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Isaac Sim MCP Server

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Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
ARK_API_KEYNoOptional: Your beaver3d API key for 3D generation
BEAVER3D_MODELNoOptional: Your beaver3d model name for 3D generation
ISAAC_MCP_PORTNoPort for the MCP server to listen on8766
NVIDIA_API_KEYNoOptional: Your NVIDIA API key for 3D generation

Capabilities

Features and capabilities supported by this server

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_scene_infoA

Ping the Isaac Sim extension server and return scene information including stage path, assets root, and prim count.

create_physics_sceneA

Create a physics scene with ground plane. Call get_scene_info first to verify connection.

Args: gravity: Gravity vector [x, y, z]. Default is standard gravity. scene_name: Name for the physics scene prim.

clear_sceneA

Remove all prims from the scene.

Args: keep_physics: If True, keep physics scene prims.

list_primsA

List all prims in the scene, optionally filtered by type.

Args: root_path: Root path to start listing from. prim_type: Filter by prim type (e.g. "Mesh", "Xform").

get_prim_infoB

Get detailed information about a specific prim.

Returns type, world-space position, and children. For geometric prims (Cube, Sphere, Cylinder, Cone, Capsule), also returns actual_size [x, y, z] in meters accounting for scale and default primitive dimensions.

Args: prim_path: The USD prim path to inspect.

list_environmentsA

List all available environments discovered from the Isaac Sim asset server. Includes warehouses, offices, outdoor scenes, and more.

load_environmentA

Load a pre-built environment into the scene. Supports fuzzy matching. Call list_environments first to see available options.

Args: environment: Environment name or search term (e.g. "warehouse", "hospital", "office"). prim_path: Prim path for the loaded environment.

create_objectA

Create a primitive object (Cube, Sphere, Cylinder, Cone, Capsule, Plane).

The scale parameter multiplies the primitive's default size. For example, a Cube has default size 2.0, so scale=[0.5, 0.5, 0.5] creates a 1.0m cube.

Returns prim_path, actual_size [x, y, z] in meters, and bounding_box (min/max corners in world coordinates) so you can accurately place other objects relative to this one (e.g. placing a cube on top of a table).

Args: object_type: Type of primitive — Cube, Sphere, Cylinder, Cone, Capsule, or Plane. position: [x, y, z] world position. rotation: [rx, ry, rz] rotation in degrees. scale: [sx, sy, sz] scale factors. color: [r, g, b] color values (0-1). physics_enabled: Enable physics on this object. prim_path: Custom prim path. Auto-generated if not provided.

delete_objectB

Delete an object from the scene.

Args: prim_path: The prim path of the object to delete.

transform_objectA

Set the transform (position, rotation, scale) of an existing object.

Args: prim_path: The prim path of the object to transform. position: [x, y, z] new world position. rotation: [rx, ry, rz] new rotation in degrees. scale: [sx, sy, sz] new scale factors.

clone_objectA

Duplicate an existing object to a new prim path.

Args: source_path: Prim path of the object to clone. target_path: Prim path for the cloned object. position: [x, y, z] position for the clone. Keeps original position if not set.

create_lightB

Create a light in the scene.

Args: light_type: Type of light — DistantLight, DomeLight, SphereLight, RectLight, DiskLight, or CylinderLight. position: [x, y, z] world position. intensity: Light intensity. color: [r, g, b] light color (0-1). rotation: [rx, ry, rz] rotation in degrees. prim_path: Custom prim path. Auto-generated if not provided.

modify_lightC

Modify properties of an existing light.

Args: prim_path: The prim path of the light to modify. intensity: New intensity value. color: [r, g, b] new light color (0-1).

create_robotA

Create a robot in the scene from the Isaac Sim asset library.

Supports fuzzy matching — e.g. "franka", "spot", "g1", "go1". Call list_available_robots first to see all available robots. Call create_physics_scene before creating robots.

Returns prim_path, robot_key, joint_names, and num_dof so you can immediately use set_joint_positions without a follow-up get_robot_info call.

Args: robot_type: Robot name or search term. Fuzzy matched against available robots. position: [x, y, z] world position. name: Custom name for the robot prim. prim_path: Exact USD prim path (e.g. "/World/Franka"). Overrides name-based path.

list_available_robotsA

List all available robots discovered from the Isaac Sim asset server. Returns robot keys, descriptions, manufacturers, and asset paths. The list is auto-discovered at startup and reflects the actual assets available in your Isaac Sim version.

refresh_robot_libraryA

Force re-scan the asset server for available robots. Use this if new robot assets were added.

get_robot_infoA

Get robot joint information including names, DOF count, joint types, and limits.

Call this after create_robot to understand the robot's kinematic structure. Returns joint names ordered by DOF index, joint types (revolute/prismatic), and joint limits (degrees for revolute, meters for prismatic).

Args: prim_path: The prim path of the robot.

set_joint_positionsA

Set target joint positions on a robot via ArticulationAction.

Units: radians for revolute joints, meters for prismatic joints (e.g. gripper fingers). Use get_robot_info to discover joint names, types, and limits first. After calling this, use step_simulation to advance and observe the result — do not use play_simulation + sleep.

Args: prim_path: The prim path of the robot. joint_positions: List of target joint position values. joint_indices: Optional list of joint indices to set. Sets all joints if not provided.

get_joint_positionsA

Read current joint positions from a robot.

Units: radians for revolute joints, meters for prismatic joints. Joint order matches the joint_names from get_robot_info. For a combined step-and-read, prefer step_simulation with observe_joints.

Args: prim_path: The prim path of the robot.

create_cameraA

Add a camera sensor to the scene.

Args: prim_path: Prim path for the camera. position: [x, y, z] world position. rotation: [rx, ry, rz] rotation in degrees. resolution: [width, height] image resolution. Default 1280x720.

capture_imageA

Capture an RGB image from a camera sensor.

Args: prim_path: Prim path of the camera. output_path: File path to save the image. Returns metadata only if not set.

create_lidarB

Add a lidar sensor to the scene.

Args: prim_path: Prim path for the lidar. position: [x, y, z] world position. rotation: [rx, ry, rz] rotation in degrees. config: Lidar configuration name (e.g. "Example_Rotary").

get_lidar_point_cloudB

Get point cloud data from a lidar sensor.

Args: prim_path: Prim path of the lidar sensor.

create_materialA

Create a PBR or physics material.

Args: material_type: "pbr" for visual material or "physics" for physics material. prim_path: Prim path for the material. Auto-generated if not set. color: [r, g, b] diffuse color (0-1). PBR only. roughness: Surface roughness (0-1). PBR only. metallic: Metallic value (0-1). PBR only.

apply_materialC

Bind a material to an object.

Args: material_path: Prim path of the material. target_prim_path: Prim path of the object to apply the material to.

import_urdfB

Import a robot from a URDF file into the scene.

Args: urdf_path: Path to the URDF file. prim_path: Prim path for the imported robot. position: [x, y, z] world position.

load_usdB

Load a USD asset from a URL or file path into the scene.

Args: usd_url: URL or local path to the USD file. prim_path: Prim path for the loaded asset. position: [x, y, z] world position. scale: [sx, sy, sz] scale factors.

search_usdA

Search the NVIDIA USD asset library by text description, then load the best match.

Args: text_prompt: Text description of the 3D asset to search for. target_path: Prim path for the loaded result. position: [x, y, z] world position. scale: [sx, sy, sz] scale factors.

generate_3dB

Generate a 3D model from text or image using Beaver3D, then load it into the scene.

Args: text_prompt: Text description for 3D generation. image_url: URL of an image for 3D generation. position: [x, y, z] world position for the generated model. scale: [sx, sy, sz] scale factors.

play_simulationB

Start the physics simulation.

pause_simulationB

Pause the physics simulation.

stop_simulationB

Stop the physics simulation.

step_simulationA

Step the simulation forward by N frames, then observe prim and joint states.

This is the primary tool for debugging robot behavior. Use it instead of play_simulation + sleep + execute_script. The observe parameters let you inspect positions, velocities, and joint states in a single call.

Typical debug loop:

  1. set_joint_positions to command the robot

  2. step_simulation with observe_prims and observe_joints

  3. get_joint_config if drives are not tracking correctly

  4. get_physics_state if objects are not behaving as expected

  5. Adjust and repeat

Args: num_steps: Number of simulation frames to step. observe_prims: List of prim paths to observe (returns position + velocity). observe_joints: List of articulation prim paths to observe (returns joint positions).

set_physics_paramsB

Configure physics engine parameters.

Args: gravity: Gravity vector [x, y, z]. time_step: Physics time step in seconds. gpu_enabled: Enable GPU-accelerated physics.

get_isaac_logsA

Diagnostic tool: get recent warnings and errors from the Isaac Sim console.

Call this after any tool returns an error, after simulation behavior is unexpected, or after execute_script / reload_script fails. Helps diagnose physics warnings, collision issues, and script errors that are not surfaced in tool responses.

Args: clear: Clear the log buffer after reading. Default True. count: Maximum number of log entries to return.

get_simulation_stateA

Get the current simulation state including timeline status (playing/stopped/paused), simulation time, and physics dt. Call this to verify the simulation is running before using step_simulation.

get_physics_stateA

Diagnostic tool: get physics state for a prim.

Returns rigid body status, mass, velocities, kinematic flag, and collision info. Call this when:

  • Objects fall through the ground (check collision enabled)

  • Objects don't move when expected (check is_kinematic, mass)

  • Grasping fails (check collision on gripper fingers and target object)

Args: prim_path: USD path to the prim to inspect.

get_joint_configA

Diagnostic tool: get joint drive configuration for a robot articulation.

Returns stiffness, damping, limits, target vs actual positions, and position error for each joint. Call this when:

  • Joint drives are not tracking targets (check position_error)

  • Joints are oscillating or unstable (check stiffness/damping ratio)

  • Joints hit limits unexpectedly (check lower_limit/upper_limit)

Args: prim_path: USD path to the robot articulation root.

execute_scriptA

Escape hatch: execute arbitrary Python code in Isaac Sim.

PREFER named tools over this for: reading/setting joints (set_joint_positions, get_joint_positions), inspecting state (get_prim_info, get_physics_state, get_joint_config), stepping simulation (step_simulation), and checking logs (get_isaac_logs).

USE this for: operations no named tool covers, such as creating Action Graphs, computing IK, setting up physics callbacks, or configuring advanced USD properties.

For persistent controllers (>20 lines), write a .py file and load it with reload_script instead of pasting code here.

Args: code: Python code to execute in the Isaac Sim context. cwd: Optional working directory to add to sys.path before execution.

reload_scriptA

Load a Python controller or module into Isaac Sim from a file on disk.

Use this instead of execute_script for persistent controllers, state machines, or any code longer than ~20 lines. Workflow:

  1. Write the controller as a .py file

  2. reload_script to load it into Isaac Sim

  3. step_simulation to debug the behavior

  4. Edit the file and reload_script again to iterate

The file's directory is auto-added to sys.path.

Args: file_path: Path to the Python file on disk. module_name: Optional module name to reload (e.g. 'my_controller').

create_action_graphA

Create and wire an OmniGraph Action Graph.

Builds a complete Action Graph with nodes, connections and attribute values using og.Controller.edit(). This is the programmatic equivalent of creating an Action Graph in the visual editor.

Args: graph_path: USD prim path for the graph (default "/World/ActionGraph"). nodes: List of node definitions. Each dict has: - "path": Node path relative to graph (e.g. "OnPlaybackTick") - "type": OmniGraph node type (e.g. "omni.graph.action.OnPlaybackTick") connections: List of [source_attr, target_attr] pairs for wiring nodes. Each attr is "NodePath.outputs:attrName" or "NodePath.inputs:attrName". values: List of attribute value overrides. Each dict has: - "attr": Full attribute path (e.g. "ScriptNode.inputs:script") - "value": The value to set evaluator: Graph evaluator type (default "push"). script_file: Convenience shortcut — path to a local Python script file. When provided, automatically creates OnPlaybackTick → ScriptNode nodes, wires them, and attaches the script file (sets usePath + scriptPath). The nodes and connections parameters are ignored when script_file is set.

Example (inline script): create_action_graph( values=[ {"attr": "ScriptNode.inputs:script", "value": "def compute(db): ..."} ] )

Example (script file — one-step): create_action_graph( script_file="/path/to/controller.py" )

edit_action_graphA

Edit an existing OmniGraph Action Graph: set attribute values or add connections.

Use this to update ScriptNode scripts (inline or file path), change attribute values, or add new connections on an already-created graph.

For ScriptNode with a local file script, set both usePath and scriptPath: values=[ {"attr": "ScriptNode.inputs:usePath", "value": true}, {"attr": "ScriptNode.inputs:scriptPath", "value": "/path/to/script.py"} ]

For ScriptNode with inline script: values=[ {"attr": "ScriptNode.inputs:usePath", "value": false}, {"attr": "ScriptNode.inputs:script", "value": "def compute(db): ..."} ]

Args: graph_path: USD prim path of the existing graph (default "/World/ActionGraph"). values: List of attribute value overrides. Each dict has: - "attr": Attribute path relative to graph (e.g. "ScriptNode.inputs:script") - "value": The value to set connections: List of [source_attr, target_attr] pairs to add.

Prompts

Interactive templates invoked by user choice

NameDescription

No prompts

Resources

Contextual data attached and managed by the client

NameDescription

No resources

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