Adding Props#
Learning Objectives#
This tutorial shows how to add objects to the scene and configure them for simulation.
10-15 Minute Tutorial
Adding Rubik’s Cube#
Start by adding a Rubik’s Cube to the scene.
Create a new stage on Isaac Sim by clicking on the File tab and then clicking on New Stage.
In the Content Browser, go to
Isaac Sim
>Props
>Rubiks_Cube
>rubiks_cube.usd
and drag and drop therubiks_cube.usd
file into the stage. This will add a Rubik’s Cube to the scene as a payload.Left click on the Rubik’s Cube and in the properties panel, set the
Position
to(0, 0, 0.1)
.On the stage, right click
Create
>Isaac
>Environment
>Flat Grid
to create a flat ground.Click
PLAY
to start the simulation, you will see the Rubik’s Cube is not falling to the ground. This is because the Rubik’s Cube is not a rigid body.Click
STOP
to stop the simulation.
Configure Physics Properties#
Add Rigid Body Properties#
Right click on the Rubik’s Cube and select
Add
>Physics
>Rigid Body
. This will add a rigid body attribute to the Rubik’s Cube and it will be affected by physics.Now, click
PLAY
to start the simulation, you will see the Rubik’s Cube fall through the ground, this is because the Rubik’s Cube does not have a collision shape. ClickSTOP
to stop the simulation.

Add Collision Properties#
Right click on the Rubik’s Cube and select
Add
>Physics
>Collider Presets
. This will add a collision attribute to the Rubik’s Cube and it will collide with other objects.Now, click
PLAY
to start the simulation, you will see the Rubik’s Cube fall on the ground. ClickSTOP
to stop the simulation.

Add Mass#
In addition to collision, you can also add mass, inertia, and center of mass to the Rubik’s Cube to configure its physical properties.
Right click on the Rubik’s Cube and select
Add
>Physics
>Mass
. This will add a mass attribute to the Rubik’s Cube.In the properties panel, scroll down to the
Mass
section and set theMass
to0.1
to make it weigh 100 grams.
Note
In addition to mass, you can also set the Density
, Center of Mass
, Diagonal Inertia
, and Principal Axes
of the object.
Setting the mass to 0 will make the simulation to compute it at runtime based on its volume (assuming 1000 kg/m^3 if density is not specified).
Visualize Collision Shapes#
Right click on the Eye
on the top left of the viewport and select Show By Type
> Physics
> Coliders
> All
. This will show the collision shapes everything in the scene.
The ground plane’s collider is pink to denote it is a static object. The Rubik’s Cube is a dynamic object, so it falls to the ground and its collider is green.

Note
You can adjust the collider type by left clicking on the RubikCube
mesh at World/rubiks_cube/RubikCube
and scroll down to the Physics/Collider
section, and select a different approximate type in the Approximation
tab.
Customize Collider#
Let’s customize the collider for the Rubik’s Cube, by making it a sphere and easier to roll
Left click on the
RubikCube
mesh atWorld/rubiks_cube/RubikCube
and scroll down to thePhysics/Collider
section, press thex
on the right to delete the current collider.Left click on the
RubikCube
mesh and selectCreate
>Shape
>Sphere
. This will add a sphere shape around the Rubik’s Cube.Scroll down to the
Geometry
section and set theRadius
to0.07
to make the sphere smaller to match the Rubik’s Cube.Add a Collider to the sphere by selecting
Add
>Physics
>Collider Presets
.Hide the Sphere by unckecking the eye icon to the right of the sphere on the stage.
Slant the groundplane by going to
FlatGrid
and Click onToggle Offset Mode
icon on the right ofTransform
in the Properties panel, then setting theRotation
to(10, 0, 0)
to give it a 10 degree slope.Click
PLAY
to start the simulation, you will see the Rubik’s Cube rolls on the ground. ClickSTOP
to stop the simulation.

Add Physics Materials#
You can also apply surface properties to the Rubik’s Cube by adding a physics material.
Left click on the Rubik’s Cube and in the properties panel, set the
Position
to(0, 0, 1)
to move it up.Right click on the Rubik’s Cube and select
Create
>Physics
>Physics Material
. This will add a physics material attribute to the Rubik’s Cube. Drag it to theWorld/rubiks_cube/Looks
folder.In the properties panel, scroll down to the
Physics Material
section and set theRestitution
to1
to make it bounce.Select the
Sphere
collider we created earlier and in the properties panel, scroll down to thePhysics/Physics material on selected Material
section and select thePhysics Material
we just created at/World/rubiks_cube/Looks/PhysicsMaterial
.Click
PLAY
to start the simulation, you will see the Rubik’s Cube rolls on the ground and bounces. ClickSTOP
to stop the simulation.
Note
You can also set the Static Friction
and Dynamic Friction
as well.

Note
The completed asset is available at Isaac Sim
> Samples
> Rigging
> RubiksCube
> rubiks_cube.usd
in the Content Browser.
What’s Next?#
Extending from the concepts above, you assemble more complex collision shapes using basic shapes. For example, in the image below, we approximated a bearing collider using cylinders and rectangles.

Summary#
This tutorial covered the following topics:
Adding objects to the scene.
Configuring object physics properties.
Customize object collision shapes.
Apply physics materials to objects.