RigidBody simulation for oblong shape on GPU

Hi, I’m trying to attach rigidbody to an oblong-shaped object(rectangular cuboid) on GPU. I found that:

  1. If I use Convex Decomposition/Convex Hull/Bounding cube, it will fall back to CPU with this warning [Warning] [omni.physx.cooking.plugin] ConvexMeshCookingTask: failed to cook GPU-compatible mesh, collision detection will fall back to CPU. Collisions with particles and deformables will not work with this mesh. Prim /World/xxx
  2. If I use Triangle Mesh/MeshSimplification, **triangle mesh and mesh simplification** are not supported by rigid bodies and fall back to convex hull

I’ve been read these 2 documents carefully:

  1. Rigid-Body Simulation — Omniverse Extensions latest documentation
  2. Physics — Omniverse IsaacSim latest documentation

But it seems that the only way to simulate a oblong-shaped object(with rigidbody) on GPU is to use SDF mesh, which significantly takes more computing resource and memory. Do I have any other choice? Thanks very much.

Have the same problem.

What is oblong-shape mesh in IsaacSim and why is it special? Is there any GPU-compatible solution for applying collider to oblong mesh?

Hello, thank you for trying those 2 options. Unfortunately, the workaround using SDF Mesh is the current recommended direction we can provide. This is mentioned as part of our list of PhysX Engine Limitations in our current release.

Please post this as a separate topic post. Thanks!