- name
- physics-simulation
- description
- PhysX/Newton scene and prim setup (bodies, joints, materials, sensors). Use when configuring simulation physics.
- license
- Apache-2.0
- metadata
- {"author":"Renato Gasoto <info@nvidia.com>"}
# Physics Simulation in Isaac Sim
## Purpose
Configure PhysicsScene and per-prim rigid bodies, collisions, materials, joint drives, solver selection, and physics sensors with worked examples.
## Prerequisites
- Built Isaac Sim (`$ISAAC_SIM_DIR` or `_build/linux-x86_64/release`).
- NVIDIA GPU with a current driver (`nvidia-smi`).
- Shell env contract from `isaac-sim-orchestrator`: `$ISAAC_SIM_DIR`, `$ISAAC_LAB_DIR`, `$WORKSPACE_DIR`.
## Limitations
- Targets Isaac Sim 6 / Kit 110 unless a section states otherwise.
- Does not replace official NVIDIA documentation for unsupported edge cases.
## Troubleshooting
| Error / symptom | Cause | Solution |
|---|---|---|
| Extension or import not found | Wrong `$ISAAC_SIM_DIR` or stale build | Point env vars at `_build/linux-x86_64/release` or rebuild |
| Black or empty frames | Missing lights or non-RTX render mode | Add dome/key light; confirm RTX / PathTracing settings |
| Hang on stage load or first render | MDL compile or oversized stage | Follow isolation steps in `isaac-sim-troubleshooting` |
Targets Isaac Sim 6.0+ / Kit 110. Both backends share `UsdPhysics.*`; backend-specific behavior is called out per section.
## Available Scripts
| Script | Purpose | Arguments |
|---|---|---|
| `scripts/prim_physics_setup.py` | Per-prim physics setup helpers for Isaac Sim / USD (Kit 110) | see script --help |
## Running scripts
From agent runtimes that expose skill execution helpers, invoke helpers with `run_script()`:
```python
run_script("scripts/prim_physics_setup.py", args=["--help"])
```
From a built Isaac Sim tree, run the same file with `./python.sh` (Linux) or `python.bat` (Windows) from `_build/*/release`, or execute shell helpers directly when they do not require the simulator.
## Backend selection (Kit 110)
`isaacsim.core.simulation_manager` registers physics engines and picks the active one. `default_engine` in its `extension.toml` is `"physx"`, **but** the `isaacsim.physics.newton` extension defaults `auto_switch_on_startup = true`, so any app that enables `isaacsim.physics.newton` (the standard `isaacsim.exp.full.kit` does) ends up with **Newton active** at startup.
```python
from isaacsim.core.simulation_manager import SimulationManager
SimulationManager.switch_physics_engine("newton") # or "physx"
print(SimulationManager.get_active_physics_engine())
# Inspect what is available
from isaacsim.physics.newton import get_available_physics_engines, get_active_physics_engine
print(get_available_physics_engines())
```
Force the engine explicitly when launching:
```bash
--/exts/isaacsim.core.simulation_manager/default_engine=newton # or =physx
--/exts/isaacsim.physics.newton/auto_switch_on_startup=false # opt out of auto-switch
```
Newton config classes (extension Python API; not surfaced in the user-guide RST yet — see the extension's API docs page or `docs/isaacsim/physics/newton_physics.rst`):
| Class | Role |
|---|---|
| `isaacsim.physics.newton.NewtonConfig` | per-sim settings (CUDA graph capture, fabric sync, contact/joint defaults) |
| `XPBDSolverConfig` | XPBD solver (rigid + soft) |
| `MuJoCoSolverConfig` | MuJoCo Warp solver |
| `isaacsim.physics.newton.tensors` | NumPy / PyTorch / Warp frontends |
Both Newton and PhysX consume the standard `UsdPhysics.Scene` + `PhysxSchema.PhysxSceneAPI`; many `PhysxSchema.*` attributes are still honored under Newton, plus Newton reads its solver config via `omni.usd.schema.newton`.
## Stack & reading order
1. This skill: scene config, per-prim setup, contact materials, drives, sensors, readback, backend selection.
2. `usd-articulation`: multi-link articulations + Robot Schema overlay.
3. `urdf-mjcf-to-usd-conversion`: importer config (RL vs teleop drives).
4. `isaac-sim-troubleshooting`: when physics misbehaves on Kit 110.
Mechanism recipes (impact, feeders, dominoes, tops, cradles, pendulum waves, escapements) live in [Worked Examples](#worked-examples).
---
## Part 1 — Scene-Level Configuration
### PhysicsScene Setup
```python
from pxr import Usd, UsdGeom, UsdPhysics, PhysxSchema, Gf
ps = UsdPhysics.Scene.Define(stage, "/World/PhysicsScene")
ps.CreateGravityDirectionAttr().Set(Gf.Vec3f(0, 0, -1))
ps.CreateGravityMagnitudeAttr().Set(9.81)
px = PhysxSchema.PhysxSceneAPI.Apply(ps.GetPrim())
px.CreateTimeStepsPerSecondAttr().Set(240) # see Hz table below
px.CreateEnableCCDAttr().Set(True)
px.CreateEnableStabilizationAttr().Set(True)
px.CreateSolverTypeAttr().Set("TGS") # TGS or PGS; TGS preferred for articulations
```
### Physics Hz Selection
| Scenario | Hz | Notes |
|---|---|---|
| Standard rigid-body scenes | 60–120 | Default for warehouse, general sim |
| Stacking / contact-rich | 240 | Tight contact resolution |
| High-velocity impacts | 120 with 2–4 substeps | Pair with CCD |
| Small-part vibration (feeders) | ≥ 4× vibration freq, typically 480 | Resolve oscillation correctly |
| Spinning bodies / gyros | 480 | Numerical precision for angular momentum |
| Stiff contact chains (cradles, escapements) | 480 | Solver needs many sub-iterations |
**Rule of thumb:** physics timestep must be > 4× the highest frequency in the system (vibration, spin, contact-stiffness mode).
### Solver Iteration Counts (per-body)
Set on `PhysxRigidBodyAPI` per body that needs it. Higher = more accurate, slower.
| Scenario | Position iters | Velocity iters |
|---|---|---|
| Simple rigid bodies, tumbling | 16 | 4 |
| Stacking | 32 | 8 |
| Complex joints / articulations | 64 | 16 |
| Stiff contact chains (cradle, escapement) | 64 | 32 |
```python
pxrb = PhysxSchema.PhysxRigidBodyAPI.Apply(prim)
pxrb.CreateSolverPositionIterationCountAttr().Set(32)
pxrb.CreateSolverVelocityIterationCountAttr().Set(8)
pxrb.CreateEnableCCDAttr().Set(True)
```
### When to Disable Stabilization
`EnableStabilizationAttr` is on by default and helps stacks settle. It **destroys angular momentum** on free-spinning bodies. Disable it for:
- Spinning tops, gyros, flywheels
- Pendulum mechanisms (clock escapements, pendulum waves)
- Anything whose correctness depends on conserved angular velocity
```python
px.CreateEnableStabilizationAttr().Set(False)
```
---
## Part 2 — Per-Prim Physics Setup
### RigidBody / Collision / Static / Kinematic
Use [`scripts/prim_physics_setup.py`](scripts/prim_physics_setup.py) for dynamic, static, and kinematic body setup. It keeps the `RigidBodyAPI`, `MassAPI`, and `CollisionAPI` application sequence in one executable implementation.
**Rule:** `RigidBodyAPI` + `CollisionAPI` on the **same prim**. Splitting them across parent/child causes intermittent collision failures.
### Static Colliders with Scale — Translate-First Pattern
Scaling a Cube prim with `CollisionAPI` applied directly causes PhysX to use the wrong collision bounds (objects fall through ground). Use a parent xform for position, a child mesh for scale:
```python
# CORRECT
xf = UsdGeom.Xform.Define(stage, "/World/Ground")
UsdGeom.Xformable(xf.GetPrim()).AddTranslateOp().Set(Gf.Vec3d(0, 0, -0.05))
mesh = UsdGeom.Cube.Define(stage, "/World/Ground/Mesh")
mesh.CreateSizeAttr().Set(1.0)
UsdGeom.Xformable(mesh.GetPrim()).AddScaleOp().Set(Gf.Vec3f(50.0, 50.0, 0.1))
UsdPhysics.CollisionAPI.Apply(mesh.GetPrim())
```
**`Cube.size=1.0`** means the cube has half-extents of 0.5, not 1.0. Use `size=2.0` when you want "the scale op equals the half-extent."
### Mass & Inertia
```python
mass_api = UsdPhysics.MassAPI.Apply(prim)
mass_api.CreateMassAttr().Set(0.25) # kg
mass_api.CreateCenterOfMassAttr().Set(Gf.Vec3f(0, 0, 0.05)) # local
mass_api.CreateDiagonalInertiaAttr().Set(Gf.Vec3f(1e-4, 1e-4, 2e-4)) # kg·m²
```
For URDF-imported robots, prefer `import_inertia_tensor: true` in `config.yaml` over auto-computed geometric inertia (see `urdf-mjcf-to-usd-conversion`).
---
## Part 3 — Contact Materials
```python
def create_contact_material(stage, mat_path, static_friction=0.5,
dynamic_friction=0.4, restitution=0.1):
prim = stage.DefinePrim(mat_path)
mat = UsdPhysics.MaterialAPI.Apply(prim)
mat.CreateStaticFrictionAttr().Set(static_friction)
mat.CreateDynamicFrictionAttr().Set(dynamic_friction)
mat.CreateRestitutionAttr().Set(restitution)
return mat
```
### Reference Values
| Material pairing | Static μ | Dynamic μ | Restitution |
|---|---|---|---|
| Concrete on concrete | 0.6 | 0.5 | 0.05 |
| Steel on steel | 0.74 | 0.57 | 0.6 |
| Rubber on rubber | 0.8 | 0.7 | 0.5 |
| Rubber on concrete | 1.0 | 0.8 | 0.3 |
| Wood on wood | 0.5 | 0.3 | 0.2 |
| Metal generic | 0.4 | 0.3 | 0.2 |
| Plastic (dice) | 0.4 | 0.3 | 0.3 |
| Felt (casino) | 0.5 | 0.4 | 0.2 |
| Cardboard on steel | 0.4 | 0.3 | 0.1 |
For chains of stiff contacts (Newton's cradle, escapements), set `restitutionCombineMode=max` on `PhysxMaterialAPI` so the highest restitution wins at each contact.
---
## Part 4 — Joint Drives
```python
joint = stage.GetPrimAtPath("/World/Robot/joint_arm")
drive = UsdPhysics.DriveAPI.Apply(joint, "angular") # "angular" | "linear"
drive.CreateTypeAttr().Set("force") # "force" | "acceleration"
drive.CreateStiffnessAttr().Set(1000.0) # Kp (Nm/rad for angular)
drive.CreateDampingAttr().Set(100.0) # Kd (Nm·s/rad)
drive.CreateMaxForceAttr().Set(500.0) # torque/force limit
drive.CreateTargetPositionAttr().Set(0.0) # target (deg or m)
```
**For RL training**, the agent commands torques directly. Set drive_type to `none` and stiffness/damping to 0 in `config.yaml` (see `urdf-mjcf-to-usd-conversion`). Active PD drives fight the RL agent.
**For revolute pendulum joints** (clock escapements, pendulum waves), set joint friction to 0:
```python
joint_api = PhysxSchema.PhysxJointAPI.Apply(joint)
joint_api.CreateJointFrictionAttr().Set(0.0)
```
---
## Part 5 — Backend Selection (Newton vs PhysX)
### Quick Choice
| You want | Use |
|---|---|
| RL training with thousands of envs | **Newton** (Featherstone or MuJoCo) |
| Differentiable simulation | **Newton** |
| Legacy PhysX scene from Isaac Sim 5.x | **PhysX** |
| Soft bodies, cloth, deformables | **Newton** (VBD or XPBD) |
| Validated against MuJoCo baselines | **Newton SolverMuJoCo** |
### Newton Solvers
| Solver | Coordinates | Differentiable | Best For |
|---|---|---|---|
| **SolverFeatherstone** | Generalized | Yes (Warp) | Articulated robots (default for manipulators, legged) |
| **SolverMuJoCo** | Generalized | Yes (mujoco-warp) | Validated locomotion, MuJoCo policy ports |
| **SolverXPBD** | Maximal | Partial | Soft constraints, cables, ropes |
| **SolverSemiImplicit** | Maximal | Yes (Warp) | Fast prototyping, simple rigid bodies |
| **SolverVBD** | (deformable) | Yes | Soft bodies, deformables |
### Newton vs PhysX Differences
| Aspect | PhysX | Newton |
|---|---|---|
| Backend | Closed C++/CUDA | Warp/CUDA (open, JIT) |
| Coordinates | Maximal (6DoF per body) | Generalized (Featherstone) or maximal |
| Differentiable | No | Yes (native Warp autodiff) |
| Multi-GPU | Limited | Yes (Warp device abstraction) |
| USD integration | Schema extensions | Native USD loader |
| Performance ceiling | Good < 4096 envs | Designed for 10K+ envs |
### Newton + Torch — Critical Init Order
**Never `import torch` before Newton physics settles** — CUDA context conflict hangs Kit. Defer torch imports until after `timeline.play()` + settle loop. Use `map_location="cpu"` for policy inference if VRAM is tight.
### Newton-Specific Configuration (Isaac Lab)
```yaml
# config.yaml for URDF→USD conversion (Isaac Lab)
make_instanceable: true # CRITICAL for RL parallel envs
fix_base: false # true for fixed-base arm; false for mobile/legged
```
See `urdf-mjcf-to-usd-conversion` for the full schema.
---
## Part 6 — Physics Sensors
The current namespace is `isaacsim.sensors.experimental.physics` (authoring + runtime classes paired). The legacy `isaacsim.sensors.physics` import path still works but is deprecated for new code.
> **Migration:** see [Migrating from `isaacsim.sensors.physics` to `isaacsim.sensors.experimental.physics`](https://docs.isaacsim.omniverse.nvidia.com/latest/migration_guides/isaac_sim_6_0/sensors_physics_to_experimental_physics.html#isaacsim-sensors-physics-migration) for the concept mapping and updated scripts.
### Contact
```python
from isaacsim.sensors.experimental.physics import Contact, ContactSensor
import isaacsim.core.experimental.utils.app as app_utils
contact = Contact.create(
path="/World/Robot/foot/contact",
min_threshold=0.0, max_threshold=1e6, radius=-1, # -1 = use collision shape
)
sensor = ContactSensor(contact)
app_utils.play(commit=True) # required before get_data()
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