OPC UA

August 12, 2026 · View on GitHub

This guide covers the client- and server-side libraries that bridge an OPC UA address space to an OpenUSD stage. For the OPC 40010 Robotics companion SDK used to label and drive robot-cell twins, see Robotics.

The work comes in two parts, covered here in turn. Part 1 — the binding model — keeps the USD scene outside OPC UA and binds process values to it. Part 2scene materialization — puts the scene inside the address space, so the composed prim tree becomes the node hierarchy and browsing the server is browsing the scene. The two interoperate — a Part 1 binding may target a Part 2 attribute Variable — but neither requires the other.

Part 1 — bindingsPart 2 — scene materialization
USD scene livesoutside OPC UAinside OPC UA
OPC UA carrieswhich prim/attribute a value maps tothe prims and attributes themselves
Consumera connector that writes an external stagea client that browses/subscribes, or exports .usda

Both companion models are draft (experimental) models. The type NodeIds and the Server/OpenUSD/Representations registry described here are subject to change until the companion specifications are ratified.

Libraries

PackageRole
OPCFoundation.NetStandard.Opc.Ua.OpenUsdThe draft OpenUSD-binding companion model (source-generated NodeStates).
OPCFoundation.NetStandard.Opc.Ua.OpenUsd.ClientThe generic, domain-agnostic OpenUsdConnector, the IUsdSink abstraction, and the file/mock sinks.
OPCFoundation.NetStandard.Opc.Ua.OpenUsd.ServerServer-side authoring helpers (UsdAssetDelivery, representation authoring).
OPCFoundation.NetStandard.Opc.Ua.OpenUsd.ConnectorA ready-to-run console connector tool built on the client library.
OPCFoundation.NetStandard.Opc.Ua.OpenUsd.Connector.ViewerOptional viewport for the connector's --view option. Renders the composed stage and exposes it as an IUsdSink.
OPCFoundation.NetStandard.Opc.Ua.OpenUsdScenePart 2: the source-generated companion model, the scene document model, the .usda reader/writer, and the value-type map.
OPCFoundation.NetStandard.Opc.Ua.OpenUsdScene.ServerPart 2: materializer, exporter, discovery, and Part 1 interop.

The connector

OpenUsdConnector is a client: it discovers a server's OpenUsdRepresentation instances through the Part 1 Server/OpenUSD/Representations registry, subscribes to the bound source Variables, applies the declared conversion, and writes the target USD attributes into an IUsdSink. It is domain-agnostic — it knows only the OpenUSD binding model, never "pump" or "robot".

Progressive API

The simplest usage needs only a connected session and a sink:

using Opc.Ua.OpenUsd.Client;

// session is a connected ISession (for example a ManagedSession).
var sink = new UsdFileSink("live.usda");
await using var connector = new OpenUsdConnector(session, sink);

await connector.StartAsync(cancellationToken);   // discover + subscribe + compose
// ... the sink now receives live updates ...
await connector.StopAsync(cancellationToken);      // stop streaming

OpenUsdConnector implements IAsyncDisposable; await using (or an explicit DisposeAsync) stops streaming and closes any connector-owned remote sessions opened for cross-server federation. The caller-provided primary session is never closed by the connector.

Advanced behaviour is configured through OpenUsdConnectorOptions:

var options = new OpenUsdConnectorOptions
{
    EnableCommands = true,                                   // opt in to UsdToUaCommand actuation (fail-closed by default)
    RemoteSessionFactory = (endpointUrl, ct) => OpenRemoteSessionAsync(endpointUrl, ct), // §5.14 cross-server federation
    MaxAssetBytes = 32 * 1024 * 1024,                        // per-asset read cap
    MaxTotalAssetBytes = 128L * 1024 * 1024,                 // per-fetch read cap
};
await using var connector = new OpenUsdConnector(session, sink, options, telemetry);

Values cross the boundary as Variant

IUsdSink never exposes object. A scalar attribute is a double, a colour is a three-element float array (ArrayOf<float>), and a token/visibility value is a string — all carried as Variant:

public interface IUsdSink
{
    void SetAttribute(string primPath, string propertyName, Variant value);
    void SetTimeSample(string primPath, string propertyName, DateTime time, Variant value);
    void ComposePrim(string primPath, OpenUsdCompositionArc arc, string? assetReference, bool active);
    IDisposable BeginBatch();
}

Two sinks ship in the box:

  • UsdFileSink authors a text USD override layer (live.usda). It validates every prim-path segment and property name as a USD identifier, escapes token values, and rejects unsafe asset references, so a hostile or malformed name from the server cannot corrupt or inject into the layer.
  • MockUsdSink is an in-memory, thread-safe sink used by tests and diagnostics.

BeginBatch() lets a file-backed sink defer flushes; history replay uses it to author many time samples with a single file write.

History replay and commands

  • ReplayHistoryAsync(startTime, endTime, ct) replays Part 11 history for every UaHistoryToUsd binding, following continuation points and authoring the returned values as USD time samples. Sources that do not historize degrade to zero samples without throwing.
  • IssueCommandAsync(value, ct) actuates the opt-in UsdToUaCommand binding. It is fail-closed: it throws unless the connector was constructed with EnableCommands = true.

Integrity

When a stage advertises a RootLayerDigest, the connector verifies it (constant-time) before authoring any opinions, and refuses to compose on a mismatch. Served asset closures (FetchServedAssetsAsync) are streamed through the Part 5 FileType, digest-verified fail-closed, and cached under sanitized relative paths (path-traversal is defended).

Dependency injection

Both a standalone IServiceCollection extension and the fluent IOpcUaClientBuilder extension register the singleton OpenUsdConnectorFactory; the direct constructors remain available as a non-DI fallback.

// Standalone.
services.AddOpenUsdConnector(o => o.EnableCommands = true);

// Fluent, chained onto the client builder.
services.AddOpcUa()
    .AddClient(configuration)
    .AddOpenUsdConnector(o => o.MaxAssetBytes = 32 * 1024 * 1024);

Resolve the factory and create a connector per connected session:

public sealed class TwinWorker(OpenUsdConnectorFactory connectors)
{
    public async Task RunAsync(ISession session, IUsdSink sink, CancellationToken ct)
    {
        await using OpenUsdConnector connector = connectors.Create(session, sink);
        await connector.StartAsync(ct);
        // ...
    }
}

Observability is threaded through ITelemetryContext (resolved from DI), which the factory passes to each connector.

Server-side authoring

context.CreateRepresentation(owner, stage, primPath, openUsdNs) attaches an OpenUsdRepresentation to a domain Object and points it at a stage and prim path. The representation is an AddIn, so it is mounted with HasAddIn — not plain HasComponent. The distinction is easy to get wrong because HasAddIn is a subtype of HasComponent: an AddIn mounted with the wrong reference type still browses, still aggregates, and still works end to end, so only a conformance checker notices. The IOpenUsdRepresentedType model placeholder declares the same HasAddIn contract. CreateRepresentation is the supported authoring path; do not hand-roll a mount with CreateInstanceOfOpenUsdRepresentationType and a manually assigned reference type. The sample servers assert the reference type in their E2E suites.

UsdAssetDelivery.AttachStageAssets(context, stage, openUsdNs, assets) serves artist-authored USD layers through the address space as read-only Part 5 files with SHA-256 digests, so a generic connector can fetch, verify, cache, and render the twin with no external asset resolver. assets is an ArrayOf<ServedAsset> and the method returns the created OpenUsdAssetState nodes as an ArrayOf<OpenUsdAssetState>.

Samples

  • MinimalRobotServer — a self-contained server exposing an OPC 40010 MotionDeviceSystem with two independently mobile robots. OPC 10000-210 RSL frames drive live double3 translation/rotation, and OPC 10000-211 GPOS locations drive geospatial metadata; a generic connector renders the cell live. See Positioning.
  • The Robotics samples also include an agent-plus-viewer Robot Intent flow: the OpenUSD viewport shows the same robot that the MCP tools command, and a viewport prim pick can become a robot command through UsdViewOptions.PrimPicked. See Robot Intent and the Robotics samples.
  • PumpDeviceIntegrationServer — a DI pump line bound to OpenUSD, including component composition and served-asset delivery.
  • GeneratorServer — the Generators companion specification with a datasheet-driven simulation and one independent twin per configured generating set.
  • SiteCompositionServer — a supervisory server that owns no devices and composes the machines of the pump and generator servers into a single scene through cross-server components. Render it with the connector's --federate option. See Samples.

The connector tool

Opc.Ua.OpenUsd.Connector is a console application that connects to any server implementing the draft binding, discovers Server/OpenUSD/Representations, subscribes, optionally fetches the served asset closure, and authors a live live.usda override layer. It is the end-to-end reference for the client library.

dotnet run --project tools/Opc.Ua.OpenUsd.Connector -- \
    --server opc.tcp://localhost:62830/MinimalRobotServer \
    --fetch-assets ./stage --insecure --seconds 30
OptionMeaning
--server <url>Endpoint to connect to.
--out <live.usda>Override layer to author. Defaults to live.usda in the working directory.
--seconds NStop after N seconds instead of waiting for Ctrl+C.
--fetch-assets <dir>Download the served USD layer closure (§5.15) and compose a self-contained stage.usda.
--insecureDemo only: unsecured endpoint and blanket certificate acceptance.
--enable-commandsOpt in to actuating UsdToUaCommand bindings (fail-closed by default).
--command-value <double>Setpoint written once at start when commands are enabled.
--viewRender the composed stage and stream the same live values into it.
--renderer <Auto|Storm|D3D12|Vulkan>Renderer preference for --view.
--stage <stage.usda>Render an existing local stage instead of a fetched one.
--plugins <dir>Directory holding the staged USD plugin tree, when it is not beside the connector.
--pick-command [<prim path>]With --view, print picked target prim paths.

Rendering the twin live

--view opens a viewport on the composed stage and fans every subscribed value into both the override layer and the stage being rendered, so the twin animates in one process:

dotnet run --project tools/Opc.Ua.OpenUsd.Connector -- \
    --server opc.tcp://localhost:62830/MinimalRobotServer \
    --insecure --view

Without --fetch-assets or --stage, --view fetches the asset closure into a temporary directory, because a renderer needs geometry it can resolve. Closing the window stops the session; --seconds closes it automatically.

The renderer itself lives in a separate, optional assembly, Opc.Ua.OpenUsd.Connector.Viewer (OPCFoundation.NetStandard.Opc.Ua.OpenUsd.Connector.Viewer), which the connector loads on demand from its own directory. That keeps the connector package free of a UI framework and a native OpenUSD payload, and lets it keep targeting .NET Framework. When the assembly is absent, --view explains how to install it and every other option keeps working.

Internally the viewport supplies a sink that authors into the scheduler-owned stage the renderer already owns — the connector never opens the stage a second time. CompositeUsdSink fans values out to that sink and to UsdFileSink, so the on-disk artefact and the picture never diverge.

The connector client API also exposes UsdViewOptions.PrimPicked, a callback that receives picked USD prim paths. Renderer-backed pointer picking works: the OpenUSD viewer owns input handling, DPI scaling, physical-pixel conversion and stale-revision retry, and reports hits through the host callback. Auto uses the renderer first and falls back to the command-prim watcher only when renderer picking is unavailable, Renderer requires renderer-backed picks, and CommandPrim uses the fallback directly. Misses do not submit intents. For the fallback, set a targetPrim relationship, string attribute, or token attribute on UsdViewOptions.CommandPrimPath (default /World/IntentCommand) and the callback fires when that target changes.

The viewport requires .NET 10 and the OpenUSD packages (OpenUsd, OpenUsd.Viewer, OpenUsd.Runtime.Imaging), which are published on nuget.org, so a plain restore is enough. The RID-agnostic runtime metapackages resolve the correct native payload per RID; win-x64, linux-x64 and osx-arm64 are all supported. With 0.7.0-alpha, a RID-less build or publish on a supported host copies that host's OpenUSD native payload. Use an explicit RID when publishing for another platform. Publish the connector and the viewport into the same directory, substituting your own RID:

dotnet publish tools/Opc.Ua.OpenUsd.Connector -c Release -f net10.0 -r win-x64 --self-contained false -o out
dotnet publish tools/Opc.Ua.OpenUsd.Connector.Viewer -c Release -r win-x64 --self-contained false -o out

Publishing both into the same directory is what puts the optional assembly, its dependencies, and the native plugin tree where the connector looks for them.

Viewport colour, materials and cameras

Current OpenUSD packages support the live viewport features the connector samples rely on:

  • primvars:displayColor is authored through the managed color3f[] API, so DisplayColor bindings animate in the viewport instead of only appearing in the override layer.
  • Bound UsdPreviewSurface material networks are shaded, so material colour inputs can be used for scalar shader colour targets without requiring a duplicate displayColor fallback.
  • Authored stage cameras are opened automatically, so samples can frame their intended operator view.

Visibility bindings remain a good fit for binary state such as run lamps, alarm beacons and fault halos. Use them when an on/off condition should be unmistakable; they are no longer needed as a workaround for colour or material limitations.

Part 2 — scene materialization

Where the binding model above keeps the USD scene outside OPC UA, scene materialization puts the composed prim tree inside the address space: browsing the server is browsing the scene, and an ordinary Subscription on an attribute Variable is a live feed of that part of it.

Materializing a stage

UsdStage stage = UsdaReader.ReadFile("Plant.usda");

FolderState stages = context.EnsureStagesFolder(serverObject, sceneNamespaceIndex);
UsdMaterializationResult result = context.MaterializeUsdStage(stages, stage, sceneNamespaceIndex);

MaterializeUsdStage walks the composed prim tree depth first and creates, for each prim, a HasComponent child typed by its USD typeName; for each attribute a UsdAttributeType Variable; and for each relationship a UsdRelationshipType Object with ordered Targets and TargetPaths.

The result carries two indexes — PrimsByPath and AttributesByPath — so a caller can bind live data to a materialized attribute without re-browsing.

Nothing is ever dropped

The specification is emphatic that an importer must not discard what it does not understand (§8.4), because an exporter has to be able to reproduce it. So:

  • an unknown typed schema stays a UsdPrimType carrying its TypeName token;
  • an unknown API schema degrades to a generic UsdApiSchemaType AddIn carrying its SchemaName;
  • an unknown value type is carried opaquely as BaseDataType, with the exact SdfValueTypeName preserved in UsdTypeName.

Types carry USD roles

USD's color3f, normal3f, point3f and vector3f all decompose to three floats and differ only by role. Rather than flatten that away, the model gives each its own DataType that subtypes the built-in — the same idiom the OPC UA standard uses for Duration : Double or UtcTime : DateTime.

Because the role type subtypes a built-in, the value bytes are unchanged: a generic client reads a Float[3] exactly as before, while a renderer or material editor can tell a colour from a point straight from the type system instead of parsing a string. UsdValueTypeMap implements the mapping, and the attribute's UsdTypeName keeps it reversible even where several USD types share one OPC UA DataType.

Live attributes

A materialized attribute is an ordinary Variable, so USD's static/time-sampled duality maps onto the OPC UA value surface in two modes a Server may mix per attribute:

  • Mode A — live. The Value is server-maintained and time-varying; a Subscription delivers changes and, where retained, HistoryRead exposes the timeline — the OPC UA counterpart of USD time samples. Rotating xformOps and process-driven attributes use this mode.
  • Mode B — static. The Value is the authored default.

Driving Mode A is a Server-side responsibility. An external Part 1 connector authors into a USD sink and cannot write an in-server Variable; a Part 1 binding declares the mapping, and the Server (or a server-hosted connector) applies it.

Georeferencing

Core OpenUSD has no geodetic schema, so a georeferenced stage is expressed today through vendor extension schemas (Cesium for Omniverse, NVIDIA's geospatial schema). Those materialize through the ordinary vendor-extension mechanism — a georeference prim type as an ObjectType subtype, an anchor API schema as an AddIn.

To give a client something portable, the model also defines UsdGeoreferenceApiType (a stage-level origin: latitude, longitude, height, EPSG code, tangent plane) and UsdGlobeAnchorApiType (a per-prim geodetic position). When the materializer recognises a Cesium schema it dual-authors the portable one with the same values, so a generic client reads the anchor from one well-known type while a vendor-aware client still reads the native schema.

A partial anchor is never published: a wrong position is worse than no position.

Conversion and the round-trip contract

UsdaReader and UsdaWriter convert between .usda and the scene document model, and UsdSceneExporter reads a materialized address space back out, so the full round trip is

.usda → UsdStage → address space → UsdStage → .usda

The contract (§7.4) is composed-scene lossless: the exported stage is prim-for-prim, attribute-for-attribute (name, SdfValueTypeName, resolved value and array shape), relationship-for-relationship (ordered targets), metadata-, variant-selection-, kind- and specifier-equivalent to the input's composed result, and the recorded composition arc list is preserved.

It is deliberately not authoring-layer lossless: the input's per-layer opinion stack, sublayer structure and value clips are summarised as provenance under Composition/ and RootLayerIdentifier rather than reproduced layer by layer. UsdSceneSignature computes the equivalence used to check the contract.

Discovery and Part 1 interop

EnsureStagesFolder returns the folder stages are organized under: Part 1's Server/OpenUSD/Stages when the bindings model is also implemented — so one connector discovers both external-stage bindings and in-server materialized stages — or a standalone Server/OpenUSDScene/Stages otherwise.

A Part 1 live binding may target a Part 2 attribute Variable. Part 1 ≥ 0.3.0 carries the target two ways, and a Server should author both so that path-resolving and NodeId-resolving connectors agree:

NodeId target = result.ResolveBindingTargetNodeId(
    "/Plant/Pumps/Pump_1/Pump/Impeller", "xformOp:rotateZ");

Conformance units

UsdMaterializationOptions maps one-to-one onto the specification's conformance units, each independent and additive. Scene Structure is the baseline; the rest are opt-in: composition provenance, typed schemas, applied schemas, georeferencing, live attributes, conversion, and Part 1 interop.