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.
Build physics-enabled simulation environments for Unity. Rigyd converts 3D models, images, or text into assets with accurate mass, inertia tensors, friction, and collision geometry, ready for Unity Robotics Hub and ML-Agents.
Updated 2026-08-24
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.
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.
FBX import, mesh cleanup, collider generation, physics material assignment, semantic tagging, every object runs through the same manual checklist. Diversity suffers.
Rigyd exports geometry with metadata for mass, collider type, and material physics so Unity's Rigidbody and Collider components populate automatically on import.
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.
Enterprise API converts entire catalogs into Unity-ready assets in parallel, making it practical to build diverse, physically accurate training scenes for reinforcement learning.
Unity reads OpenUSD through its USD package (package documentation). Rigyd emits OpenUSD carrying mass, friction, and a separate collision mesh, so the imported object has the physical properties a rigidbody needs instead of only a visual mesh.
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.
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.
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.
Yes. For native USD workflows, Unity's USD Asset support reads Rigyd's OpenUSD directly. For Unity Robotics Hub's URDF Importer, the OpenUSD output can be converted to URDF using community USD→URDF tools and consumed directly. ROS-TCP-Connector integration works because the asset's physics, semantics, and joint metadata travel through both pipelines intact.
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.
Drop in a 3D model, image, or text description and get Unity-ready, physics-enabled assets in minutes.
Tell us about your project and we'll be in touch shortly.