========================= Windows Setup (Kit App) ========================= This guide covers the installation of NVIDIA Omniverse applications on Windows using the **Kit App Template**. This is the modern, developer-centric approach replacing the deprecated Omniverse Launcher. Prerequisites ------------- * **OS**: Windows 10 or 11 (64-bit) * **GPU**: NVIDIA RTX GPU (RTX 3070 or higher recommended) * **Driver**: NVIDIA Studio Driver **>=591.44** (Verified 2026-01-02) .. warning:: **Laptop Users (RTX 5080 etc.)**: Avoid Game Ready Driver 591.59. It is known to cause conflicts with Intel integrated graphics. Use the **NVIDIA App** to install the **Studio Driver** (591.44+) instead. * **Tools**: * Git * Visual Studio 2019 or 2022 (with "Desktop development with C++" workload) Installation Steps ------------------ 1. Configure Environment ~~~~~~~~~~~~~~~~~~~~~~~~ Before cloning, set up the Packman dependency cache to avoid long download times and path issues. 1. Open PowerShell as Administrator. 2. Set the ``PM_PACKAGES_ROOT`` environment variable to a local path (e.g., ``C:\packman-repo``): .. code-block:: powershell setx PM_PACKAGES_ROOT "C:\packman-repo" 3. Close and reopen PowerShell to apply the change. 2. Clone the Kit App Template ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Clone the official template repository to a **local drive** (e.g., ``C:\Projects``). Do not clone into a network share or WSL mount. .. code-block:: powershell cd C:\Projects git clone https://github.com/NVIDIA-Omniverse/kit-app-template.git cd kit-app-template 3. Configure the Application ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Run the configuration script to scaffold your application. You will be prompted to accept the EULA on first run. .. code-block:: powershell .\repo.bat template new Follow the prompts with these values: 1. **Select what you want to create**: ``Application`` 2. **Select desired template**: ``USD Composer`` 3. **Enter name of application .kit file**: ``whoimpg.biologger.sim`` 4. **Enter application_display_name**: ``WHOI-MPG Biologger Simulator`` 5. **Enter version**: ``0.1.0`` 6. **Enter name of extension** (Setup Extension): ``whoimpg.biologger.subscriber`` 7. **Enter extension_display_name**: ``WHOI-MPG Biologger Subscriber Extension`` 8. **Enter version**: ``0.1.0`` 9. **Do you want to add application layers?**: ``No`` 4. Link to Monorepo Source (Critical) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To enable the "Monorepo" workflow where code lives in WSL but runs on Windows, we replace the generated extension code with a symlink to our repository. 1. **Delete** the generated extension folder: .. code-block:: powershell Remove-Item -Recurse -Force "source\extensions\whoimpg.biologger.subscriber" 2. **Create a Symlink** to your WSL repository: .. code-block:: cmd :: Run in Command Prompt (cmd.exe) as Administrator, NOT PowerShell mklink /D "source\extensions\whoimpg.biologger.subscriber" "\\wsl$\Ubuntu-24.04\home\[WSL_USER]\Projects\whoi-mpg\biologger-sim\omniverse\extensions\whoimpg.biologger.subscriber" mklink /D "source\assets" "\\wsl$\Ubuntu-24.04\home\[WSL_USER]\Projects\whoi-mpg\biologger-sim\omniverse\assets" *(Replace `[WSL_USER]` with your actual WSL username)* 5. Build the Application ~~~~~~~~~~~~~~~~~~~~~~~~ Compile the application binaries for your local machine. This ensures you have the latest Kit SDK (v106.0+). .. code-block:: powershell .\repo.bat build 6. Launch the Application ~~~~~~~~~~~~~~~~~~~~~~~~~ Start the application. .. code-block:: powershell .\repo.bat launch .. note:: The initial startup may take **5–8 minutes** as shaders compile. Subsequent launches will be much faster. 7. Accessing Files from Windows ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To access your WSL project files (logs, data, etc.) from this Windows application: 1. In the Omniverse Content Browser, navigate to the **My Computer** tab. 2. Enter the WSL network path in the address bar: .. code-block:: text \wsl$\Ubuntu\home\username\projects\biologger-sim *(Replace 'Ubuntu' with your specific distribution name if different)* 8. Opening the Sample Scene ~~~~~~~~~~~~~~~~~~~~~~~~~~~ A sample USD scene with a rigged shark is provided in the repository. **Prerequisite: Download Assets** The high-fidelity 3D models are not stored in the git repository. You must download them separately. 1. Download the asset pack from the project's shared drive (see ``omniverse/assets/README.md`` for the link). 2. Place ``great_white_shark.glb`` into the ``omniverse/assets/`` folder. **Opening the Scene:** 1. In the Omniverse application, go to **File > Open**. 2. Navigate to your WSL repository path (via the **My Computer** tab as described above). 3. Open ``omniverse/assets/ocean_scene.usda``. 9. Launching with Dynamic Assets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can launch the application with a specific scene and configuration from the command line. This is useful for switching between different animal models (e.g., Shark vs. Swordfish) while using a shared environment. **Command Line Syntax:** .. code-block:: powershell .\repo.bat launch -- "path\to\scene.usda" --/biologger/animal=[type] **Examples:** 1. **Launch with Shark:** .. code-block:: powershell .\repo.bat launch -- "omniverse/assets/ocean_scene.usda" --/biologger/animal=shark 2. **Launch with Swordfish:** .. code-block:: powershell .\repo.bat launch -- "omniverse/assets/ocean_scene.usda" --/biologger/animal=swordfish **Note:** Ensure you have downloaded the corresponding `.glb` assets (e.g., `swordfish.glb`) into the `omniverse/assets/` folder.