Enabling physics iniside VR in Omniverse

I’m trying to add physics inside VR, so that we can enable interaction. So first I wanted to add collision and rigid body so that it falls on the ground. so when I do it on desktop app, it falls and collides and they behave as in real life, but inside VR, the objects pass through each other and do not collide.
Any suggestions on how to make this work? or please help me connect to someone working on XR related projects in VR so I can know if there are any other workarounds.

Yes, I am being asked this question quite a lot right now. As far as I know, and will check with the engineers, VR has always been a “viewing only” experience. This means you can explore the world as it is when you start the VR viewing experience. Whilst you can move around as an explorer you can program basic code to move, rotate and scale objects with the handsets, but that is not the same as having full realtime physics, like you would in a VR game.

I can ask about it, but I have not heard about any future plans or reason to add this. We are not looking to be a VR game platform. We are a simulation platform and that needs to run in normal viewing mode.