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Full requirement coverage

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Every requirement in the SimReady Foundation registry at release 2026.04.1 — 136 codes — with what Rigyd does about each. The list is generated from NVIDIA’s own published metadata, vendored verbatim, so a code appears here if and only if it appears in their specification.

Profiles — which published profiles pull the requirement in:

TagProfile
NProp-Robotics-Neutral — the profile every Rigyd conversion targets
PxProp-Robotics-Physx
IsProp-Robotics-Isaac
RBthe Robot-Body-* family
Pkgthe Package* family
in the registry, but no published profile requires it

Rigyd — whether we have a rule for it:

ValueMeaning
CheckedA rule runs on every conversion. Reports PASS, WARNING, ERROR, or N/A with na_reason: "not-applicable-to-asset" when the requirement is required but vacuous — an untextured asset and a texture colour-space rule, say.
PlannedNo rule written yet. Always reports N/A with na_reason: "planned", and counts toward a profile’s INCOMPLETE status rather than passing it.

A requirement outside every profile we target additionally reports N/A with na_reason: "not-in-profile" in the top-level checks[], with the raw finding preserved in measured_status. Those three values are the whole na_reason vocabulary — nothing else appears, and neither instrument may extend it.

Of the 136 codes, 80 are checked and 56 are planned. All 50 requirements of Prop-Robotics-Neutral are checked, which is what lets that profile report PASS rather than INCOMPLETE.

CodeRequirementProfilesRigyd
NP.001Prims shall follow consistent naming conventionsChecked
NP.002USD files shall follow consistent naming conventionsN · PxChecked
NP.003Assets shall follow consistent directory structureN · PxChecked
NP.004File and directory paths shall not exceed platform limitsN · PxChecked
NP.005Assets must follow a specific folder structure with the asset name as the root folderN · PxChecked
NP.006Asset metadata must be stored in the USD file or a sidecar JSON fileN · PxChecked
NP.007All references must use relative pathsN · PxChecked
NP.008All asset, reference, and payload paths must resolve to files that existN · PxChecked
CodeRequirementProfilesRigyd
AA.001Asset references should use anchored pathsN · Px · Is · RB · PkgChecked
AA.002Asset must use only supported file typesN · Px · Is · RBChecked
AA.OV.001Texture UDIMs are not supported in USDZ files in NVIDIA OmniverseChecked
CodeRequirementProfilesRigyd
SR.001The asset stage must contain all required metadata fieldsN · PxChecked
SR.002The SimReady asset file should contain a thumbnail that is representative of the assetPkgPlanned
CodeRequirementProfilesRigyd
UN.001Stage must specify upAxis to define the orientation of the stageIs · RBChecked
UN.002Stage must specify metersPerUnit to define the linear unit scaleIs · RBChecked
UN.003Stage must specify kilogramsPerUnit to define the mass unit scale, if physics objects are present in the stageChecked
UN.004Must apply corrective transforms for different unitsChecked
UN.005Stage must specify timeCodesPerSecond, if timesamples are present in the stageChecked
UN.006Stage must specify upAxis = “Z” to define the orientation of the stageN · PxChecked
UN.007Stage must specify metersPerUnit = 1.0 to define the linear unit scaleN · Px · Is · RBChecked
CodeRequirementProfilesRigyd
HI.001All prims in the hierarchy must be direct or indirect descendents of a single root root prim, preventing scattered or disconnected Xform hierarchiesN · PxChecked
HI.002Every UsdGeomGprim must have a parent Xform with specific transform operations and hierarchy constraintsChecked
HI.003The root prim of a hierarchy must be transformable, meaning its’ prim type must inherit from UsdGeomXformable and be capable of receiving transform operationsN · PxChecked
HI.004Stage must specify a default prim to define the root entry pointN · Px · Is · RBChecked
HI.005Transformations (translate, rotate, scale, pivot) on prims that are intended to be translated, rotated or scaled by users (e.g. the root prim of an asset) should conform to the UsdGeomXformCommonAPIChecked
HI.006All prims representing distinct objects or groups that require placement, posing or animation shall inherit from UsdGeomXformableChecked
HI.007This is a placeholder requirement to maintain sequential numbering in the hierarchy requirementsChecked
HI.008Geometry should be grouped under parent Xforms in a way that is logical for the object’s structure and intended use in layouts or simulationsChecked
HI.009For assets (e.g., a robot with multiple articulated joints), the hierarchy should reflect the kinematic chain, with appropriate Xforms for each transformable linkPlanned
HI.010Assets must not contain undefined prims (overs)N · PxChecked
CodeRequirementProfilesRigyd
VG.001Assets must contain at least one Imageable GeometryIs · RBChecked
VG.002Boundable geometry primitives must have valid extent valuesN · PxChecked
VG.003Only include geometry that contributes to visualization or simulationPlanned
VG.004Use efficient mesh boundaries for performancePlanned
VG.005Meshes should maintain appropriate scale and boundary volumesPlanned
VG.006Meshes should not overlap unnecessarilyPlanned
VG.007Mesh geometry must be manifoldPlanned
VG.008Meshes should not share the exact same spacePlanned
VG.009Use indexed primvars when values are repeatedChecked
VG.010Use subdivision only when needed for smooth surfaces or displacementChecked
VG.011Only include primvars that are actively usedChecked
VG.012Combine small meshes into larger ones where appropriatePlanned
VG.013Use appropriate tessellation density for geometryPlanned
VG.014Mesh topology must be validN · PxChecked
VG.015Use time samples only when attribute values changeChecked
VG.016Each vertex position should be uniquePlanned
VG.017Avoid tessellating primitive shapesChecked
VG.018Mesh topology should be without unused vertices, edges, or facesPlanned
VG.019Faces should have non-zero areaPlanned
VG.020The values of points must not exceed the limit at which a given precision can be represented using 32-bit floatsChecked
VG.021Meshes must be triangulated for optimal rendering performance and compatibility when considering automatic collider creation (convex-hull, convex-decomposition, etc…). Triangulating mesh will provide predictable results versus n-gonsChecked
VG.022Transparent physical bodies should be watertight to allow for simulation of light transmission and refractionPlanned
VG.023Meshes should be positioned with xform ops rather than by “baking” transformations into point positionsChecked
VG.024Repeated occurrences of identically shaped objects should have identical mesh connectivityPlanned
VG.025Geometry shall be defined as such that the asset is correctly positioned and oriented at the origin (0,0,0)N · PxChecked
VG.026The pivot point of an asset should be positioned logically: at the center of the object’s base for ground plane objects, and at the center of rotation for objects that rotate around specific pointsPlanned
VG.027All non-subdivided meshes must have normalsN · PxChecked
VG.028Mesh normals values must be valid to produce correct shadingN · PxChecked
VG.029The winding order of faces in a mesh must correctly represent the orientation (front/back) of the faceN · PxChecked
VG.MESH.001All geometry shall be represented as non-subdivided mesh primitives using the UsdGeomMesh schemaN · PxChecked
VG.RTX.001World space bounds must not exceed RTX limitChecked
CodeRequirementProfilesRigyd
VM.BIND.001Material bindings must use appropriate scope to ensure proper material assignment and inheritanceN · PxChecked
VM.BIND.002Shader inputs must have correct types matching their shader specification to ensure proper material behavior and prevent runtime errorsN · PxChecked
VM.MAT.001Each renderable GPrim must have a computed material bound to itN · PxChecked
VM.MDL.001MDL material source assets must be properly referenced and accessible to ensure material loading and renderingN · PxChecked
VM.MDL.002MDL Shaders must standard OpenUSD shader source attributes to ensure compatibilityN · PxChecked
VM.PS.001Material attributes must comply with the UsdPreviewSurface specification to ensure consistent rendering and viewer compatibilityChecked
VM.TEX.001Texture dimensions must not exceed 16,384 pixels on either axis to ensure optimal performance and memory usage in simulation environmentsN · PxChecked
VM.TEX.002Each PBR texture channel must use the correct color spaceN · PxChecked
CodeRequirementProfilesRigyd
NVM.001Materials must specify additional “non-visual” material attributesPlanned
NVM.002Materials must specify a base material typePlanned
NVM.003Materials must specify surface coatingPlanned
NVM.004Attributes must be on bound materialsPlanned
NVM.005Properties must be consistent with visual materialsPlanned
NVM.006Properties must not be time-varyingPlanned
CodeRequirementProfilesRigyd
SL.001All geometry prims must be semantically labeledPlanned
SL.003Semantic labels must use the SemanticsLabelsAPI schemaPlanned
SL.NV.002Semantic label attributes must not contain time samplesPlanned
SL.QCODE.001If the Wikidata ontology is used, Q-Codes must be valid, properly formatted, and retrievable from wikidata.orgPlanned
CodeRequirementProfilesRigyd
RB.001Assets must contain at least one rigid bodyN · Px · Is · RBChecked
RB.003Rigid bodies have to be UsdGeomXformable primsN · Px · Is · RBChecked
RB.005Rigid bodies cannot be part of a scene graph instanceN · Px · Is · RBChecked
RB.006Rigid bodies can not be nested unless xformOp reset xform stack is usedN · Px · Is · RBChecked
RB.007Rigid bodies or their descendant collision shapes must have a mass specificationN · Px · Is · RBChecked
RB.008Rigid bodies or their descendent collision shapes may have detailed mass properties including density, center of mass, and inertia tensorChecked
RB.009Rigid bodies have to be UsdGeomXformable prims without skew matrixN · Px · Is · RBChecked
RB.010Invisible collision meshes must have their purpose attribute set to ‘guide’ to be properly excluded from renderingN · Px · Is · RBChecked
RB.011Rigid bodies must have an explicit mass specification, or their descendant collision shapes must have non-zero volume to allow mass auto-computation. Nested rigid body subtrees are excluded from the traversalRBChecked
RB.012Rigid bodies should not be nested unless they are connected by a jointRBChecked
RB.COL.001Colliding Gprims must apply the Collision APIN · Px · Is · RBChecked
RB.COL.002UsdPhysicsMeshCollisionAPI may only be applied to UsdGeom.Mesh prims, and any prim with MeshCollisionAPI must also have UsdPhysicsCollisionAPI appliedN · Px · Is · RBChecked
RB.COL.003The Mesh Collision API can only be assigned to Mesh PrimsN · Px · Is · RBChecked
RB.COL.004The collision shape scale must be uniform for the following geometries: Sphere, Capsule, Cylinder, Cone & PointsN · Px · Is · RBChecked
RB.MB.001Assets must contain at least two rigid bodiesN · Px · Is · RBChecked
CodeRequirementProfilesRigyd
JT.001Rigid bodies which are not free floating should be connected using jointsN · Px · Is · RBChecked
JT.002Targets set to Body0 and Body1 relationships must existN · Px · Is · RBChecked
JT.003Body0 and Body1 relationships must not have more than one targetN · Px · Is · RBChecked
JT.ART.001For stable and fast simulations of kinematic chains, an asset should define an articulationChecked
JT.ART.002Articulation roots cannot be nestedN · Px · Is · RBChecked
JT.ART.003Articulations are not allowed on kinematic bodiesN · Px · Is · RBChecked
JT.ART.004Articulations are not allowed on static bodiesN · Px · Is · RBChecked
CodeRequirementProfilesRigyd
DJ.001Validate that each driven joint has correct drive configuration and joint state, including required limits and consistency checks against the current joint state valuesRBPlanned
DJ.002Driven joints must implement proper joint state API for simulation state managementRBPlanned
DJ.003Driven joints must maintain correct transform relationships and state consistencyRBPlanned
DJ.004PhysX driven joints must implement drive API or mimic functionality for controlled motionRBPlanned
DJ.005PhysX driven joints must have appropriate maximum velocity limits configuredRBPlanned
DJ.006Drive joint parameters must be within reasonable ranges for stable simulation. The joint parameters should not be excessively big and should be natural numbersRBPlanned
DJ.007Mimic API configuration must be properly validated for coordinated joint motionRBPlanned
DJ.008Robot schema joints must exist and be properly defined for Isaac Sim integrationRBPlanned
DJ.009Robot schema links must exist and be properly connected to joints for kinematic chain definitionRBPlanned
DJ.010Robot joint and link relationships must be validated for proper kinematic tree structureRBPlanned
DJ.011The articulation must have no loops and at most one joint between any two bodies. Only joints that participate in the articulation are checked; joints with physics:excludeFromArticulation = true are ignoredRBPlanned
CodeRequirementProfilesRigyd
BA.001The USD stage must contain at least one prim with the UsdPhysicsArticulationRootAPI appliedRBChecked
BA.002Collision meshes on non-adjacent links in the articulation hierarchy must not overlap or intersectRBPlanned
CodeRequirementProfilesRigyd
COL.001Every mesh collider (Mesh prim with USDPhysics.CollisionAPI and USDPhysics.MeshCollisionAPI) must have an SDF (Signed Distance Field) approximation for efficient collision detectionPx · Is · RBChecked
CodeRequirementProfilesRigyd
PHYSX.COL.001CollisionAPI may only be applied to a UsdGeom Gprim or to an Xform that has PhysxMeshMergeCollisionAPI and whose collisionmeshes collection includes at least one GprimRBPlanned
PHYSX.COL.002MeshCollisionAPI may only be applied to a UsdGeom Mesh or to a prim that has PhysxMeshMergeCollisionAPI. CollisionAPI is required whenever MeshCollisionAPI is appliedRBPlanned
CodeRequirementProfilesRigyd
PMT.001Every collider (prim with PhysicsCollisionAPI) must have a material:binding:physics relationship to a physics materialN · Px · IsChecked
CodeRequirementProfilesRigyd
GSP.001In order for an asset to be considered graspable, an asset must have at least 1 line object defined within the asset. A line is at least 2 points in space, and this line must intersect the asset that needs to be grasped by the robotic grippersN · Px · IsChecked
CodeRequirementProfilesRigyd
ISA.001The asset must be composed correctly for Isaac Sim using a structured payload and reference system with proper file organizationIs · RBChecked
CodeRequirementProfilesRigyd
RM.001Materials must not contain nested materials to avoid unexpected rendering behaviorPlanned
RM.002Materials must only be defined in the top-level Looks prim following USD best practices for material organizationPlanned
CodeRequirementProfilesRigyd
RC.001named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.003named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.004named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.005named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.006named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.007named by a feature manifest; ships no requirement document at this releaseRBPlanned
RC.008Robot assets must declare a valid robot type on the default prim. The isaac:robotType attribute must be present, must be one of the schema-defined allowed tokens, and must not be "Default". Allowed values are : “End Effector”, “Manipulator”, “Humanoid”, “Wheeled”, “Holonomic”, “Quadruped”, “Mobile Manipulators”, “Aerial”RBPlanned
RC.009The root joint (the first target of isaac:physics:robotJoints) must be pinned for robot types that require a fixed base (e.g. Manipulator, End Effector) and must not be pinned for other robot typesRBPlanned
CodeRequirementProfilesRigyd
PKG.BOM.001The BOM is a metadata file identified by the name com.nvidia.simready.packaging.bom.json. It MUST list all content files in the package with per-item fields, using forward-slash relative paths with no duplicatesPkgPlanned
PKG.CONF.001Packages MAY include conformance metadata files recording SimReady Foundations validation results, following defined naming and JSON schema conventionsPkgPlanned
PKG.CONF.002Packages MAY include an OpenUSD root layers metadata file declaring the top-level USD entry points that should be validated as self-contained assetsPlanned
PKG.DEF.001Each package MUST have exactly one valid package definition with a globally unique, case-insensitive, immutable identity, placed at the package root alongside a .metadata/ folderPkgPlanned
PKG.HASH.001Hash fields MUST be objects containing at least a sha256 key with lowercase hexadecimal value. Implementations SHOULD also include blake3 and/or blake2b when available, for performance. When content_hash or package_hash are present, their sha256 values MUST be computed using the deterministic algorithms defined in this requirementPkgPlanned
PKG.META.001Metadata files MUST be JSON with UTF-8 encoding, use reverse domain naming, and follow write-once semanticsPkgPlanned