You want to build robot behavior but don’t have the hardware yet—or it’s too expensive, fragile, or simply not here. Simulation lets you iterate on control, perception, and integration before a single bolt is tightened. The trick is choosing the right simulator for your problem, and knowing what sim can validate—and what it can’t. This guide starts broad, then narrows to a concrete example: Unitree H1 in MuJoCo vs Isaac Sim.
Why simulate before hardware
When it saves time/money
- Rapid iteration: change a controller parameter and rerun in seconds, not lab hours.
- Safety: push edge cases (falls, collisions, occlusions) without risking equipment or people.
- Parallelism: batch 100 experiments overnight.
- Synthetic data: generate labeled images/LiDAR for perception.
- Integration early: wire up ROS 2 nodes, logging, and supervision logic before you touch a motor.
When it doesn’t
- Tasks dominated by hardware-specific quirks (gear backlash, tendon routing, thermal drift, sensor aging).
- Tactile-rich manipulation that depends on skin friction/compliance details you can’t parameterize well.
- Human-in-the-loop safety/ergonomics or certification paths that require real-world validation.
How to choose a simulator (engineer’s criteria)
- Physics & contacts: stability at small time-steps, contact model realism, solver behavior under stacking/sliding.
- Rendering & sensors: photorealism, ray-traced cameras, programmable noise, LiDAR models.
- RL/parallelism: native vectorized rollouts, GPU utilization, headless runs.
- ROS 2 integration: out-of-the-box bridges, message rates, clock sync.
- Asset formats: URDF / SDF / MJCF / USD import/export and material/Joint limit fidelity.
- Licensing & cost: open vs commercial features.
- Hardware floor: CPU/GPU/VRAM needs.
- Ecosystem: tutorials, examples, active maintenance, robotics libraries.
A quick decision sketch
Landscape overview (practical profiles)
- Isaac Sim (Omniverse, PhysX 5, USD). Strong for photoreal sensors (RTX), dataset generation, and GPU-accelerated RL via Isaac Lab. Requires a modern RTX GPU; mid-range laptops struggle on complex scenes.
- MuJoCo (MJCF/URDF). Very fast, stable dynamics/contacts, ideal for locomotion/control research and RL. Light hardware footprint; visuals are functional rather than cinematic.
- Gazebo (Harmonic). ROS 2–first simulation for multi-robot/nav; decent sensors/physics; strong ecosystem.
- Webots. Friendly all-in-one with lots of built-in sensors; fast onboarding; open-source; good for education and early-stage prototypes.
- CoppeliaSim. Scriptable, supports multiple physics engines; handy for manipulators and algorithm demos; dual-license model.
- PyBullet. Simple API, CPU-friendly, great for quick tests; limited graphics realism.
- Drake. Engineering-grade multibody dynamics with hydroelastic contact; excellent for contact-rich analysis and planning; visualization is utilitarian.
- Unity (+ ROS/URDF). Best-in-class visuals and custom sensor logic; physics realism depends on your stack; great for perception/data generation, HIL/SITL hybrids.
Quick comparison of simulators
Simulator | Physics engine(s) | Sensors / Rendering | RL / Parallelism | ROS 2 Integration | Formats In | License | Hardware Floor (typ.) | Good For | Not Ideal For |
---|---|---|---|---|---|---|---|---|---|
Isaac Sim | PhysX 5 (TGS) | Photoreal, RTX cameras/LiDAR | Isaac Lab, GPU batches | Bridges & examples | URDF/MJCF → USD | Free tiers/comm | Desktop RTX, ≥8–12 GB VRAM | Perception, synthetic data, GPU RL | Low-end laptops, minimal-GPU setups |
MuJoCo | Native MuJoCo | Basic GL rendering | Popular in RL, fast CPU | Community bridges | MJCF/URDF | Apache-2.0 | Any modern CPU/GPU | Locomotion/control, fast iteration | Photoreal sensors |
Gazebo (Harmonic) | ODE/DART/Bullet (select.) | Decent sensors | Plugin-based | First-class ROS 2 | SDF/URDF | Apache-2.0 | Mid CPU + optional GPU | Multi-robot, nav stacks, ROS workflows | High-end photoreal + massive RL batching |
Webots | ODE (tuned) | Good built-in sensors | Supervisor APIs | ROS 2 interfaces | VRML/URDF | Open-source | Low–mid hardware | Teaching, quick proto, sensors-in-the-box | Cutting-edge RL scale / cinema visuals |
CoppeliaSim | Bullet/ODE/Vortex/… | Good, scriptable | Remote API | ROS/ROS 2 bridges | Importers incl. URDF | Dual (free/comm) | Mid hardware | Manipulators, scene scripting | Huge worlds, standardized RL labs |
PyBullet | Bullet | Basic | Gym-friendly, CPU | Community bridges | URDF/SDF | Open-source | Very low hardware | Prototyping, unit tests | Sensor realism, large worlds |
Drake | Drake Multibody | Utilitarian (MeshCat) | Analysis/simulation | Bindings exist | URDF/SDF | BSD | CPU-focused | Contact modeling, planner validation | Cinematic rendering, plug-and-play sensors |
Unity (+ ROS) | PhysX (Unity variant) | Excellent visuals | Custom (jobs/Burst) | Unity Robotics Hub | URDF via tools | Proprietary | GPU advised | Perception datasets, HIL/SITL | High-fidelity robot physics out-of-box |
What you can (and cannot) truly validate in sim
You can trust sim for
- Kinematics, high-level control loops (PID, MPC scaffolding) and baseline locomotion gaits.
- Navigation, planning, and collision checking; SLAM sanity checks with realistic noise.
- Perception pipelines with synthetic data (domain randomization helps a lot).
- Fault injection and safety logic (timeouts, watchdogs, recovery states).
Be cautious about
- Fine friction and contact transitions, gear backlash, tendon elasticity.
- Tactile nuance, deformables, and subtle compliance unless you fit parameters from real data.
- Aging/thermal effects, cabling, EMI, battery sag.
Shrinking sim-to-real
- Identify parameters from short hardware experiments; feed them back into sim.
- Domain randomization on masses, inertias, friction, textures, lighting, sensor noise.
- Keep controllers modestly robust (gain margins, saturation behavior, anti-windup).
- Log everything the same way in sim and real.
Narrowing once you pick a robot: Unitree H1
The moment you commit to a platform, your simulator shortlist shrinks. For Unitree H1, the practical options most teams consider first are MuJoCo and Isaac Sim.
MuJoCo + H1: what you get
- Why MuJoCo: fast, stable contact dynamics; excellent for gait tuning and control experiments on modest hardware.
- Assets: use an H1 MJCF/URDF model from community/official sources, or convert; verify joint limits, masses, and feet contact parameters.
- What you can validate: stand/step controllers, balance strategies, footstep planners, whole-body QP scaffolding; RL prototypes for locomotion.
- Limitations: basic sensors; no photoreal cameras/LiDAR; you’ll mock noise models yourself.
-
Quick start (sketch):
Tips: start at 1 kHz internal, 60 Hz control; tune
solref/solimp
and foot friction; add IMU noise in your wrapper.
Isaac Sim + H1: what you get
- Why Isaac: photoreal sensors, RTX ray-traced cameras/LiDAR for perception, synthetic datasets, and GPU-accelerated RL via Isaac Lab.
- Assets: import H1 URDF/MJCF to USD; check materials, inertia, and articulation drives.
- What you can validate: perception-heavy pipelines, multi-camera calibration logic, sim datasets; RL at scale on a good GPU; end-to-end stacks with ROS 2 bridges.
- Limitations: higher GPU/VRAM demand; heavier setup; you’ll spend time curating USD assets.
- Hardware hint: plan for a desktop RTX with ≥12 GB VRAM for comfortable work; lighter scenes can run on ~8 GB with reduced effects.
- Quick start (sketch):
MuJoCo vs Isaac Sim for Unitree H1 (deep dive)
Criterion | MuJoCo (H1) | Isaac Sim (H1) |
---|---|---|
Time to first steps | Hours (once model is in MJCF/URDF) | Half-day to a few days (import to USD, fix materials/articulation) |
Contact stability @ small dt | Very good with tuned solref/solimp |
Good; solver robust, but tune contact offsets & materials |
Sensor realism | Basic (mocked noise, minimal camera realism) | High (ray-traced RGB-D/LiDAR, controllable noise/lighting) |
RL throughput (single workstation) | High on CPU; easy vectorization | High on GPU with Isaac Lab; great for large batches |
Parallel rollouts | Easy headless, scale on CPU cores | Strong with GPU + headless; pipelines are heavier |
Import path & gotchas | MJCF native; URDF often fine; check feet friction & COM | URDF/MJCF → USD; verify joint axes, limits, material tags |
ROS 2 integration | Community packages; stable enough for pubs/subs | Official bridges; frequent examples and tools |
Hardware floor | Modest CPU/GPU; runs on laptops | Desktop RTX recommended; ≥12 GB VRAM for comfort |
Licensing | Apache-2.0 (open) | Free tiers; commercial options for teams |
Best-fit scenarios | Gait tuning, whole-body control, quick RL protos | Perception+control integration, synthetic data, GPU RL |
Clear anti-patterns | Photoreal datasets, complex sensor stacks | Minimal hardware, “just a laptop” expectations |
Minimal stacks to get productive (checklists)
Common
- ROS 2 (Humble/Jazzy), Python 3.10+,
colcon
,rclpy
/rclcpp
,rviz2
, bagging/logging. - Geometry/assets: URDF/SDF basics; understand inertia, limits, materials; know how to approximate friction and restitution.
- Measurement & QA: metrics on tracking error, energy, slip events, fall count; seed control.
MuJoCo path
mujoco
,mujoco-python
,gymnasium
(optional), your controller (QP/ID/PID).- Scripts for parameter sweeps (friction, mass, sensor noise).
- Simple ROS 2 bridge or pub/sub wrappers for testing planners.
Isaac path
- Isaac Sim + Python; USD asset pipeline; ROS 2 bridge; Isaac Lab if doing RL.
- Replicator-like tooling for synthetic data; headless rendering for dataset jobs.
- GPU monitoring & scene LOD discipline (textures, ray depth, shadows).
Cost & time reality check
- Typical savings: 1–4 weeks in early controller tuning and perception pipeline debugging; fewer broken parts; fewer lab bottlenecks.
- Don’t overfit to sim: run “ugly” scenarios (texture randomness, lighting shifts, pushed/pulled disturbances).
- Jump to hardware when: your bottleneck is tactile detail, human interaction/safety certification, or you’ve hit the limit of parameter identification.
Looking ahead
- USD everywhere: consistent assets across tools.
- Differentiable physics: better gradient-based tuning and parameter ID.
- Richer contacts/tactile: more honest friction/compliance models.
- Auto calibration: tighter real↔sim loops from short calibration runs.
Useful links
- Isaac Sim (NVIDIA Omniverse) — Docs and downloads; USD pipeline, RTX sensors, ROS 2 bridge, replicator, Isaac Lab hooks.
https://developer.nvidia.com/isaac-sim - Isaac Lab — Unified learning framework for robot RL on Isaac; tasks, examples, and GPU-friendly pipelines.
https://github.com/isaac-sim/IsaacLab - MuJoCo — Engine, Python APIs, viewer; MJCF format and control examples.
https://mujoco.org/ - MuJoCo Menagerie — Curated MJCF models (robots, sensors) for MuJoCo; good starting points for assets.
https://github.com/google-deepmind/mujoco_menagerie - Gazebo (Harmonic) — ROS 2–first simulator; multi-robot, sensors, nav stacks; SDF/URDF assets.
https://gazebosim.org/ - Webots — Open-source simulator with many built-in sensors and educational examples.
https://cyberbotics.com/ - CoppeliaSim — Scriptable robotics simulator with multiple physics engines and remote APIs.
https://www.coppeliarobotics.com/ - PyBullet — Lightweight physics and quick prototyping; Gym-style APIs.
https://pybullet.org/ - Drake — Multibody dynamics and hydroelastic contact; planning/controls focus.
https://drake.mit.edu/ - Unity Robotics Hub — URDF importer, ROS-TCP Connector, samples for perception/data-gen.
https://github.com/Unity-Technologies/Unity-Robotics-Hub - Unitree H1 models (community/official repos) — H1 URDF/MJCF/USD examples for MuJoCo/Isaac pipelines; verify parameters before use.
https://github.com/unitreerobotics/unitree_model
https://github.com/unitreerobotics/unitree_mujoco