name: world-data description: 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. license: MIT compatibility: Any OS with the CARLA PythonAPI installed for the active interpreter and a reachable, already-running CARLA server. Does NOT need UE4_ROOT. Tested against CARLA 0.9.16. metadata: group: python-api prerequisites: scripts/check_env.sh reference: references/world-data.md
Query the world (and resolve entities)
Paths.
scripts/…andreferences/…below are relative to the directory holding this SKILL.md. Your working directory is the user's project, not that directory, so prefix them with its absolute path or the command 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 Nwith--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
Progress:
- [ ] Step 1: Check prerequisites (bash scripts/check_env.sh), clear FAILs
- [ ] Step 2: actors --filter/--role/--color [--nearest] until one remains → its id
- [ ] Step 3: hand the id to the action skill; or use snapshot/level-bbox/raycast/ground
Commands need CARLA_HOST/CARLA_PORT from scripts/env.sh. Negative
coordinates: use the = form (--near=-24,-57,0.6).
Step 1: Check prerequisites
bash scripts/check_env.sh
Step 2-3: Query
source scripts/env.sh
python3 scripts/world_data.py actors # everything (non-traffic)
python3 scripts/world_data.py actors --filter '*prius*' # all priuses (ids + locations)
python3 scripts/world_data.py actors --filter '*prius*' --full # + color/role/size to tell them apart
python3 scripts/world_data.py actors --filter '*prius*' --color 255,0,0 # the red one
python3 scripts/world_data.py actors --filter '*prius*' --near-id 100 --nearest # closest to actor 100
python3 scripts/world_data.py snapshot # frame / time / count
python3 scripts/world_data.py level-bbox --label TrafficSigns # static boxes by label
python3 scripts/world_data.py raycast --from=0,0,1 --to=50,0,1 # semantic hits along a ray
python3 scripts/world_data.py ground --at=20,20,50 # drop to the ground
python3 scripts/world_data.py ros-topics # ROS 2 topic tree per actor
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?").
world topics (exist whenever the server runs with --ros2):
rt/clock [rosgraph_msgs/Clock] every tick
rt/carla/map [std_msgs/String] OpenDRIVE, LATCHED, re-sent on map load
rt/tf [tf2_msgs/TFMessage] per registered actor, unless ros_publish_tf=false
hero vehicle(s): 1
id=112 vehicle.lincoln.mkz_2017 ros_name=hero
<- rt/carla/hero/vehicle_control_cmd [carla_msgs/CarlaEgoVehicleControl]
<- rt/carla/hero/ackermann_control_cmd [ackermann_msgs/AckermannDriveStamped]
sensors: 2
id=113 sensor.camera.rgb ros_name=front [NOT enabled_for_ros -> SILENT]
-> rt/carla/hero/front/image [sensor_msgs/Image]
-> rt/carla/hero/front/camera_info [sensor_msgs/CameraInfo]
id=114 sensor.other.obstacle ros_name=actor114
(no native publisher for sensor.other.obstacle)
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.
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