list_prims
Inspect Isaac Sim scene hierarchy by listing prims under a path, filtered by type, with recursive mode to find nested prims or verify deletions.
Instructions
List the prims directly under root_path, optionally filtered by type.
One level deep by default, so list_prims("/") names /World and
/Environment rather than everything inside them — a robot alone is
hundreds of prims. The response echoes recursive so a shallow answer
is never mistaken for a complete one.
Pass recursive=True to walk the whole subtree. That is the one you want when checking whether something was really deleted, or when hunting a prim nested under a robot: a Camera at /World/Arm/EyeCam does not appear in a shallow listing of /World.
Args: root_path: Root path to start listing from. prim_type: Filter by prim type (e.g. "Mesh", "Xform"). With recursive=True, non-matching prims are still descended into, so a Camera under an Xform is found. recursive: Walk the entire subtree instead of one level.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| prim_type | No | ||
| recursive | No | ||
| root_path | No | / |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |