparent


If the Albedo Map does not exist, the alpha value of the Albedo Color is output as the Opacity value of the USD.
If an Albedo Map exists and the alpha value of the Albedo Color is 1.0, the Alpha channel of the Albedo Map is used as the Opacity Map for USD (Opacity Mono Source=“mono_alpha” in OmniPBR).
If an Albedo Map exists and the alpha value of the Albedo Color is not 1.0, the Alpha channel of the Albedo Map is multiplied by the alpha value of the Albedo Color and used as the Opacity Map for USD (Opacity Mono Source=“mono_average” in OmniPBR).
Albedo Maps

Metallic/Smoothness Map
Channel |
Property |
---|---|
Red |
Metallic |
Green |
Occlusion |
Blue |
None |
Alpha |
Smoothness |
Smoothness = 1.0 - Roughness

The Metallic/Smoothness map is decomposed into USD metallic map and roughness map.

Normal Map

When exporting USD, if the material type is MDL, both Normal Map and NormalMap strength will be output.
If the material type is usdPreviewSurface, the strength value is ignored because it does not have a Normal Map strength parameter.
Occlusion Map
Note
Occlusion Map output is not supported when OmniPBR is used.

If an Occlusion value is specified(If not 1.0), the Occlusion Map and Occlusion value are baked into the texture and output.
Emission

Texture transform : Tiling, Offset

Secondary Maps in Unity are not used in the USD export.
URP: Universal Render Pipeline/Lit

Base Color / Base Map
Metallic
Smoothness
Metallic/Smoothness Map
Normal Map
Occlusion Map
Emission Color / Emission Map
Texture transform : Tiling, Offset
Surface Type can be Opaque or Transparent.

Double Sided

HDRP : HDRP/Lit

Base Color / Base Map
Metallic
Smoothness
Mask Map (Metallic, Smoothness, Occlusion Map)
Normal Map
Emissive Color / Emissive Map
Texture transform : Tiling, Offset
In HDRP, specify Metallic, Smoothness, and Occlusion Map in Mask Map.

HDRP: Exporting OmniGlass

Use HDRP
SurfaceType = Transparent
BaseMap.alpha = 0.0
RefractionModel != None
In this case, OmniGlass is used in HDRP.
Parameters supported by HDRP’s Glass when exporting USD

Smoothness
Index Of Refraction
Thickness
Transmittance Color (Color or Texture)


Color Management Gamma vs Linear Space in Unity and Omniverse Create
Gamma vs Linear Space
In Unity, Color is stored in sRGB and is reflected in rendering.
In USD (including MDL), colors are stored in Linear. Color includes DiffuseColor (BaseColor), Opacity, EmissiveColor, and Light color.
You may want to reference a Unity forums topic of Gamma verses Linear Color Space.


