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  • Beta β€” occasional failures. Gizmo is in beta, so you may see occasional asset failures during generation. Regenerating usually resolves it, and a failed asset doesn’t block the rest of the scene from completing.
  • Generation time. Large or complex assets can take several minutes. Progress streams into the editor as the agent works through each stage, so you can watch the asset being built rather than waiting for a single final result.
  • Browser physics. The browser preview is intended for quick inspection, not as a replacement for final Isaac Sim, MuJoCo, or Gazebo validation.
  • Lossy formats. GLB export is visual-only and lossy. For robotics use cases, prefer USD, MJCF, or SDF.
  • Reference images. Attaching a reference image significantly improves output quality. The agent uses it for component counting, proportions, material identification, and final review.
  • Premade catalog. For common objects (chairs, tables, shelves, appliances), check the premade catalog first β€” it’s faster than generating from scratch and the assets are physics-validated.
  • Deformable physics is opt-in. Soft-body and deformable simulation is disabled by default β€” most simulations do not require it, and enabling it everywhere would add unnecessary solver cost. To enable it for a specific asset, navigate to Physics β†’ Deformable in the right-hand inspector and toggle it on.
  • Unexpected joint behavior. If a joint behaves unexpectedly, check the joint axis convention first (see Joints and Physics).
  • Older assets. If a transparent surface (e.g., glass) renders as plastic on an asset generated before recent material-normalization fixes, regenerate it.
  • API rate limits. Default rate limits are 100 requests/minute per key. Check X-RateLimit-Remaining headers to avoid throttling.