physics-simulation

Configure physics scenes, rigid bodies, contact materials, and solvers in Isaac Sim.

4.0k|530|Updated May 28, 2025
One-click install
npx skills add https://github.com/isaac-sim/IsaacSim --skill physics-simulation
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: physics-simulation
Source: https://github.com/isaac-sim/IsaacSim/tree/main/skills/physics-simulation
Command: npx skills add https://github.com/isaac-sim/IsaacSim --skill physics-simulation

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Setting up physically accurate simulations in Isaac Sim 6.0+ / Kit 110 requires navigating two physics backends (PhysX and Newton), dozens of USD schema attributes, and subtle pitfalls like reading authored transforms instead of simulated state. This Skill consolidates scene configuration, per-prim setup, solver selection, and debugging knowledge into one reference.

Core Features & Use Cases

  • Scene and Backend Configuration: Set gravity, physics Hz, CCD, stabilization, and solver iterations, and switch between PhysX and Newton (Featherstone, MuJoCo, XPBD, SemiImplicit, VBD) backends.
  • Per-Prim Physics Setup: Apply RigidBodyAPI, MassAPI, CollisionAPI, kinematic bodies, joint drives, and contact materials with friction/restitution reference tables.
  • Sensors and State Readback: Use contact, IMU, effort, and raycast sensors plus RigidPrim/Articulation APIs to read simulated poses instead of stale USD transforms.
  • Use Case: You are building a vibratory bowl feeder and parts keep tunneling through the bowl. This Skill tells you to run physics at 480 Hz (8x the 60 Hz vibration), use a kinematic body with per-step phase-offset motion, and disable stabilization.

Quick Start

Ask the AI to configure a PhysicsScene in Isaac Sim with 240 Hz, CCD enabled, and a dynamic rigid body with mass and collision on a USD prim.

Frequently Asked Questions about physics-simulation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a dynamic rigid body in Isaac Sim?

Apply both UsdPhysics.RigidBodyAPI and UsdPhysics.CollisionAPI to the same prim, then add MassAPI to set mass and center of mass. Splitting the APIs across parent and child prims causes intermittent collision failures.

Should I use Newton or PhysX physics backend in Isaac Sim?

Use Newton for RL training with thousands of environments, differentiable simulation, or soft bodies; use PhysX for legacy Isaac Sim 5.x scenes. Newton offers Featherstone, MuJoCo, XPBD, SemiImplicit, and VBD solvers with native Warp differentiability.

Why do objects fall through the ground in Isaac Sim?

This usually happens when scaling a Cube prim that has CollisionAPI applied directly, causing PhysX to compute wrong collision bounds. Use a parent xform for position and a child mesh for scale, and enable CCD for fast-moving bodies.

Why does XformCache return wrong positions during simulation?

XformCache reads the authored USD layer, but physics writes simulated state to Fabric, not the USD stage. Use RigidPrim.get_world_poses() or Articulation.get_world_poses() from isaacsim.core.experimental.prims after timeline.play() instead.

What physics Hz should I use for contact-rich simulation?

Use 60-120 Hz for standard scenes, 240 Hz for stacking and contact-rich tasks, and 480 Hz for vibration feeders, spinning bodies, or stiff contact chains. The physics timestep must be at least 4x faster than the highest frequency in the system.

Can PhysX simulate a Newton's cradle correctly?

No. PhysX resolves all contacts in a single island simultaneously, distributing momentum across all spheres instead of sequential transfer, and tuning iterations, Hz, or restitution does not fix it. The workaround is scripted analytical momentum transfer between end spheres on detected impact.