Interacting with a rigid object
In the previous tutorials, we learned the essential workings of the standalone script and how to
spawn different objects (or prims) into the simulation. This tutorial shows how to create and interact
with a rigid object. For this, we will use the assets.RigidObject class provided in Isaac Lab.
The Code
The tutorial corresponds to the run_rigid_object.py script in the scripts/tutorials/01_assets directory.
The Code Explained
In this script, we split the main function into two separate functions, which highlight the two main
steps of setting up any simulation in the simulator:
- Design scene: As the name suggests, this part is responsible for adding all the prims to the scene.
- Run simulation: This part is responsible for stepping the simulator, interacting with the prims in the scene, e.g., changing their poses, and applying any commands to them.
A distinction between these two steps is necessary because the second step only happens after the first step is complete and the simulator is reset. Once the simulator is reset (which automatically plays the simulation), no new (physics-enabled) prims should be added to the scene as it may lead to unexpected behaviors. However, the prims can be interacted with through their respective handles.
Designing the scene
Similar to the previous tutorial, we populate the scene with a ground plane and a light source. In addition,
we add a rigid object to the scene using the assets.RigidObject class. This class is responsible for
spawning the prims at the input path and initializes their corresponding rigid body physics handles.
In this tutorial, we create a conical rigid object using the spawn configuration similar to the rigid cone
in the Spawn Objects tutorial. The only difference is that now we wrap
the spawning configuration into the assets.RigidObjectCfg class. This class contains information about
the asset’s spawning strategy, default initial state, and other meta-information. When this class is passed to
the assets.RigidObject class, it spawns the object and initializes the corresponding physics handles
when the simulation is played.
As an example on spawning the rigid object prim multiple times, we create its parent Xform prims,
/World/Origin{i}, that correspond to different spawn locations. When the regex expression
/World/Origin.*/Cone is passed to the assets.RigidObject class, it spawns the rigid object prim at
each of the /World/Origin{i} locations. For instance, if /World/Origin1 and /World/Origin2 are
present in the scene, the rigid object prims are spawned at the locations /World/Origin1/Cone and
/World/Origin2/Cone respectively.
Since we want to interact with the rigid object, we pass this entity back to the main function. This entity
is then used to interact with the rigid object in the simulation loop. In later tutorials, we will see a more
convenient way to handle multiple scene entities using the scene.InteractiveScene class.
Running the simulation loop
We modify the simulation loop to interact with the rigid object to include three steps — resetting the simulation state at fixed intervals, stepping the simulation, and updating the internal buffers of the rigid object. For the convenience of this tutorial, we extract the rigid object’s entity from the scene dictionary and store it in a variable.
Resetting the simulation state
To reset the simulation state of the spawned rigid object prims, we need to set their pose and velocity. Together they define the root state of the spawned rigid objects. It is important to note that this state is defined in the simulation world frame, and not of their parent Xform prim. This is because the physics engine only understands the world frame and not the parent Xform prim’s frame. Thus, we need to transform desired state of the rigid object prim into the world frame before setting it.
We use the assets.RigidObject.data.default_root_state attribute to get the default root state of the
spawned rigid object prims. This default state can be configured from the assets.RigidObjectCfg.init_state
attribute, which we left as identity in this tutorial. We then randomize the translation of the root state and
set the desired state of the rigid object prim using the assets.RigidObject.write_root_pose_to_sim and assets.RigidObject.write_root_velocity_to_sim methods.
As the name suggests, this method writes the root state of the rigid object prim into the simulation buffer.
Stepping the simulation
Before stepping the simulation, we perform the assets.RigidObject.write_data_to_sim method. This method
writes other data, such as external forces, into the simulation buffer. In this tutorial, we do not apply any
external forces to the rigid object, so this method is not necessary. However, it is included for completeness.
Updating the state
After stepping the simulation, we update the internal buffers of the rigid object prims to reflect their new state
inside the assets.RigidObject.data attribute. This is done using the assets.RigidObject.update method.
The Code Execution
Now that we have gone through the code, let’s run the script and see the result:
This should open a stage with a ground plane, lights, and several green cones. The cones must be dropping from
a random height and settling on to the ground. To stop the simulation, you can either close the window, or press
the STOP button in the UI, or press Ctrl+C in the terminal

This tutorial showed how to spawn rigid objects and wrap them in a RigidObject class to initialize their
physics handles which allows setting and obtaining their state. In the next tutorial, we will see how to interact
with an articulated object which is a collection of rigid objects connected by joints.