Hi,
I tested a bit with the scene. I was not able to get it working but there are a couple of issues that need to get fixed. The console shows a couple of problems. I would recommend to load the console when running Isaac Sim since it sometimes provides useful debug information. The messages I get are the following
2023-05-22 08:25:33 [38,771ms] [Warning] [omni.physx.plugin] The rigid body at /World/ur5e/base has a possibly invalid inertia tensor of {1.0, 1.0, 1.0} and a negative mass, small sphere approximated inertia was used. Either specify correct values in the mass properties, or add collider(s) to any shape(s) that you wish to automatically compute mass properties for. If you do not want the objects to collide, add colliders regardless then disable the 'enable collision' property.
2023-05-22 08:25:33 [38,775ms] [Warning] [omni.physx.plugin] The rigid body at /World/ur5e/egk_40_ei_m_b/schunk_egk_40_ei_m_b/grundbacke_left has a possibly invalid inertia tensor of {1.0, 1.0, 1.0} and a negative mass, small sphere approximated inertia was used. Either specify correct values in the mass properties, or add collider(s) to any shape(s) that you wish to automatically compute mass properties for. If you do not want the objects to collide, add colliders regardless then disable the 'enable collision' property.
2023-05-22 08:25:33 [38,777ms] [Warning] [omni.physx.plugin] The rigid body at /World/ur5e/egk_40_ei_m_b/schunk_egk_40_ei_m_b/grundbacke_right has a possibly invalid inertia tensor of {1.0, 1.0, 1.0} and a negative mass, small sphere approximated inertia was used. Either specify correct values in the mass properties, or add collider(s) to any shape(s) that you wish to automatically compute mass properties for. If you do not want the objects to collide, add colliders regardless then disable the 'enable collision' property.
2023-05-22 08:25:33 [38,779ms] [Warning] [omni.physx.plugin] The rigid body at /World/ur5e/flange/tool0 has a possibly invalid inertia tensor of {1.0, 1.0, 1.0} and a negative mass, small sphere approximated inertia was used. Either specify correct values in the mass properties, or add collider(s) to any shape(s) that you wish to automatically compute mass properties for. If you do not want the objects to collide, add colliders regardless then disable the 'enable collision' property.
2023-05-22 08:25:33 [38,781ms] [Warning] [omni.physx.plugin] The rigid body at /World/ur5e/world has a possibly invalid inertia tensor of {1.0, 1.0, 1.0} and a negative mass, small sphere approximated inertia was used. Either specify correct values in the mass properties, or add collider(s) to any shape(s) that you wish to automatically compute mass properties for. If you do not want the objects to collide, add colliders regardless then disable the 'enable collision' property.
2023-05-22 08:27:09 [135,271ms] [Warning] [omni.physicsschema.plugin] ScaleOrientation is not supported for rigid bodies, prim path: /Cube/Pin_in_hole/zylinderstift_10x40/zylinderstift_10x40_1. You may ignore this if the scale is close to uniform.
2023-05-22 08:27:09 [135,275ms] [Warning] [omni.physicsschema.plugin] ScaleOrientation is not supported for rigid bodies, prim path: /Cube/Pin_in_hole/zylinderstift_10x40/zylinderstift_10x40_1. You may ignore this if the scale is close to uniform.
2023-05-22 08:27:09 [135,280ms] [Warning] [omni.physicsschema.plugin] ScaleOrientation is not supported for rigid bodies, prim path: /Cube/Pin_in_hole/zylinderstift_10x40/zylinderstift_10x40_1. You may ignore this if the scale is close to uniform.
This means that there are several rigid body APIs on meshes or XForms that don’t have a collider API (the collider API can be on the same prim or on a child prim). Rigid bodies must have a collider associated to calculate mass properties. Otherwise the rigid API does not really make sense or gets artificial mass values applied. The second and even more important point is that non-uniform scaling is only supported to some degree. If non-uniform scaling is applied to an xform and then child nodes use a rotation and another child node even further down the hierarchy uses scaling again, this can lead to skew. Skew is not supported for meshes that have physics applied. As a rule of thumb, non-uniform scaling should only be used on meshes that don’t have children or if there are child prims they should not have a transforms and inherit the transform from their parent.
Hope that helps to get a step further with debugging.