Robotics simulation assets for
Unity

Build physics-enabled simulation environments for Unity. Rigyd converts 3D models into assets with accurate mass, inertia tensors, friction, and collision geometry, ready for Unity Robotics Hub and ML-Agents.

The problem

Why existing workflows fall short.

Physics setup is per-GameObject

Every Rigidbody, Collider, and Physics Material has to be configured individually. Scaling from a few hero objects to a full training scene quickly becomes hours of manual component wiring.

Articulation Bodies need accurate inertia

Unity's Articulation system is only as realistic as its mass and inertia values. For custom assets, those numbers are usually guessed, and bad guesses break contact dynamics.

Asset pipeline is fragmented

FBX import, mesh cleanup, collider generation, physics material assignment, semantic tagging, every object runs through the same manual checklist. Diversity suffers.

How Rigyd helps

AI-native infrastructure that automates the hard parts.

Physics-ready FBX and OpenUSD output

Rigyd exports geometry with metadata for mass, collider type, and material physics so Unity's Rigidbody and Collider components populate automatically on import.

Calibrated inertia tensors

Volume analysis combined with material identification produces mass and inertia values within 15-20% of measured, ideal baselines for Articulation Body and ML-Agents training.

Bulk conversion for Robotics Hub

Enterprise API converts entire catalogs into Unity-ready assets in parallel, making it practical to build diverse, physically accurate training scenes for reinforcement learning.

97%

cost reduction vs manual Unity physics setup

~5 min

per asset, from upload to Unity-ready

15-20%

mass accuracy vs measured values

Scale your Unity simulation environments

Upload any 3D model and get Unity-ready, physics-enabled assets in minutes.

Starts at $29/month. 30 credits included.

Frequently asked questions

How does Rigyd export assets to Unity?

Rigyd exports geometry as FBX or OpenUSD with metadata for mass, collider type, and physics materials. On import, Unity's Rigidbody and Collider components auto-populate, no manual wiring per GameObject.

Does Rigyd work with Unity ML-Agents?

Yes. Physics-enabled assets drop into ML-Agents scenes directly. Mass, inertia, and friction values are calibrated for contact-rich manipulation training, important for realistic RL policy transfer.

Can Rigyd populate Unity Articulation Bodies?

Yes. Rigyd estimates mass and inertia tensors per link with material-based accuracy. Articulation Body components inherit those values on import, avoiding the guesswork that breaks contact dynamics.

Does Rigyd work with Unity Robotics Hub out of the box?

Yes. Rigyd outputs include URDF as an on-demand format, which Unity Robotics Hub's URDF Importer consumes directly. For native USD workflows, Unity's USD Asset support reads Rigyd's OpenUSD directly. ROS-TCP-Connector integration works because the asset's physics, semantics, and joint metadata travel through both pipelines intact.

Can I use Rigyd assets with Unity URP or HDRP rendering pipelines?

Yes. Visual material bindings transfer to both URP and HDRP. PBR maps (base color, normal, roughness, metallic) populate Unity Shader Graph materials automatically. For HDRP, Rigyd preserves higher-fidelity material data like emissive maps and subsurface scattering parameters when present in the source file. Physics materials are tracked separately from visual materials, so rendering pipeline choice doesn't affect simulation accuracy.