Memorywhale
wuisabel-gif/MemWhale
Query and write durable debugging memory recorded by MemoryWhale.
Mod or remaster a game with RTX Remix - open and edit projects, swap textures and models.
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install NVIDIA/skills rtx-remix-modding --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .claude/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-moddingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install NVIDIA/skills rtx-remix-modding --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/rtx-remix-modding .agents/skills/rtx-remix-modding && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .agents/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install NVIDIA/skills rtx-remix-modding --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/rtx-remix-modding .cursor/skills/rtx-remix-modding && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .cursor/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/NVIDIA/skills.git --path skills/rtx-remix-modding--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install NVIDIA/skills rtx-remix-modding --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/rtx-remix-modding .gemini/skills/rtx-remix-modding && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .gemini/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install NVIDIA/skills rtx-remix-moddingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/rtx-remix-modding .github/skills/rtx-remix-modding && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .github/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add NVIDIA/skills --skill rtx-remix-modding -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install NVIDIA/skills rtx-remix-modding --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/NVIDIA/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/rtx-remix-modding .opencode/skills/rtx-remix-modding && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "rtx-remix-modding" agent skill from https://github.com/NVIDIA/skills/tree/main/skills/rtx-remix-modding into .opencode/skills/rtx-remix-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "rtx-remix-modding", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
rtx-remix-moddingMod 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. 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.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 0e0d506. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from NVIDIA/skills at commit 0e0d506, republished under its Apache-2.0 licence (© NVIDIA). 1,310 words, ~2,023 tokens.
.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.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.
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.
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:
selection=true acts on the viewport selection.remix_save_layer, then read back what you changed.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.
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:
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.
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
SKILL.md and 6 other files (references) in skills/rtx-remix-modding of NVIDIA/skills.
Open the folder on GitHubat commit 0e0d506
Rtx Remix Modding next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Rtx Remix Modding this skillNVIDIA/skills | 3.5k | — | ~2k | Automated safety check: Pass | Apache-2.0 | |
| Memorywhalewuisabel-gif/MemWhale | 151 | — | ~765 | Automated safety check: Pass | MIT | |
| Memorywhale Evidencewuisabel-gif/MemWhale | 151 | — | ~459 | Automated safety check: Pass | MIT | |
| Memorywhale Debuggingwuisabel-gif/MemWhale | 151 | — | ~370 | Automated safety check: Pass | MIT | |
| MCP Server Builderanthropics/skills | 180k | 62 repos | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| MCP Server BuildershareAI-lab/learn-claude-code | 78k | 5 repos | ~1.2k | Automated safety check: Pass | MIT |
wuisabel-gif/MemWhale
Query and write durable debugging memory recorded by MemoryWhale.
wuisabel-gif/MemWhale
Use MemoryWhale debugging evidence when the user requests recall or a recurring failure may have relevant recorded history.
wuisabel-gif/MemWhale
MemoryWhale debugging; compiler failures; terminal diagnostics.
anthropics/skills
Guides the design and implementation of Model Context Protocol servers in TypeScript or Python, from tool naming and error messages to evaluation.
shareAI-lab/learn-claude-code
Walks through building MCP servers in Python or TypeScript that expose tools, resources and prompts to Claude, with templates, registration and testing.
anthropics/claude-plugins-official
Explains how to bundle Model Context Protocol servers in a Claude Code plugin, covering config files, stdio, SSE, HTTP and WebSocket server types, and authentication.
NVIDIA/skills
A skill your agent uses when the user wants to deploy, run, debug, tear down, or call the REST API of the RTVI-CV 2D detection / tracking microservice.
NVIDIA/skills
Generates, validates, compares and explains HOLOLINK_def.svh macro files for the HSB IP, using bundled Python scripts and asking before it writes anything.
NVIDIA/skills
Runs and validates an end-to-end Mission Control demo in a locally installed Isaac Sim, with a Nova Carter robot driven through a Python server.
NVIDIA/skills
Orchestrates defect image generation for PCBA, metal surface and glass inspection with NVIDIA Cosmos AnomalyGen on OSMO, from cold-start Day 0 to real-photo Day 1 labeling.
NVIDIA/skills
Orchestrates video data augmentation and auto-labeling workflows on OSMO, from flow selection and preflight checks to submission, monitoring and output download.
NVIDIA/skills
Runs NVIDIA TAO Data Services KPI analysis on object detection results, comparing predictions to ground truth and writing per-class precision, recall and AP to a CSV.
Works with
Categories
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.
Rtx Remix Modding fits situations like: tasks that involve MCP servers.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Rtx Remix Modding is instructions for the agent only.
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.
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.
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.
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.
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.
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.