Official agent skill

Rtx Remix Modding

by NVIDIA in NVIDIA/skills

Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models.

OfficialApache-2.0Auto-check passedAgent Workflows

Install Rtx Remix Modding

skills CLI
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install NVIDIA/skills rtx-remix-modding --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/rtx-remix-modding .claude/skills/rtx-remix-modding && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
rtx-remix-modding
GitHub stars
3.5k
Token cost
~2k tokens
SKILL.md length
1,310 words
Files
7 (incl. references)
Skills in repo
380
Repo updated
First seen
Licence
Apache-2.0

At a glance

Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models.

  • Works in 5 steps: Open or confirm the project. → Set the edit target before writing. A… → Find the prims — selection=true acts on… → …
  • Tasks that involve MCP servers
  • SKILL.md covers When to Use This Skill, Connecting to Remix, Instructions and Troubleshooting, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Rtx Remix Modding is an agent skill from NVIDIA/skills, published by the product's own GitHub organization. Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models. Connect to the Remix Toolkit App via MCP. Not for non-Remix game interaction.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including reference files (for example `BENCHMARK.md`, `evals/EVAL.md` and `evals/evals.json`).

It sits in Agent Workflows, covering MCP servers. It works with Model Context Protocol and NVIDIA AI Platform. The repository describes itself as: Agent Skills for NVIDIA products — install into Claude Code, Codex, and other coding agents to run Physical AI, robotics, simulation, CUDA, and RAG workflows end to end. The licence is Apache-2.0.

When your agent uses it

  • Tasks that involve MCP servers

Example prompts

  • “/rtx-remix-modding”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Open or confirm the project.
  2. Set the edit target before writing. A write lands in whichever layer is current, and the
  3. Find the prims — selection=true acts on the viewport selection.
  4. Write. A file has to be ingested before it can be referenced.
  5. remix_save_layer, then read back what you changed.

What it can do on your machine

Read from SKILL.md and the folder at commit 0e0d506. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Rtx Remix Modding loads about 2k tokens when it runs, and up to ~2.3k if it reads all its reference files. Until then it costs about 46 tokens; SKILL.md has 1,310 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~46
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from NVIDIA/skills at commit 0e0d506, republished under its Apache-2.0 licence (© NVIDIA). 1,310 words, ~2,023 tokens.

Download SKILL.mdSave it as .claude/skills/rtx-remix-modding/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
rtx-remix-modding
description
Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models. Connect to the Remix Toolkit App via MCP. Not for non-Remix game interaction.
metadata.author
scfitzpatric <scfitzpatric@nvidia.com>
metadata.tags
rtx-remix, game-modding, usd, mcp, graphics

RTX Remix Modding

When to Use This Skill

Use this when the user is modding or remastering a classic DirectX 8/9 game with NVIDIA RTX Remix and a Remix MCP server is available. It covers opening and closing projects, working with the project's USD layers, swapping the model and texture assets bound to captured prims, and reading the stage. It does not cover installing Remix, capturing a game, or authoring new geometry.

Connecting to Remix

Requires RTX Remix 1.6.0+ or 1.6.0-dev; ask the user to upgrade if older.

Missing remix_* tools? Ask the user to start Toolkit, windowed or via lightspeed.app.trex.stagecraft.headless.bat, and connect to http://127.0.0.1:18014/mcp/. Keep the trailing slash. Both modes fall back within 18014–18019; all busy means startup fails.

Windows discovery record, published by Remix: %LOCALAPPDATA%\NVIDIA\RTX Remix\mcp.json. Read mcp_endpoint for the latest instance. Contains addresses, ports, version, and PID; removed on clean shutdown.

No record? Use endpoint= from the Toolkit log's MCP_PORT_FALLBACK warning. Wait for matching SERVICE_READY service=mcp. Client URLs need manual updating.

Instructions

Before using the MCP tools to replace models or add an asset reference, read references/tool-mode.md and follow the relevant recipe.

Your tool list already carries every tool and its schema. What it does not carry is the order:

  1. Open or confirm the project.
  2. Set the edit target before writing. A write lands in whichever layer is current, and the wrong layer is the failure that looks like success.
  3. Find the prims — selection=true acts on the viewport selection.
  4. Write. A file has to be ingested before it can be referenced.
  5. remix_save_layer, then read back what you changed.

Troubleshooting

Before planning, check for remix_* tools; if absent, say the server is unavailable and relay the setup instructions in "Connecting to Remix".

Never substitute a workaround for the missing tools. Editing .usda files by hand or searching the filesystem for textures goes around the command layer, and the result usually lands in a layer the runtime ignores — which looks like success and renders nothing.

When a call fails, read the response before trying again. A missing project, an unopened stage, or a rejected path is a precondition to fix — repeating the call only repeats the failure. Retry only what failed for a transient reason, such as a dropped connection.

Rules

Scope caveat you must always disclose: edits apply per captured asset, not per instance, so every instance sharing that mesh changes too. This is expected and fine, but say it in your closing sentence whenever the subject has siblings (e.g. "Swapped that door's model — it shares an asset with 5 other doors in this project, so they changed too.").

Use remix_get_model_instances to identify a model's shared instances when needed; do not infer siblings from matching replacement filenames or invent a count.

There is no undo tool in this release. Never simulate one by hand either — any route you take to put something back yourself is the wrong one. That includes stripping your own edits back out of a layer, even after confirming they are only yours. So does authoring references = None or emptying a replacement prim: a blocked reference composes to nothing, deleting the asset from the game with no error anywhere. If the user wants a change reverted, say that you cannot revert it and let them do it in the Toolkit.

What you can and cannot do, by thing. Nothing outside this exists — no tool and no workaround. Say so, and offer the nearest thing you can do:

  • Layers — the only thing you can create or delete.
  • Projects — open and close an existing one. You cannot create one.
  • Prims — read them and set the selection. You cannot create, delete, rename, duplicate or move one. That covers geometry of every kind: no meshes, no new objects, by any route.
  • Asset references — add one to a prim, or replace one already there. There is no removal.
  • Textures — read what a material binds, and replace it.

Nothing saves itself in this release. A write lands in memory and the running game keeps rendering the old asset until the layer is on disk, so a turn that ends on a successful edit has changed nothing the user can see. Call remix_save_layer once the edit is in, then read back to confirm it landed. This is the same silent success as above, and the easier one to report as a win.

Ask instead of guessing scope. "Swap all the broken ones", "fix everything in this layer" — ask how many, and which, before acting.

Stop repeating a failing approach. Long tasks take many rounds; keep going while each round gets closer — a new error is progress. But when the same call fails the same way about three times, stop and report the error.

Show full SKILL.md (524 more words)Show less

A call that succeeded and told you nothing useful is the same dead end, and it is the easier one to miss because nothing looks broken. NEVER re-run a query you have not invalidated. If nothing has happened since it last ran, it will return exactly what it returned, and running it a third time spends your turn budget on an answer you already hold. This covers searching the stage as much as anything else — a name that was not there is still not there. When a search comes back empty, that emptiness IS your answer: report what you looked for, report what you DID find, and ask the user to name the thing another way. Ending your turn with a question is a correct outcome, not a failure, and it beats spending every remaining call re-asking something you have already answered.

A tool saying the thing is not there is the WHOLE answer, not the first of two opinions. Those tools read the same stage you would walk yourself, so asking a second one returns the same nothing — and hunting through prim children for a texture the material does not carry, or a name the capture does not hold, is the loop, not the way out of it. Plenty of what a game renders is not in a capture at all: sky, fog, water, shadows, the HUD. Say what you found and that you cannot reach it. One thing DOES invalidate a query, and re-running is right for it: you changed the scene — read back after a write to confirm it landed.

If no tool can do what the user asked, say so and stop. "I can't do that with the tools I have — here is what I can do instead" is a correct, useful answer. Improvising around a missing capability is how real damage happens; a plain refusal costs the user one turn and nothing else.

When a tool refuses, RELAY WHAT IT TOLD YOU. These refusals are written for the user, not for you: they name the specific thing that blocked the call and, where one exists, the remedy. Pass both on verbatim in your own sentence. Two failures to avoid — dropping the remedy, so the user hears "impossible" when the tool said "do X and this works"; and explaining the CAUSE yourself when the tool did not give you one. If you find yourself writing "likely" or "probably" about why something is blocked, you are guessing at the user's setup. Say what the tool reported and what would unblock it, and stop there.

When you have finished the user's request, end your turn with one short, plain-language sentence telling the user what you did or answering their question — for an action, confirm it (e.g. "Opened your most recent project.").

Short never means contentless. "Done." and "OK" are not acceptable answers — they tell the user nothing and hide whether the thing they asked for actually happened. Name what changed, and if any rule above told you to state a caveat or a refusal, that caveat is the sentence. Say it even when it is the only thing you have to report.

© NVIDIA, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 6 other files (references) in skills/rtx-remix-modding of NVIDIA/skills.

  • SKILL.md
  • BENCHMARK.md
  • evals/EVAL.md
  • evals/evals.json
  • references/tool-mode.md
  • skill-card.md
  • skill.oms.sig

Open the folder on GitHubat commit 0e0d506

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MCP Server Builderanthropics/skills180k62 repos~2.3kAutomated safety check: PassApache-2.0
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Categories

Questions about Rtx Remix Modding

What does Rtx Remix Modding do?

Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models. Rtx Remix Modding is an agent skill from NVIDIA/skills, published by the product's own GitHub organization. Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models.

When should I use Rtx Remix Modding?

Rtx Remix Modding fits situations like: tasks that involve MCP servers.

How do I install Rtx Remix Modding in Claude Code?

Run `npx skills add NVIDIA/skills --skill rtx-remix-modding -a claude-code`. Or copy the skill folder (skills/rtx-remix-modding in NVIDIA/skills) into .claude/skills/rtx-remix-modding in your project. Claude Code loads it when a task matches its description.

How do I install Rtx Remix Modding in Codex?

Run `npx skills add NVIDIA/skills --skill rtx-remix-modding -a codex`. Or copy the skill folder (skills/rtx-remix-modding in NVIDIA/skills) into .agents/skills/rtx-remix-modding in your project. Codex loads it when a task matches its description.

Can I use Rtx Remix Modding in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add NVIDIA/skills --skill rtx-remix-modding -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/rtx-remix-modding, .gemini/skills/rtx-remix-modding, .github/skills/rtx-remix-modding and .opencode/skills/rtx-remix-modding in your project.

What does Rtx Remix Modding need to run?

SKILL.md names no scripts, command-line tools or credentials: Rtx Remix Modding is instructions for the agent only.

Does Rtx Remix Modding access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Rtx Remix Modding safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Rtx Remix Modding use?

Rtx Remix Modding is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Rtx Remix Modding use?

About 2k tokens (SKILL.md is roughly 8.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 323 tokens, read only when the agent opens those files.

What are the alternatives to Rtx Remix Modding?

Skills that share tags, products or a category with Rtx Remix Modding: Memorywhale (wuisabel-gif/MemWhale, 151 stars), Memorywhale Evidence (wuisabel-gif/MemWhale, 151 stars), Memorywhale Debugging (wuisabel-gif/MemWhale, 151 stars) and MCP Server Builder (anthropics/skills, 180k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Rtx Remix Modding?

NVIDIA (a GitHub organization, an official publisher) maintains it in NVIDIA/skills, which has 3,534 GitHub stars. The repository holds 380 skills in this directory. The repository was last updated on October 7, 2026.

Source: NVIDIA/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.