carla-simulator/carla-agentic-tools/world-data
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Queries the live CARLA world and resolves an entity description into a concrete actor id — find actors by type, role, or colour, or the single one nearest a point/actor; read the world snapshot; get static level bounding boxes by label; cast rays for semantic points; project a point to the ground; or (ros-topics) list the native ROS 2 topics each actor should be publishing and why any is silent. Identifies by stable attributes, not by any rank/order. Use when the user asks "what actors are here", "find the red prius", "the vehicle nearest the ego", "list the pedestrians", or needs a specific actor id for another skill.
Install
npx vskill@latest install carla-simulator/carla-agentic-tools/world-dataSKILL.md
Query the world (and resolve entities)
Paths.scripts/…andreferences/…below are relative to thedirectory holding this SKILL.md. Your working directory is the user'sproject, not that directory, so prefix them with its absolute path or thecommand is not found.
The resolver skill. Other skills act on one entity by id; this one finds that id when the request is a description — "a prius" (but there are three), "the nearest walker", "the 3rd vehicle". It also reads world-level data: snapshot, level bounding boxes, raycasts, ground projection.
Identifying a specific actor (the core use)
There is no ordering / rank — peer actors have no meaningful order, so "the 3rd one" is not a thing. Identify by a stable attribute or a spatial predicate, narrowing until one remains, then use its id:
- by type/blueprint:
--filter '*prius*',--filter walker.pedestrian.* - by role:
--role hero - by colour (tells identical models apart):
--color 255,0,0 - the single closest to a point/actor:
--near X,Y,Z/--near-id N**with
--nearest** (a predicate — "the closest" — not an index)
--fulldumps every attribute (colour, role, size, yaw), so you can spot the
distinguishing field and filter by it (or just read the id)
So "the red prius" → actors --filter '*prius*' --color 255,0,0; "the prius nearest the ego" → actors --filter '*prius*' --near-id <ego> --nearest. Either yields an id to hand to telemetry / bounding-boxes / control-vehicle / control-spectator. For junctions ("3-way intersections") use the map-waypoints skill's junctions --arms 3.
Moving objects: a distance is a single-frame snapshot and changes as actors move, so --nearest is only "closest right now". The id is the stable handle — resolve once, then act on the id; re-query for a fresh distance. (An inherent order only exists in special cases like a queue of vehicles along a lane — that is a lane query, not this generic actor list.)
Instructions
Commands need CARLA_HOST/CARLA_PORT from scripts/env.sh. Negative coordinates: use the = form (--near=-24,-57,0.6).
Step 1: Check prerequisites
Step 2-3: Query
Resolving ROS 2 topics (ros-topics)
The same resolver job, one level up: it maps live actors to the topics the server should be publishing, and names the reason for each silent one. It needs no ROS 2 installation — it derives the names the way the server does, so it answers the half ros2 topic list cannot ("the topic is missing — why?").
Three reasons an expected topic is absent, all visible above: the sensor is not enable_for_ros()-ed ([[create-sensor]] ros --id N), the sensor type has no publisher at all, or the vehicle is not role_name = hero (only the hero is registered). If even rt/clock is missing, the problem is upstream — the build or the launch flag ([[run-carla-server]] ROS2=1).
On CARLA 0.10.0 (the UE5 line: 5.5 and 5.8)
ros-topics is the only mode that changes. `rt/carla/map` does not exist on 0.10.0: CarlaMapPublisher is present in 0.9.x and absent from LibCarla/source/carla/ros2/publishers/ in 0.10.0, so nothing ever advertises the OpenDRIVE topic. The mode detects the server version and says so rather than listing a topic you would then hunt for; read the map with map.to_opendrive() over RPC instead.
rt/clock and rt/tf behave the same on both. On 0.10.0, rt/tf publishing is additionally gated globally by World.set_publish_tf(), which is new.
The actor-query modes are unchanged, and 0.10.0 adds a few worth knowing: world.get_traffic_sign(), world.get_names_of_all_objects() and world.set_imu_sensor_gravity() — plus world.get_ego_spawn_points() and world.spawn_custom_mesh(), which are UE 5.8 only ([[check-ue5-limitations]]). CityObjectLabel gained Rock, which matters for level-bbox if you hard-code label integers.
Examples
Example 1: 1 vehicle among many
User says: "get the prius closest to me" (ego = id 100)
actors --filter '*prius*' --near-id 100 --nearest → e.g. id=137. Then telemetry show --id 137. (Or "the red prius" → --color 255,0,0.)
Example 2: survey the scene
User says: "what's around?"
actors for the movable actors, snapshot for the frame/count.
Example 3: where's the ground here
User says: "what's the ground height at (20, 20)?"
ground --at=20,20,50 → projects down to the road surface + its semantic label.
Troubleshooting
Problem: too many actors match Cause: broad filter. Solution: narrow by --role/--color, or take --nearest --near-id N; use --full to find a distinguishing attribute, then the id.
Problem: expected actor not listed Cause: it's a traffic light/sign/spectator (hidden by default). Solution: add --all.
Problem: raycast/ground returns nothing Cause: the ray misses geometry, or no ground within --search. Solution: widen the ray / raise --search; check the start point is above ground.
Outputs
Text listings (actors, boxes, points) — no world change. The actor ids it prints are inputs for the action skills.
Detail (attribute/nearest selection, level bbox labels, cast_ray/project_point, snapshot fields) in references/world-data.md.
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/python-api/world-data/SKILL.md
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