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isaac-sim-orchestrator

Apps & Automation
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Top-level dispatcher: turns a natural-language Isaac Sim request into a runnable simulation. Owns the env-var contract (`$ISAAC_SIM_DIR`, `$ISAAC_LAB_DIR`, `$WORKSPACE_DIR`, `$CIP_ROOT`), decomposes the task into capabilities, routes to specialist skills (`usd-pipeline`, `isaac-sim-rendering`, `isaac-sim-validator`, `physics-simulation`, `usd-composition-architecture`), and validates output before delivery. Use when (1) creating a sim scene with robots, objects, environments, (2) controlling robots in Isaac Sim, (3) generating renders or camera captures, (4) collecting Physical AI training data, (5) running headless sims on GPU, (6) orchestrating multi-robot fleets in warehouses.

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How to use this skill

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Source SKILL.md: https://github.com/isaac-sim/IsaacSim/blob/HEAD/skills/isaac-sim-orchestrator/SKILL.md

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Isaac Sim Orchestrator

Environment contract

Every routed skill assumes these variables; set them in the agent config or shell:

VariablePurposeExample
$ISAAC_SIM_DIRIsaac Sim install root or built repo path$HOME/IsaacSim (install) or <this-repo>/_build/linux-x86_64/release (source build)
$ISAAC_LAB_DIRIsaac Lab checkout$ISAAC_SIM_DIR/IsaacLab
$WORKSPACE_DIRPer-agent outputs, scratch, cachesunset by default; pick a project-local path or ~/.cache/<repo>
$CIP_ROOT (Windows)Content-pipeline install (CIP/WRAPP)C:\_Data

Run nvidia-smi at session start to size num_envs and pick RT2 vs PathTracing. Do not hardcode GPU class.

Task decomposition

For any request, run all four phases. The specific steps inside each phase depend on the goal; identify capabilities first, then verify each in isolation before combining.

Phase 1 — Verify foundations

1a. Feature/skill mapping (before any code):

  • Cross-check the request against documented Isaac Sim features and APIs.
  • For each capability, look up an existing skill:
    • Skill exists -> load it, follow its procedure.
    • Skill missing -> build one inline. Mark its frontmatter status: draft, flag it HIGH PRIORITY in skill-distillation, tell the user upfront, and shorten iteration cycles (share intermediate results, ask targeted questions early).
  • Write the feature -> skill mapping into the task WORKLOG.md before 1b.

1b. Foundation verification (capability by capability):

  • List every capability the task needs (assets, physics, robot control, sensors, rendering, ...).
  • Verify each in isolation: does it load, does it behave correctly on its own.
  • Do not move on until each foundation passes.

Phase 2 — Incremental integration

Combine verified foundations one at a time. Re-run stability/correctness checks after each addition. Every failure has exactly one new variable.

Phase 3 — Polish & deliver

  • Validate output visually or programmatically. Task success, not just script completion.
  • Add output-specific requirements (writers, annotations, video capture, DR).
  • Package and hand off with a short summary.

Phase 4 — Distill (mandatory)

  • List iterations, failures, workarounds.
  • Record user corrections.
  • Classify each lesson: new skill, skill update, procedure fix, or MEMORY.md fact.
  • Update the skill files; re-read to confirm a fresh agent can follow them.

See skill-distillation for the full procedure. Phase 4 is not optional.

Sub-agent rules

  • Each phase can run as a sub-agent with its own WORKLOG.md.
  • Sub-agents commit at logical checkpoints, never half-done.
  • Large script generation: write incrementally to files. Do not try to produce 200+ lines in one turn.
  • If a sub-agent times out, WORKLOG.md survives for the next pickup.

Routed skills

SkillUse for
usd-pipelineAsset insertion, scaling, materials, headless render compatibility
usd-composition-architectureLayered USD assets (root + physics + appearance)
isaac-sim-renderingHeadless Kit 110 capture, RT2/PathTracing, ACES
physics-simulationPhysicsScene config, per-prim setup, contact materials, Newton vs PhysX
isaac-sim-validatorFinal QA gate before delivery

Multi-robot fleet reference

Sample robots

RobotStart ZDriveNotes
Nova Carter0.0differentialwheel radius 0.14 m, track 0.499 m; damping 100K
VSVXL0.0differentialmost reliable; wheel radius 0.15 m, track 1.52 m
Spot0.75omni-wheelbbox min Z = -0.69; needs ground clearance
FR30.0fixed-baseend-effector only, not mobile

Scene setup

  • sim_warehouse_v4.usda pattern: shell + lights + racks + PhysicsScene + ground collision.
  • Shell (sm_warehouse_mega.usd) is in cm; robots and equipment in meters.
  • Strip physics from environment assets offline. Runtime stripping core-dumps on large stages.

PhysicsScene

from pxr import UsdPhysics, PhysxSchema

physics_scene = UsdPhysics.Scene.Define(stage, "/World/PhysicsScene")
physics_scene.CreateGravityDirectionAttr().Set((0, 0, -1))
physics_scene.CreateGravityMagnitudeAttr().Set(9.81)

physx_scene = PhysxSchema.PhysxSceneAPI.Apply(physics_scene.GetPrim())
physx_scene.CreateEnableCCDAttr().Set(True)
physx_scene.CreateEnableStabilizationAttr().Set(True)
physx_scene.CreateSolverTypeAttr().Set("TGS")
physx_scene.CreateTimeStepsPerSecondAttr().Set(60)
physx_scene.CreateGpuMaxNumPartitionsAttr().Set(8)   # 10+ robots

Grid placement

import math

def place_robots_grid(stage, robot_usd_path, prefix, count, spacing=3.0, start_z=0.0):
    cols = math.ceil(math.sqrt(count))
    robots = []
    for i in range(count):
        row, col = divmod(i, cols)
        x, y = col * spacing, row * spacing
        prim_path = f"/World/Robots/{prefix}_{i}"
        ref = stage.OverridePrim(prim_path)
        ref.GetReferences().AddReference(robot_usd_path)
        from pxr import UsdGeom, Gf
        xform = UsdGeom.Xformable(ref)
        xform.ClearXformOpOrder()
        xform.AddTranslateOp().Set(Gf.Vec3d(x, y, start_z))
        robots.append(prim_path)
    return robots

Separation

  • Mobile robots: minimum 2 m between centers.
  • Articulated arms: 1.5x reach radius minimum.
  • Aerial: stagger altitudes by >= 2 m.

Collision groups

from pxr import PhysxSchema

def create_collision_group(stage, group_path, robot_paths):
    group = PhysxSchema.PhysxCollisionAPI.Apply(stage.DefinePrim(group_path))
    for path in robot_paths:
        prim = stage.GetPrimAtPath(path)
        collision_api = PhysxSchema.PhysxCollisionAPI.Apply(prim)
        collision_api.GetCollisionGroupsRel().AddTarget(group_path)

Scaling limits (by VRAM)

Limits scale approximately linearly with available VRAM. Beyond these thresholds risks CUDA OOM.

Metric12 GB24 GB48 GB96 GBNotes
Total prims~12K~25K~50K~100Kscales linearly
Robots<= 2<= 5<= 10<= 20depends on complexity
Active rigid bodies per robot~200~200~200~200per-robot constant
Articulations (multi-DOF)<= 2<= 5<= 10<= 20
Render resolution1280x7201600x9001920x10802560x1440single viewport

Optimization:

  • make_instanceable: true in URDF config.yaml (shared mesh data).
  • LOD switching for distant robots.
  • Disable physics on robots outside the active zone.

Navigation

Differential drive kinematics:

vL = (vx - omega * tw/2) / wheel_r
vR = (vx + omega * tw/2) / wheel_r

PD steering defaults: KP=2.5, KD=1.2, MAX_W=1.5, waypoint tolerance 4.0 m. Out-of-bounds: |Z| > 50 or |X|/|Y| > 500 -> mark dead.

Camera

Chase camera: 12 m behind, min height 2.5 m, clamped inside warehouse bounds, smooth interpolation alpha = min(1.0, DT*2.0). Dynamically raise camera to avoid rack intrusion.

View modes (cycle every 4 s): chase, overhead (z=50 m), aisle (eye-level), wide (z=20 m, yaw=0).

Lighting (warehouse default)

ParameterValue
filmISO100-120 (200 overexposes, 80 too dark in aisles)
DomeLightintensity 150, color (0.85, 0.88, 0.95)
Fill SphereLightsintensity 1200, color (1.0, 0.95, 0.85), height 8-9 m
RectLightsceiling-mounted, aisle-aligned

Rendering

  • RayTracedLighting (RT2), 1920x1080.
  • 320x240 window with hideUi=1 to save GPU.
  • Always set DISPLAY=:0; headless viewport init fails for complex regions.
  • maxBounces=7, aovs=none.

Timing

DT = 1/60
Settle: 200-500 frames after timeline.play()
Capture: every 4th step (15 fps)

Workflow: multi-robot sim

  1. Receive request (e.g. "6 Novas in a warehouse with 100 racks").
  2. Compose scene: load warehouse USD, position robots via place_robots_grid.
  3. Create collision groups if needed.
  4. Use usd-pipeline to validate mesh scale and shaders.
  5. Launch isaac-sim.sh --exec script.py in a persistent session.
  6. Use a render-pulse loop every 100 steps.
  7. Validate the render via isaac-sim-validator.
  8. Deliver video and final scene.

Debug protocol

Rendering

IssueAction
Black frameDomeLight + DistantLight present; force settings.set("/rtx/rendermode", "RayTracedLighting"); check nvidia-smi
Garbled colorACES tonemap (/rtx/post/tonemap/op=4); filmISO=600 for warehouse; remove PathTracing
StutteringDT=1/60; setTimeStepsPerSecond=60; update display rate, not physics rate
FracturesMesh integrity; reduce bump/normal map resolution; low-res collision meshes
Articulations move wrongSolverType=TGS (fabric); maxPositionIterations >= 6; make_instanceable: true
OOM crashpkill -f "kit/kit"; clean /dev/shm/carb-*; reduce num_envs

Asset loading

IssueAction
Asset renders blackUsdPreviewSurface or dual-shader; relative paths (./meshes/asset.usd); confirm instanceable when valid
Transform wrongCheck mpu (default 1.0); apply offset before placement; verify with measure_asset()
Mesh missingCase-sensitive paths; use absolute; validate via stage.GetPrimAtPath()

Training

IssueAction
NaN lossLower LR; clip rewards to [-5, 5]; check divergent teleop benchmarks
Reward flat at 0Add dense shaping; reduce reward scale 50%; add input noise for exploration
Value divergenceIncrease target-net update frequency; prioritized replay; larger batch

Operating rules

  • Never delete work folders; reuse and branch.
  • Always save the .usd file; never assume it lives only in memory.
  • Validate every render; never deliver black frames.
  • Every long-running process must be killable (pkill or pidfile).
  • No bare ~/ in produced scripts; expand to $HOME or $ENV_VAR.
  • make_instanceable: true for all RL robots.
  • Call simulation_app.update() 5x after a camera switch.
  • Never import torch before timeline.play().
  • Log GPU memory every epoch.
  • Lazy-load HoD assets (decompress on demand).
  • Run skill-distillation (step 5 of the request loop) at task end. Capture lessons in the relevant SKILL.md, not in scratch memory.