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:
Tag
Profile
N
Prop-Robotics-Neutral — the profile every Rigyd conversion targets
Px
Prop-Robotics-Physx
Is
Prop-Robotics-Isaac
RB
the Robot-Body-* family
Pkg
the Package* family
—
in the registry, but no published profile requires it
Rigyd — whether we have a rule for it:
Value
Meaning
Checked
A 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.
Planned
No 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.
All prims in the hierarchy must be direct or indirect descendents of a single root root prim, preventing scattered or disconnected Xform hierarchies
N · Px
Checked
HI.002
Every UsdGeomGprim must have a parent Xform with specific transform operations and hierarchy constraints
—
Checked
HI.003
The root prim of a hierarchy must be transformable, meaning its’ prim type must inherit from UsdGeomXformable and be capable of receiving transform operations
N · Px
Checked
HI.004
Stage must specify a default prim to define the root entry point
N · Px · Is · RB
Checked
HI.005
Transformations (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 UsdGeomXformCommonAPI
—
Checked
HI.006
All prims representing distinct objects or groups that require placement, posing or animation shall inherit from UsdGeomXformable
—
Checked
HI.007
This is a placeholder requirement to maintain sequential numbering in the hierarchy requirements
—
Checked
HI.008
Geometry should be grouped under parent Xforms in a way that is logical for the object’s structure and intended use in layouts or simulations
—
Checked
HI.009
For assets (e.g., a robot with multiple articulated joints), the hierarchy should reflect the kinematic chain, with appropriate Xforms for each transformable link
Assets must contain at least one Imageable Geometry
Is · RB
Checked
VG.002
Boundable geometry primitives must have valid extent values
N · Px
Checked
VG.003
Only include geometry that contributes to visualization or simulation
—
Planned
VG.004
Use efficient mesh boundaries for performance
—
Planned
VG.005
Meshes should maintain appropriate scale and boundary volumes
—
Planned
VG.006
Meshes should not overlap unnecessarily
—
Planned
VG.007
Mesh geometry must be manifold
—
Planned
VG.008
Meshes should not share the exact same space
—
Planned
VG.009
Use indexed primvars when values are repeated
—
Checked
VG.010
Use subdivision only when needed for smooth surfaces or displacement
—
Checked
VG.011
Only include primvars that are actively used
—
Checked
VG.012
Combine small meshes into larger ones where appropriate
—
Planned
VG.013
Use appropriate tessellation density for geometry
—
Planned
VG.014
Mesh topology must be valid
N · Px
Checked
VG.015
Use time samples only when attribute values change
—
Checked
VG.016
Each vertex position should be unique
—
Planned
VG.017
Avoid tessellating primitive shapes
—
Checked
VG.018
Mesh topology should be without unused vertices, edges, or faces
—
Planned
VG.019
Faces should have non-zero area
—
Planned
VG.020
The values of points must not exceed the limit at which a given precision can be represented using 32-bit floats
—
Checked
VG.021
Meshes 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-gons
—
Checked
VG.022
Transparent physical bodies should be watertight to allow for simulation of light transmission and refraction
—
Planned
VG.023
Meshes should be positioned with xform ops rather than by “baking” transformations into point positions
—
Checked
VG.024
Repeated occurrences of identically shaped objects should have identical mesh connectivity
—
Planned
VG.025
Geometry shall be defined as such that the asset is correctly positioned and oriented at the origin (0,0,0)
N · Px
Checked
VG.026
The 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 points
—
Planned
VG.027
All non-subdivided meshes must have normals
N · Px
Checked
VG.028
Mesh normals values must be valid to produce correct shading
N · Px
Checked
VG.029
The winding order of faces in a mesh must correctly represent the orientation (front/back) of the face
N · Px
Checked
VG.MESH.001
All geometry shall be represented as non-subdivided mesh primitives using the UsdGeomMesh schema
Rigid bodies cannot be part of a scene graph instance
N · Px · Is · RB
Checked
RB.006
Rigid bodies can not be nested unless xformOp reset xform stack is used
N · Px · Is · RB
Checked
RB.007
Rigid bodies or their descendant collision shapes must have a mass specification
N · Px · Is · RB
Checked
RB.008
Rigid bodies or their descendent collision shapes may have detailed mass properties including density, center of mass, and inertia tensor
—
Checked
RB.009
Rigid bodies have to be UsdGeomXformable prims without skew matrix
N · Px · Is · RB
Checked
RB.010
Invisible collision meshes must have their purpose attribute set to ‘guide’ to be properly excluded from rendering
N · Px · Is · RB
Checked
RB.011
Rigid 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 traversal
RB
Checked
RB.012
Rigid bodies should not be nested unless they are connected by a joint
RB
Checked
RB.COL.001
Colliding Gprims must apply the Collision API
N · Px · Is · RB
Checked
RB.COL.002
UsdPhysicsMeshCollisionAPI may only be applied to UsdGeom.Mesh prims, and any prim with MeshCollisionAPI must also have UsdPhysicsCollisionAPI applied
N · Px · Is · RB
Checked
RB.COL.003
The Mesh Collision API can only be assigned to Mesh Prims
N · Px · Is · RB
Checked
RB.COL.004
The collision shape scale must be uniform for the following geometries: Sphere, Capsule, Cylinder, Cone & Points
Validate that each driven joint has correct drive configuration and joint state, including required limits and consistency checks against the current joint state values
RB
Planned
DJ.002
Driven joints must implement proper joint state API for simulation state management
RB
Planned
DJ.003
Driven joints must maintain correct transform relationships and state consistency
RB
Planned
DJ.004
PhysX driven joints must implement drive API or mimic functionality for controlled motion
RB
Planned
DJ.005
PhysX driven joints must have appropriate maximum velocity limits configured
RB
Planned
DJ.006
Drive joint parameters must be within reasonable ranges for stable simulation. The joint parameters should not be excessively big and should be natural numbers
RB
Planned
DJ.007
Mimic API configuration must be properly validated for coordinated joint motion
RB
Planned
DJ.008
Robot schema joints must exist and be properly defined for Isaac Sim integration
RB
Planned
DJ.009
Robot schema links must exist and be properly connected to joints for kinematic chain definition
RB
Planned
DJ.010
Robot joint and link relationships must be validated for proper kinematic tree structure
RB
Planned
DJ.011
The 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 ignored
Every mesh collider (Mesh prim with USDPhysics.CollisionAPI and USDPhysics.MeshCollisionAPI) must have an SDF (Signed Distance Field) approximation for efficient collision detection
CollisionAPI may only be applied to a UsdGeom Gprim or to an Xform that has PhysxMeshMergeCollisionAPI and whose collisionmeshes collection includes at least one Gprim
RB
Planned
PHYSX.COL.002
MeshCollisionAPI may only be applied to a UsdGeom Mesh or to a prim that has PhysxMeshMergeCollisionAPI. CollisionAPI is required whenever MeshCollisionAPI is applied
In 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 grippers
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.003
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.004
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.005
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.006
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.007
named by a feature manifest; ships no requirement document at this release
RB
Planned
RC.008
Robot 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”
RB
Planned
RC.009
The 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 types
The 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 duplicates
Pkg
Planned
PKG.CONF.001
Packages MAY include conformance metadata files recording SimReady Foundations validation results, following defined naming and JSON schema conventions
Pkg
Planned
PKG.CONF.002
Packages MAY include an OpenUSD root layers metadata file declaring the top-level USD entry points that should be validated as self-contained assets
—
Planned
PKG.DEF.001
Each package MUST have exactly one valid package definition with a globally unique, case-insensitive, immutable identity, placed at the package root alongside a .metadata/ folder
Pkg
Planned
PKG.HASH.001
Hash 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 requirement
Pkg
Planned
PKG.META.001
Metadata files MUST be JSON with UTF-8 encoding, use reverse domain naming, and follow write-once semantics