This page is a stub. A human will curate and expand it before publishing.
The fields
- Physics timestep (dt) — how far the simulator advances per step, in seconds. Smaller is more accurate and proportionally more expensive. Match your training dt if you care about matching a policy’s behaviour.
- Pacing — whether one second of simulated time takes one second of real time. Leave on Auto unless you know you want otherwise; navigation and mapping stacks plan against the clock and need real time. Custom multiplier lets a headless run go faster than real time.
- Stream frequency (Hz) — how often the simulation publishes robot state and camera frames to controllers. Keep it at or above your policy’s control rate.
- Range sensor rate (Hz) — how often simulated LiDAR, radar and pointcloud sensors scan.
- Range self-hit fallback — what a beam does when the first thing it meets is the robot’s own body, or something closer than the sensor’s minimum range. Off by default: the beam reports no return, which is what a physical scanner does when its own chassis is in the way. Turn it on and the beam continues past the obstruction and reports whatever is behind it — useful if you specifically want the older behaviour, but those are returns a real robot never produces.
If a simulation runs slow or stutters
Lower the range sensor rate first. Simulated range sensors are usually the most expensive thing in a scene: every scan traces a ray for each beam, and a high-resolution lidar scanning at full rate can consume most of a simulation’s budget on its own. Dropping it to a few Hz often restores smooth motion with no visible change to navigation. If that isn’t enough, in rough order:- Check the range self-hit fallback is off. It is off by default, and on a robot whose scanner can see its own legs or wheels, resolving those beams costs far more than every other beam combined.
- Raise the physics timestep — this is the cheapest large gain. Watch for robots jittering against the floor or sinking into it, which means you have gone too far.
- Lower the stream frequency, as long as it stays at or above your controller’s rate.
- Reduce the sensor’s own resolution on the asset (its points-per-second and update rate), which lowers the cost of every individual scan rather than the number of scans.
0 removes the separate budget and scans on
every stream pass — the older behaviour, and rarely what you want on a scene with
a real lidar on it.