| name | physics-simulation |
| description | Single source of truth for physics in Isaac Sim 6.0+ / Kit 110. Covers PhysicsScene config (gravity, Hz, CCD, stabilization, solver type), per-prim setup (RigidBodyAPI, MassAPI, CollisionAPI, kinematic bodies, joint drives), contact materials with friction/restitution reference tables, Newton solver selection (Featherstone, MuJoCo, XPBD, SemiImplicit, VBD) vs PhysX, physics sensors (contact, IMU, raycast), physics-to-USD readback (RigidPrim vs XformCache vs DC), and 5 worked-example mechanism templates. Use when configuring a PhysicsScene; applying physics to USD prims; choosing solver iterations or Newton backend; setting up contact materials, joint drives, or sensors; debugging objects falling through ground; or building impact/crash, vibratory feeder, gyro, cradle, or escapement mechanisms.
|
Physics Simulation in Isaac Sim
Targets Isaac Sim 6.0+ / Kit 110. Both backends share UsdPhysics.*; backend-specific behavior is called out per section.
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.
from isaacsim.core.simulation_manager import SimulationManager
SimulationManager.switch_physics_engine("newton")
print(SimulationManager.get_active_physics_engine())
from isaacsim.physics.newton import get_available_physics_engines, get_active_physics_engine
print(get_available_physics_engines())
Force the engine explicitly when launching:
--/exts/isaacsim.core.simulation_manager/default_engine=newton
--/exts/isaacsim.physics.newton/auto_switch_on_startup=false
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
- This skill: scene config, per-prim setup, contact materials, drives, sensors, readback, backend selection.
usd-articulation: multi-link articulations + Robot Schema overlay.
urdf-mjcf-to-usd-conversion: importer config (RL vs teleop drives).
isaac-sim-troubleshooting: when physics misbehaves on Kit 110.
Mechanism recipes (impact, feeders, dominoes, tops, cradles, pendulum waves, escapements) live in Worked Examples.
Part 1 — Scene-Level Configuration
PhysicsScene Setup
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)
px.CreateEnableCCDAttr().Set(True)
px.CreateEnableStabilizationAttr().Set(True)
px.CreateSolverTypeAttr().Set("TGS")
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 |
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
px.CreateEnableStabilizationAttr().Set(False)
Part 2 — Per-Prim Physics Setup
RigidBody / Collision / Static / Kinematic
from pxr import UsdPhysics, Gf
def setup_dynamic_body(stage, prim_path, mass_kg=1.0, com_offset=None):
"""Movable, simulated body. RigidBodyAPI + CollisionAPI on the same prim."""
prim = stage.GetPrimAtPath(prim_path)
UsdPhysics.RigidBodyAPI.Apply(prim)
mass_api = UsdPhysics.MassAPI.Apply(prim)
mass_api.CreateMassAttr().Set(mass_kg)
if com_offset:
mass_api.CreateCenterOfMassAttr().Set(Gf.Vec3f(*com_offset))
UsdPhysics.CollisionAPI.Apply(prim)
return prim
def setup_static_collider(stage, prim_path):
"""Immovable terrain, walls, fixed obstacles."""
prim = stage.GetPrimAtPath(prim_path)
UsdPhysics.CollisionAPI.Apply(prim)
return prim
def setup_kinematic_body(stage, prim_path):
"""Scripted motion: conveyors, elevators, vibrating bowls, escape wheels."""
prim = stage.GetPrimAtPath(prim_path)
UsdPhysics.RigidBodyAPI.Apply(prim)
UsdPhysics.RigidBodyAPI(prim).CreateKinematicEnabledAttr().Set(True)
UsdPhysics.CollisionAPI.Apply(prim)
return prim
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:
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
mass_api = UsdPhysics.MassAPI.Apply(prim)
mass_api.CreateMassAttr().Set(0.25)
mass_api.CreateCenterOfMassAttr().Set(Gf.Vec3f(0, 0, 0.05))
mass_api.CreateDiagonalInertiaAttr().Set(Gf.Vec3f(1e-4, 1e-4, 2e-4))
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
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
joint = stage.GetPrimAtPath("/World/Robot/joint_arm")
drive = UsdPhysics.DriveAPI.Apply(joint, "angular")
drive.CreateTypeAttr().Set("force")
drive.CreateStiffnessAttr().Set(1000.0)
drive.CreateDampingAttr().Set(100.0)
drive.CreateMaxForceAttr().Set(500.0)
drive.CreateTargetPositionAttr().Set(0.0)
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:
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)
make_instanceable: true
fix_base: false
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 for the concept mapping and updated scripts.
Contact
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,
)
sensor = ContactSensor(contact)
app_utils.play(commit=True)
reading = sensor.get_data()
IMU
from isaacsim.sensors.experimental.physics import IMU, IMUSensor
imu = IMU.create(path="/World/Robot/imu", tick_rate=200.0)
sensor = IMUSensor(imu, annotators=["linear_acceleration", "angular_velocity", "orientation"])
app_utils.play(commit=True)
frame = sensor.get_data()
Effort / joint state
Runtime-only classes from the same module; no separate authoring type — they wrap an existing joint by path.
from isaacsim.sensors.experimental.physics import EffortSensor, JointStateSensor
effort = EffortSensor("/World/Robot/joint_arm_1")
joint = JointStateSensor("/World/Robot/joint_arm_1")
app_utils.play(commit=True)
reading = effort.get_data()
state = joint.get_data()
Raycast (scene query)
import omni.physics.tensors as physics_tensors
sim_view = physics_tensors.create_simulation_view("cuda:0")
hit = sim_view.raycast_closest(origin, direction, max_dist)
For higher-fidelity sensor simulation (LiDAR scan patterns, multi-ray, vendor sensor models, depth/radar/acoustic), see isaac-sim-sensor and isaac-camera. They use the modern isaacsim.sensors.experimental.rtx and .physics namespaces.
Part 7 — Physics-to-USD Readback (CRITICAL)
The most common silent bug: reading authored USD transforms instead of simulated state.
| Source | Returns | When to use |
|---|
UsdGeom.XformCache.GetLocalToWorldTransform() | Authored USD transform (initial pose) | Editor-time queries, before play |
RigidPrim.get_world_pose() | Simulated state | Always during simulation |
Articulation.get_world_poses() (Kit 110) | Simulated state for articulated bodies | Articulated robots |
Dynamic Control (DC) dc.get_rigid_body_pose() | Simulated state | Legacy / quick scripts |
Why XformCache Is Wrong During Sim
updateToUsd=True writes physics state to Fabric, not the USD stage layer. XformCache reads the USD layer. Result: it always returns initial poses.
RigidPrim / GeomPrim pattern (Kit 110)
from isaacsim.core.experimental.prims import RigidPrim
import isaacsim.core.experimental.utils.app as app_utils
rp = RigidPrim(paths="/World/Dice/Die_*")
app_utils.play(commit=True)
pos_wp, quat_wp = rp.get_world_poses()
positions = pos_wp.numpy()
quaternions = quat_wp.numpy()
Articulation pattern (Kit 110)
from isaacsim.core.experimental.prims import Articulation
import omni.timeline
robot = Articulation("/World/Robot")
omni.timeline.get_timeline_interface().play()
pos_wp, quat_wp = robot.get_world_poses()
dof_positions = robot.get_dof_positions().numpy()
dof_velocities = robot.get_dof_velocities().numpy()
J = robot.get_jacobian_matrices().numpy()
Legacy isaacsim.core.api.articulations.Articulation / isaacsim.core.api.prims.RigidPrim still load but are superseded by the isaacsim.core.experimental.* stack.
Migration: for the broader omni.isaac.* → isaacsim.* renaming map, see Renaming Extensions. For the experimental Articulation / RigidPrim APIs see the Python scripting index.
Quaternion Convention
USD/Isaac uses [w, x, y, z]; scipy uses [x, y, z, w]. Convert:
from scipy.spatial.transform import Rotation
r = Rotation.from_quat([quat[1], quat[2], quat[3], quat[0]])
euler = r.as_euler('xyz', degrees=True)
Part 8 — Common Gotchas
CollisionAPI alone = static collider; RigidBodyAPI + CollisionAPI = dynamic.
- Same-prim requirement: both APIs must be on the same prim.
- Kinematic bodies: use
CreateKinematicEnabledAttr().Set(True), not enable/disable on RigidBodyAPI.
Cube.size=1.0 = half-extent 0.5. Use size=2.0 if you want scale ops to equal half-extents.
physics:velocity USD attributes are ignored by PhysX at runtime. Use RigidPrim.set_linear_velocities() after timeline.play().
physics:angularVelocity is in DEGREES/second, not rad/s. Convert with math.degrees().
SimulationContext.step(render=True) is the only reliable physics-with-render advance. app.update() does not sync physics.
- Experimental sensors need
app_utils.play(commit=True) (or timeline.play()) before get_data(); do not call initialize() from the legacy World flow.
get_rigid_body_state() does not exist in Isaac Sim 5.1+; use RigidPrim.get_world_poses() from isaacsim.core.experimental.prims.
- PhysX cannot resolve sequential momentum transfer in same-island contact chains (see Worked Example 4: Newton's Cradle).
- Tunneling at high spin rates: compound colliders fail above ~50 rad/s after 5–6s. Use simpler convex hulls or higher physics Hz.
Worked Examples (impact, vibratory feeder, gyro, cradle, escapement)
See examples.md for details.