Agent Skillsisaac-sim/IsaacSim › isaac-sim-troubleshooting

isaac-sim-troubleshooting

GitHub

针对Isaac Sim 6处理大型USD场景时的卡顿、冻结及性能问题提供诊断与修复指南,涵盖启动、加载、渲染等环节。

skills/isaac-sim-troubleshooting/SKILL.md isaac-sim/IsaacSim

Trigger Scenarios

Isaac Sim启动或阶段加载时卡死 MDL/着色器编译耗时过长 物理模拟或Replicator渲染挂起 Nucleus远程资产获取失败 OOM崩溃或内存溢出

Install

npx skills add isaac-sim/IsaacSim --skill isaac-sim-troubleshooting -g -y
More Options

Use without installing

npx skills use isaac-sim/IsaacSim@isaac-sim-troubleshooting

指定 Agent (Claude Code)

npx skills add isaac-sim/IsaacSim --skill isaac-sim-troubleshooting -a claude-code -g -y

安装 repo 全部 skill

npx skills add isaac-sim/IsaacSim --all -g -y

预览 repo 内 skill

npx skills add isaac-sim/IsaacSim --list

SKILL.md

Frontmatter
{
    "name": "isaac-sim-troubleshooting",
    "description": "Isaac Sim 6 (Kit 110) hang\/freeze\/perf reference for large USD scenes. Startup hangs, stage loading, MDL\/shader compilation, physics stepping, Replicator, Hydra, Nucleus network, OOM crashes, perf tuning. Use when Isaac Sim hangs during stage load, shader compile, Nucleus fetch, physics, or Hydra render on factory\/warehouse-scale stages."
}

Isaac Sim 6 Troubleshooting — Large USD Scene Hangs

Diagnosis and resolution for Isaac Sim 6.0 (Kit 110) hangs, freezes, and perf degradation on large USD scenes (10K-150K+ prims, factory/warehouse twins).

Upstream debugging docs: docs/isaacsim/utilities/debugging/ (profiling, Python debugging tutorials). Pair this skill with profile-isaac-sim for Tracy-based diagnosis.

Quick Diagnosis Flowchart

Isaac Sim hangs/freezes
    |
    +-- During startup (before stage load)?
    |       -> Section 1: Startup Hangs
    |
    +-- During stage open / USD loading?
    |       -> Section 2: Stage Loading Hangs
    |
    +-- During shader/material compilation?
    |       -> Section 3: MDL/Shader Compilation
    |
    +-- During physics stepping / `SimulationManager` setup or timeline play?
    |       -> Section 4: Physics Hangs
    |
    +-- During Replicator / sensor capture?
    |       -> Section 5: Replicator Hangs
    |
    +-- During rendering (viewport frozen)?
    |       -> Section 6: Hydra/Rendering Hangs
    |
    +-- Nucleus/remote asset fetch?
    |       -> Section 7: Nucleus Network Hangs
    |
    +-- OOM crash or memory spike?
    |       -> Section 8: Memory Issues
    |
    +-- Slow but not frozen?
            -> Section 9: Performance Optimization

Section 1: Startup Hangs

Common Causes and Fixes

1. Extension conflict (circular import)

./isaac-sim.sh --/app/extensions/exclude='["problematic.extension"]'

2. Renderer initialization freeze

./isaac-sim.sh --vulkan         # Force Vulkan
./isaac-sim.sh --reset-user     # Reset user settings

3. Thread over-subscription on high-core-count CPUs

./isaac-sim.sh \
    --/plugins/carb.tasking.plugin/threadCount=16 \
    --/plugins/omni.tbb.globalcontrol/maxThreadCount=16
simulation_app = SimulationApp({"headless": False, "limit_cpu_threads": 16})

4. Nucleus login popup hang — Force-kill Isaac Sim and restart. Complete login before proceeding.

Section 2: Stage Loading Hangs

Diagnosis

Check layer count:

for layer in stage.GetUsedLayers():
    print(f"  {layer.GetDisplayName()} ({layer.GetFileFormat().formatId})")

If layer count > 1,000, this is the primary bottleneck.

Common Causes

1. Excessive layer count (>1,000 layers)

Strategy Cold Load Layers
Per-asset files 4 min 11,488
Library packaging 53s 8

Fix: Package assets into library layers (consolidate per-asset files into a small number of library .usd/.usdc layers; see usd-composition-architecture for the layered-asset pattern).

2. Missing/broken references — Cause USD to try every resolver including network fallbacks. Fix: Audit references:

from pxr import Sdf
for layer in stage.GetUsedLayers():
    for ref in layer.GetExternalReferences():
        if not os.path.exists(ref):
            print(f"MISSING: {ref}")

Section 3: Shader/MDL Compilation

  • First launch always compiles MDL shaders — can take 5-15 minutes, normal
  • Subsequent launches use shader cache
  • Cache location: ~/.nvidia-omniverse/data/Kit/Isaac-Sim/shader_cache/
  • Force rebuild: delete cache folder

Section 4: Physics Hangs

Physics setup / first-play hangs (SimulationManager.setup_simulation, timeline.play(), or the legacy world.reset() flow — see Renaming Extensions to migrate off omni.isaac.core.World): usually caused by:

  • PhysicsScene not yet defined when physics starts.
  • Too many contact pairs on the first step.
  • GPU dynamics enabled with too many rigid bodies (>100K).

Fix:

# Ensure PhysicsScene exists before reset
if not stage.GetPrimAtPath("/World/PhysicsScene"):
    ps = UsdPhysics.Scene.Define(stage, "/World/PhysicsScene")

# Reduce initial contact storm
px_scene.CreateEnableStabilizationAttr().Set(True)

Section 5: Replicator Hangs

  • rep.orchestrator.run() hangs: ensure the timeline is playing (omni.timeline.get_timeline_interface().play() or isaacsim.core.experimental.utils.app.play(commit=True)) before invoking.
  • step_async() never completes: use await rep.orchestrator.step_async() correctly inside an async context.
  • Frame capture hangs: call app_utils.update_app() (or a simulation_app.update()) once before capture so the renderer has a fresh frame.

Section 6: Rendering (Hydra) Hangs

  • Viewport black and frozen: Check GPU memory (nvidia-smi)
  • RTX renderer OOM: Reduce texture streaming budget:
    carb.settings.get_settings().set("/rtx/resourcemanager/textureMipCountBudget", 256)
    

Section 7: Nucleus Network Hangs

  • Set timeout: carb.settings.set("/omni/client/timeout_seconds", 10.0)
  • Use local assets when possible: Copy needed USDs to local disk
  • Disable Nucleus: Launch with --/omni/client/enabled=false for local-only work

Section 8: Memory Issues

  • Prims > 150K: Enable instancing (UsdGeom.PointInstancer)
  • Textures: Use texture atlases, reduce resolution
  • Monitor: watch -n1 'nvidia-smi --query-gpu=memory.used,memory.free --format=csv'

Section 9: Performance Optimization

  • Layer count: Package into library layers (see Section 2)
  • Mesh instancing: Use PointInstancer for repeated assets
  • Payload loading: Mark large sub-scenes as unloaded payloads
  • Physics: Reduce collision mesh complexity for non-critical objects

Version History

  • 9870150 Current 2026-07-25 08:49

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Metadata

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Version
9870150
Hash
605af696
Indexed
2026-07-25 08:49

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