Isaac Teleop#
Isaac Teleop is the unified framework for high-fidelity egocentric and robot data collection. It provides a standardized device interface, a flexible graph-based retargeting pipeline, and works seamlessly across simulated and real-world robots.
Isaac Teleop replaces the previous native XR teleop stack (isaaclab.devices.openxr) in Isaac
Lab. For migration details see Migrating to Isaac Lab 3.0.
Tip
Just want to get running? Follow the Setting up Isaac Teleop with CloudXR how-to guide for installation and first-run steps, then come back here for deeper topics.
Supported Devices#
Isaac Teleop supports multiple XR headsets and tracking peripherals. Each device provides different input modes, which determine which retargeters and control schemes are available.
Device |
Input Modes |
Client / Connection |
Notes |
|---|---|---|---|
Apple Vision Pro |
Hand tracking (26 joints), spatial controllers |
Native visionOS app (Isaac XR Teleop Sample Client) |
Build from source; see Build and Install the Client App |
Meta Quest 3 |
Motion controllers (triggers, thumbsticks, squeeze), hand tracking |
CloudXR.js WebXR client (browser) |
|
Pico 4 Ultra |
Motion controllers, hand tracking |
CloudXR.js WebXR client (browser) |
Requires Pico OS 15.4.4U+; must use HTTPS mode |
Manus Gloves |
High-fidelity finger tracking (Manus SDK) |
Isaac Teleop plugin (bundled) |
Migrated from the now-deprecated |
Choose a Control Scheme#
The right combination of input device and retargeters depends on your task. Use this table as a starting point, then see the detailed pipeline examples below.
Task Type |
Recommended Input |
Retargeters |
Action Dim |
Reference Config |
|---|---|---|---|---|
Manipulation (e.g. Franka) |
Motion controllers |
|
8 |
|
Bimanual dex + locomotion (e.g. G1 TriHand) |
Motion controllers |
Bimanual |
32 |
|
Bimanual dex, fixed base (e.g. G1) |
Motion controllers |
Bimanual |
28 |
|
Complex dex hand (e.g. GR1T2, G1 Inspire) |
Hand tracking / Manus gloves |
Bimanual |
36+ |
|
Why motion controllers for manipulation? Controllers provide precise spatial control via a grip pose and a physical trigger for gripper actuation, making them ideal for pick-and-place tasks.
Why hand tracking for complex dex hands? Hand tracking captures the full 26-joint hand pose required for high-fidelity dexterous retargeting. This is essential when individual finger control matters.
How It Works#
The IsaacTeleopDevice is the main integration point between Isaac Teleop
and Isaac Lab. It composes three collaborators:
XrAnchorManager – creates and synchronizes an XR anchor prim in the simulation, and computes the
world_T_anchortransform matrix that maps XR tracking data into the simulation coordinate frame.TeleopSessionLifecycle – builds the retargeting pipeline, acquires OpenXR handles from Isaac Sim’s XR bridge (or, in standalone mode, creates its own OpenXR session through the CloudXR runtime – see Run Without a Headset (Standalone I/O)), creates the
TeleopSession, and steps it each frame to produce an action tensor.CommandHandler – lightweight callback registry for START / STOP / RESET commands. Scripts can register callbacks via
add_callback(), but the primary control path usespoll_control_events()(see Teleop Control States (Start / Stop / Reset)).
Session lifecycle details
The session uses deferred creation: if the user has not yet clicked “Start XR” in the Isaac
Sim UI, the session is not created immediately. Instead, each call to advance() retries
session creation until OpenXR handles become available. Once connected, advance() returns a
flattened action tensor (torch.Tensor) on the configured device. It returns None when
the session is not yet ready or has been torn down.
In standalone mode (Run Without a Headset (Standalone I/O)), creation is not gated on Kit XR handles – the session starts as soon as the CloudXR runtime is available.
Visualize XR Tracking#
Isaac Teleop can draw the raw XR tracking poses in the Isaac Lab world frame. Use this visualization to confirm that tracking data is available and aligned with the simulated robot:
red spheres show the 26 joints of each tracked hand when the retargeting pipeline contains a
HandsSource;RGB coordinate axes show the OpenXR aim pose of each tracked controller. The X, Y, and Z axes are red, green, and blue, respectively, and the controller’s
-Zaxis points forward in its natural pointing direction.
Enable the visualization when launching a teleoperation session:
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit \
--xr \
--enable_debug_visualization
./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit \
--xr \
--enable_debug_visualization
The --enable_debug_visualization flag is also available in scripts/tools/record_demos.py
and scripts/environments/teleoperation/teleop_replay_agent.py. The option is applied when the
Isaac Teleop device is created and cannot be toggled during a running device session. The markers
are diagnostic only and do not change the actions produced by the retargeting pipeline.
Note
Tracking markers are only visible when the Kit visualizer is active. A marker is created after the corresponding hand or controller first produces valid tracking data.
Teleop Control States (Start / Stop / Reset)#
Isaac Lab supports remote teleop control commands – start, stop, and reset – sent
from the XR headset to the simulation. These are used to begin and end demonstration recording,
pause the robot, or reset the environment without touching the simulation host. The same commands
can be driven locally without a headset via
request_start() /
request_stop() and reset()
(see Run Without a Headset (Standalone I/O)).
How it works#
By default, every IsaacTeleopCfg enables a control message channel
using the well-known UUID uuid5(NAMESPACE_DNS, "teleop_command"). The channel is created as
a teleop_control_pipeline inside TeleopCore’s TeleopSession, which means:
A
MessageChannelSourceopens an OpenXR opaque data channel (XR_NV_opaque_data_channel) with the agreed-upon UUID.The CloudXR JS client (or any other client) discovers the channel by UUID and sends UTF-8 JSON commands:
{"type": "teleop_command", "message": {"command": "start teleop"}} {"type": "teleop_command", "message": {"command": "stop teleop"}} {"type": "teleop_command", "message": {"command": "reset teleop"}}
A
TeleopMessageProcessorparses these payloads and produces boolean pulse signals (run_toggle,kill,reset).DefaultTeleopStateManagerconsumes the boolean signals, runs its state machine (edge detection, fail-safe), and producesteleop_state(one-hot) andreset_event(bool pulse) outputs.TeleopCore decodes these outputs into
ExecutionEventsand injects them into every retargeter’sComputeContext, so stateful retargeters can react to state changes (e.g. reinitializing cross-step state on reset).
Polling control events in your script#
Use poll_control_events() to read the latest control state each frame:
from isaaclab_teleop import poll_control_events
with IsaacTeleopDevice(cfg) as device:
running = False
while sim_app.is_running():
action = device.advance()
ctrl = poll_control_events(device)
if ctrl.is_active is not None:
running = ctrl.is_active # True after "start", False after "stop"
if ctrl.should_reset:
env.reset() # "reset" command received this frame
if action is not None and running:
env.step(action.repeat(num_envs, 1))
else:
env.sim.render()
ControlEvents has two fields:
is_active–Trueafter a “start” command,Falseafter “stop”,Nonewhen no command has been received yet (callers should leave their own flag unchanged).should_reset–Truefor exactly one frame after a “reset” command.
Disabling the control channel#
If you do not need headset-driven start/stop/reset (e.g. keyboard-only workflows), set
control_channel_uuid=None in your config:
IsaacTeleopCfg(
pipeline_builder=_build_my_pipeline,
control_channel_uuid=None, # no opaque data channel created
)
Using a custom channel UUID#
To use a different channel UUID (e.g. for a separate control protocol), pass any 16-byte
bytes value:
import uuid
MY_UUID = uuid.uuid5(uuid.NAMESPACE_DNS, "my_custom_control").bytes
IsaacTeleopCfg(
pipeline_builder=_build_my_pipeline,
control_channel_uuid=MY_UUID,
)
The CloudXR JS client must be updated to discover this UUID when sending commands.
Run Without a Headset (Standalone I/O)#
By default the teleop scripts drive Isaac Teleop through Isaac Sim’s Kit XR bridge, which renders the scene to a connected XR headset. When you only need Isaac Teleop as an input/output transport – for example a joint-space leader arm streaming encoder angles, or any non-XR device – you can run it standalone, with no Kit XR rendering.
The teleop_se3_agent.py and record_demos.py scripts select the mode with the --xr flag:
With
--xr– the full Kit XR path (headset rendering, anchor, hand / controller tracking).Without
--xr– Isaac Teleop creates and owns its own OpenXR session through the CloudXR runtime (create_isaac_teleop_device(..., use_kit_xr_bridge=False)); teleop input/output works headless, with no Kit XR rendering.
Starting teleop without a headset#
Without a headset there is no client to send the start command, so the scripts drive the state machine locally:
On startup they call
request_start(), which transitions the teleop state machine to RUNNING (see Teleop Control States (Start / Stop / Reset)) – so a headless session begins running immediately, with no headset UI.When a Kit viewport window is present, they also bind keys for interactive control:
Key
Action
BStart / resume teleoperation.
PPause teleoperation (robot holds position).
RReset the environment.
Both paths flow through the same state machine, so
request_start() /
request_stop() and remote headset commands are
interchangeable, and poll_control_events() stays authoritative.
Note
A clientless CloudXR runtime advertises no HMD, so the standalone OpenXR session needs a device
profile that reports a system without a connected client. The scripts default --cloudxr_env
to CLOUDXR_STANDALONE_ENV when --xr is omitted (and to cloudxrjs
when it is passed); see CloudXR Environment Profiles.
Example: SO-101 leader-arm joint teleoperation#
IsaacContrib-Stack-Cube-SO101-Joint-Teleop-v0 mirrors the joint angles streamed by a physical
SO-101 leader arm directly onto the simulated follower – no XR headset, inverse kinematics, or
anchor. Its pipeline is
JointStateSource -> JointStateRetargeter (mode="joint") -> TensorReorderer.
For the end-to-end walkthrough – building the plugin, hardware setup, calibration, launching, and recording a dataset – see Data Collection in Sim in the Isaac Teleop documentation. The prerequisites below are the minimum needed to get this example running.
Prerequisites#
SO-101 hardware: A physical SO-101 leader arm connected to the workstation over USB.
The
so101_leaderplugin, built from Isaac Teleop source: the leader’s joint state is streamed by a standalone C++ plugin that you run alongside the sim.Important
so101_leader_pluginis not shipped with Isaac Lab, is not part of theisaacteleoppip package, and is not in any release archive. It exists only after building the Isaac Teleop repository from source. Ifinstall/plugins/so101_leader/so101_leader_plugindoes not exist in your Isaac Teleop checkout, this step has not been completed.Install the build prerequisites first – a missing
clang-format-14is the most common cause of a failed build, because the format check is enforced by default on Linux:sudo apt-get update sudo apt-get install -y build-essential cmake libx11-dev clang-format-14 ccache patchelf
Then clone, configure, build, and install. To target a specific Python version, pass
-DISAAC_TELEOP_PYTHON_VERSION=3.12(or3.11,3.13) on the configure line; each version needs its own build directory if building multiple at once:git clone https://github.com/NVIDIA/IsaacTeleop.git cd IsaacTeleop cmake -B build # configure (default: Python 3.11) cmake --build build --parallel # build cmake --install build # install into ./install
The plugin is installed to
<IsaacTeleop>/install/plugins/so101_leader/so101_leader_plugin. Every later command in this section runs from the Isaac Teleop checkout root; substitute your own path for/path/to/IsaacTeleop. Verify the build by running the plugin with no arguments – that selects the synthetic backend, so it starts without any hardware attached:cd /path/to/IsaacTeleop ./install/plugins/so101_leader/so101_leader_plugin
See Build from Source for the full prerequisite list and all build options, and the build-troubleshooting table in Data Collection in Sim for common failures (including the
clang-format not found but ENABLE_CLANG_FORMAT_CHECK is ONCMake error).Calibration: The SO-101 arm must be calibrated before use. The plugin talks to the FEETECH servos directly – it has no
lerobotor FEETECH SDK dependency – so calibrate with its owncalibratesubcommand, which needs no OpenXR runtime:cd /path/to/IsaacTeleop ./install/plugins/so101_leader/so101_leader_plugin calibrate /dev/ttyACM0 so101_leader.calib
It runs two interactive steps (hold the arm at mid-range, then sweep every joint through its full range) and writes the calibration file, which the plugin reads at startup to map raw encoder values to joint angles. An existing LeRobot calibration
.jsoncan be passed instead. Running without calibration produces incorrect joint mappings and the follower arm will not track the leader.
Run the simulation#
The SO-101 workflow supports two monitoring modes – choose based on whether you have an XR headset available:
Without a headset (local viewport only)
Omit --xr. The sim runs in standalone mode and the teleop state machine starts automatically
on launch – no headset connection is needed (see Run Without a Headset (Standalone I/O)). Pass
--visualizer kit to watch the follower in the local Kit viewport; headless is the default.
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-Stack-Cube-SO101-Joint-Teleop-v0 \
--num_envs 1 \
--visualizer kit
./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-Stack-Cube-SO101-Joint-Teleop-v0 \
--num_envs 1 \
--visualizer kit
With a headset (immersive XR view)
Add --xr to stream the simulation to a Quest, Pico, or Apple Vision Pro headset while the
SO-101 leader arm still drives the follower joints. The retargeting pipeline is unchanged; --xr
only controls whether the scene is rendered to the headset. Follow the connection steps in
Connect an XR Device to pair the headset after launching.
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-Stack-Cube-SO101-Joint-Teleop-v0 \
--num_envs 1 \
--visualizer kit --xr
./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-Stack-Cube-SO101-Joint-Teleop-v0 \
--num_envs 1 \
--visualizer kit --xr
Start the plugin#
Isaac Lab does not spawn the plugin for you. Launch the sim first – it brings up the CloudXR runtime the plugin connects through – then, in a separate terminal, source the environment file the runtime writes on startup (this points the OpenXR loader at CloudXR) and start the plugin on the leader’s serial port:
cd /path/to/IsaacTeleop
source ~/.cloudxr/run/cloudxr.env
./install/plugins/so101_leader/so101_leader_plugin /dev/ttyACM0 so101_leader so101_leader.calib
Arguments are positional: [device_path] [collection_id] [calibration_file]. The
collection_id must stay so101_leader – that is the tensor collection this task’s
JointStateSource subscribes to.
Running the plugin with no arguments at all streams a synthetic trajectory on the default
so101_leader collection, which is a good way to confirm the sim side is wired up before
connecting hardware. Because the arguments are positional, there is no way to skip only the device
path while still passing the later two:
./install/plugins/so101_leader/so101_leader_plugin # synthetic, no hardware needed
See the SO-101 plugin README and Data Collection in Sim for all configuration options.
Start teleoperation#
Without ``–xr``: the script calls request_start()
automatically on startup, so the follower begins mirroring the leader immediately with no
additional input required.
With ``–xr``: a start command can be sent from the connected headset UI (Quest / Pico: the CloudXR.js Connect button; Apple Vision Pro: the Play button in the Isaac XR Teleop Sample Client). The SO-101 then begins driving the follower as soon as the headset sends the start command.
Regardless of mode, when the Kit viewport is open you can also control the session with keyboard shortcuts:
Key |
Action |
|---|---|
|
Start / resume teleoperation. |
|
Pause teleoperation (follower holds position). |
|
Reset the environment. |
Move the physical SO-101 leader arm and the simulated follower will mirror its joint angles in real
time. To record demonstrations from this task, run scripts/tools/record_demos.py with the same
--task and the plugin running in its second terminal – see Data Collection in Sim for the
full recording workflow and runtime troubleshooting.
Retargeting Framework#
Isaac Teleop uses a graph-based retargeting pipeline. Data flows from source nodes through retargeters and is combined into a single action tensor.
Source Nodes#
HandsSource– provides hand tracking data (left/right, 26 joints each).ControllersSource– provides motion controller data (grip pose, trigger, thumbstick, etc.).
Available Retargeters#
Retargeters are provided by the isaacteleop package from the
Isaac Teleop repository. The retargeters listed below
are those used by the built-in Isaac Lab environments. Isaac Teleop may offer additional
retargeters not listed here – refer to the
Isaac Teleop repository for the full set.
Se3AbsRetargeter / Se3RelRetargeter
Maps hand or controller tracking to end-effector pose. Se3AbsRetargeter outputs a 7D
absolute pose (position + quaternion). Se3RelRetargeter outputs a 6D delta.
Configurable rotation offsets (roll, pitch, yaw in degrees).
GripperRetargeter
Outputs a single float (-1.0 closed, 1.0 open). Uses controller trigger (priority) or thumb-index pinch distance from hand tracking.
DexHandRetargeter / DexBiManualRetargeter
Retargets full hand tracking (26 joints) to robot-specific hand joint angles using the
dex-retargeting library. Requires a robot hand URDF and a YAML configuration file.
Warning
The links used for retargeting must be defined at the actual fingertips, not in the middle of the fingers, to ensure accurate optimization.
TriHandMotionControllerRetargeter
Maps VR controller buttons (trigger, squeeze) to G1 TriHand joints (7 DOF per hand). Simple mapping: trigger controls the index finger, squeeze controls the middle finger, and both together control the thumb.
LocomotionRootCmdRetargeter
Maps controller thumbsticks to a 4D locomotion command:
[vel_x, vel_y, rot_vel_z, hip_height].
TensorReorderer
Utility that flattens and reorders outputs from multiple retargeters into a single 1D action
tensor. The output_order must match the action space expected by the environment.
The built-in Isaac Lab environments use these retargeters as follows:
Environment |
Retargeters Used |
|---|---|
Franka manipulation (stack, pick-place) |
|
G1 Inspire dexterous pick-place |
|
GR1-T2 dexterous pick-place |
|
G1 upper-body (fixed base) |
|
G1 loco-manipulation |
|
Teleoperation Environment Reference#
The tables below list every built-in Isaac Lab environment that supports teleoperation,
organized by input method. For closed-loop policy evaluation, the play script automatically
applies each environment config’s play_mode overrides; pass --train_env_cfg to
play the training configuration as-is.
Isaac Teleop (XR Headset) Environments#
These environments use the Isaac Teleop XR pipeline with motion controllers or hand tracking.
Task ID |
Input Mode |
Hands |
Operator Interaction |
|---|---|---|---|
|
Controllers |
Right |
Arm: right controller grip pose drives end-effector. Gripper: right trigger. |
|
Controllers |
Right |
Arm: right controller grip pose drives the end-effector via absolute IK (clutch-rebased; IK tracks position, orientation soft-weighted). Gripper: right trigger (analog). |
|
Hand tracking |
Both |
Arms: left/right hand wrist pose drives each end-effector.
Hands: full 26-joint hand tracking retargeted to 11 DOF per Fourier hand via |
|
Hand tracking |
Both |
Same as |
|
Hand tracking |
Both |
Same retargeting pipeline as |
|
Hand tracking |
Both |
Same retargeting pipeline as |
|
Hand tracking |
Both |
Arms: left/right hand wrist pose drives each end-effector.
Hands: full 26-joint hand tracking retargeted to 12 DOF per Inspire hand via |
|
Controllers |
Both |
Arms: left/right controller grip pose drives each end-effector. Hands: trigger closes index, squeeze closes middle, both together close thumb (7 DOF TriHand per hand). |
|
Controllers |
Both |
Arms: same as fixed-base G1 above. Hands: same TriHand mapping. Locomotion: left thumbstick = linear velocity (x/y), right thumbstick X = rotational velocity, right thumbstick Y = hip height. |
Tip
Controllers provide a grip pose plus physical buttons (trigger, squeeze, thumbstick), ideal for tasks that need a gripper or simple hand mapping. Hand tracking captures 26 wrist and finger joints per hand, required for dexterous retargeting to complex robot hands.
Keyboard and SpaceMouse Environments#
Note
Keyboard and SpaceMouse teleoperation uses the legacy native Isaac Lab teleop stack
(isaaclab.devices), not Isaac Teleop. These environments do not require an XR headset.
The device button layouts below apply to all environments in this section. Per-environment differences (gripper enabled/disabled, sensitivity) are noted in the environment table that follows.
Keyboard
Function |
Keys |
Description |
|---|---|---|
Position X |
|
Move end-effector forward / backward. |
Position Y |
|
Move end-effector left / right. |
Position Z |
|
Move end-effector up / down. |
Roll |
|
Rotate about X axis. |
Pitch |
|
Rotate about Y axis. |
Yaw |
|
Rotate about Z axis. |
Gripper toggle |
|
Open / close gripper or suction (disabled in Reach envs). |
Reset |
|
Clear accumulated delta pose and gripper state. |
SpaceMouse
Function |
Control |
Description |
|---|---|---|
Translation |
6-DOF knob |
Push/pull/slide the knob to move the end-effector in X/Y/Z. |
Rotation |
6-DOF knob |
Tilt/twist the knob to rotate the end-effector in roll/pitch/yaw. |
Gripper toggle |
Left button |
Open / close gripper or suction (disabled in Reach envs). |
Reset |
Right button |
Clear accumulated delta pose and gripper state. |
Gamepad (Reach environments only)
Function |
Control |
Description |
|---|---|---|
Position X / Y |
Left stick |
Move end-effector forward/backward and left/right. |
Position Z |
Right stick (up/down) |
Move end-effector up / down. |
Roll / Pitch |
D-Pad |
Left/right for roll, up/down for pitch. |
Yaw |
Right stick (left/right) |
Rotate about Z axis. |
Gripper toggle |
X button |
Open / close gripper (disabled in Reach envs). |
Task ID |
Devices |
Operator Interaction |
|---|---|---|
|
Keyboard, SpaceMouse |
Arm: end-effector pose via RMPFlow.
Gripper: |
Note: With the RMPFlow controller, avoid colliding with the cubes during teleoperation: contact forces cause the controller to overtune and the arm to drift. Move the end-effector close to and just above the cube, stop, then close the suction cup. |
Keyboard, SpaceMouse |
Arm: end-effector pose via RMPFlow.
Suction: |
|
Keyboard, SpaceMouse |
Same as left-arm gripper above with camera observations. |
|
Keyboard, SpaceMouse |
Arm: left-arm end-effector pose via RMPFlow.
Gripper: |
|
Keyboard, SpaceMouse |
Arm: right-arm end-effector pose via RMPFlow.
Gripper: |
|
Keyboard, SpaceMouse |
Arm: relative IK end-effector control.
Suction: |
|
Keyboard, SpaceMouse |
Same as long-suction UR10 above with a shorter suction cup. |
|
Keyboard, Gamepad, SpaceMouse |
Arm: relative IK end-effector control. Gripper disabled. |
Note
Humanoid arms (e.g. Galbot, Agibot) have joint limits that inverse kinematics must respect. The differential IK controller ignores these limits, so RMPFlow is preferred for teleoperating them as it enforces joint limits while solving IK. Consequently, the arm may occasionally stop responding when the commanded target pose is unreachable within those limits – this is expected, not a bug.
Leader-Arm Environments#
These environments are driven by a physical leader arm that streams joint angles over the Isaac Teleop tensor transport; the angles are mirrored directly onto the simulated follower with no XR headset or inverse kinematics. See Example: SO-101 leader-arm joint teleoperation above for the run command and pipeline.
Task ID |
Device |
Operator Interaction |
|---|---|---|
|
SO-101 leader arm |
Arm + gripper: the leader arm’s six joint angles (five arm DOF + gripper) are mirrored
onto the follower via |
Switch Between Controllers and Hand Tracking#
The retargeting pipeline determines whether an environment uses motion controllers or hand
tracking. Switching input modes requires changing the pipeline_builder function in your
environment config. No other environment-level changes are needed as long as the action
space (TensorReorderer output order) stays the same.
Controller to hand tracking
The key changes are:
Create a
HandsSourceand apply the world-to-anchor transform to it (instead ofControllersSource).Point the
Se3RetargeterConfig.input_deviceat the appropriateHandsSourcekey.Set
use_wrist_rotation=Trueanduse_wrist_position=Trueso that the SE3 retargeter reads from the hand wrist joint rather than the controller grip pose.The
GripperRetargeteralready supports both inputs – it uses the controller trigger when connected to aControllersSourceor thumb-index pinch when connected to aHandsSource.
Here is the Franka stack environment’s controller-based pipeline alongside a hand-tracking variant for comparison.
Original (controller-based):
# SE3: tracks right controller grip pose
se3_cfg = Se3RetargeterConfig(
input_device=ControllersSource.RIGHT,
use_wrist_rotation=False,
use_wrist_position=False,
target_offset_roll=90.0,
)
se3 = Se3AbsRetargeter(se3_cfg, name="ee_pose")
connected_se3 = se3.connect({
ControllersSource.RIGHT: transformed_controllers.output(
ControllersSource.RIGHT
),
})
Modified (hand-tracking-based):
se3_cfg = Se3RetargeterConfig(
input_device=HandsSource.RIGHT,
use_wrist_rotation=True,
use_wrist_position=True,
target_offset_roll=0.0,
)
se3 = Se3AbsRetargeter(se3_cfg, name="ee_pose")
transformed_hands = hands.transformed(transform_input.output(ValueInput.VALUE))
connected_se3 = se3.connect({
HandsSource.RIGHT: transformed_hands.output(HandsSource.RIGHT),
})
The GripperRetargeter needs no changes – it accepts both controller and hand inputs and
uses whichever source is connected.
Hand tracking to controller
Reverse the steps above: set input_device to a ControllersSource key, transform the
controllers instead of the hands, and set use_wrist_rotation=False and
use_wrist_position=False. Adjust target_offset_roll/pitch/yaw to account for the
controller grip frame orientation (typically 90 degrees roll for Franka-style grippers).
Note
When switching between input modes, you may need to tune the target_offset_roll,
target_offset_pitch, and target_offset_yaw values. Controller grip frames and hand
wrist frames have different default orientations relative to the robot end-effector.
Build a Retargeting Pipeline#
A pipeline builder is a callable that constructs the retargeting graph and returns an
OutputCombiner with a single "action" key. Here is a complete example for a Franka
manipulator (from stack_ik_abs_env_cfg.py):
def _build_franka_stack_pipeline():
from isaacteleop.retargeting_engine.deviceio_source_nodes import ControllersSource, HandsSource
from isaacteleop.retargeting_engine.interface import OutputCombiner, ValueInput
from isaacteleop.retargeters import (
GripperRetargeter, GripperRetargeterConfig,
Se3AbsRetargeter, Se3RetargeterConfig,
TensorReorderer,
)
from isaacteleop.retargeting_engine.tensor_types import TransformMatrix
# 1. Create input sources
controllers = ControllersSource(name="controllers")
hands = HandsSource(name="hands")
# 2. Apply coordinate-frame transform (world_T_anchor provided by IsaacTeleopDevice)
transform_input = ValueInput("world_T_anchor", TransformMatrix())
transformed_controllers = controllers.transformed(
transform_input.output(ValueInput.VALUE)
)
# 3. Create and connect retargeters
se3_cfg = Se3RetargeterConfig(
input_device=ControllersSource.RIGHT,
target_offset_roll=90.0,
)
se3 = Se3AbsRetargeter(se3_cfg, name="ee_pose")
connected_se3 = se3.connect({
ControllersSource.RIGHT: transformed_controllers.output(ControllersSource.RIGHT),
})
gripper_cfg = GripperRetargeterConfig(hand_side="right")
gripper = GripperRetargeter(gripper_cfg, name="gripper")
connected_gripper = gripper.connect({
ControllersSource.RIGHT: transformed_controllers.output(ControllersSource.RIGHT),
HandsSource.RIGHT: hands.output(HandsSource.RIGHT),
})
# 4. Flatten into a single action tensor with TensorReorderer
ee_elements = ["pos_x", "pos_y", "pos_z", "quat_x", "quat_y", "quat_z", "quat_w"]
reorderer = TensorReorderer(
input_config={
"ee_pose": ee_elements,
"gripper_command": ["gripper_value"],
},
output_order=ee_elements + ["gripper_value"],
name="action_reorderer",
input_types={"ee_pose": "array", "gripper_command": "scalar"},
)
connected_reorderer = reorderer.connect({
"ee_pose": connected_se3.output("ee_pose"),
"gripper_command": connected_gripper.output("gripper_command"),
})
# 5. Return OutputCombiner with "action" key
return OutputCombiner({"action": connected_reorderer.output("output")})
Tip
The output_order of the TensorReorderer must match the action space of your environment.
Mismatches will cause silent control errors.
Configure Your Environment#
Register the pipeline in your environment configuration using IsaacTeleopCfg:
from isaaclab_teleop import IsaacTeleopCfg, XrCfg
@configclass
class MyTeleopEnvCfg(ManagerBasedRLEnvCfg):
xr: XrCfg = XrCfg(anchor_pos=(0.5, 0.0, 0.5))
def __post_init__(self):
super().__post_init__()
self.isaac_teleop = IsaacTeleopCfg(
pipeline_builder=_build_my_pipeline,
sim_device=self.sim.device,
xr_cfg=self.xr,
)
Key IsaacTeleopCfg fields:
pipeline_builder– callable that returns anOutputCombinerwith an"action"output.retargeters_to_tune– optional callable returning retargeters to expose in the live tuning UI.xr_cfg–XrCfgfor anchor configuration (see below).xr_camera_feeds– ordered selection and per-feed panel settings for existing task cameras. The list is empty by default, so tasks opt in to PiP explicitly.xr_camera_feed_layout– viewer reference, fixed world pose, and manual, horizontal, vertical, or grid panel packing.plugins– list of Isaac Teleop plugin configurations (e.g. Manus).sim_device– torch device string (default"cuda:0").retargeting_execution– IsaacTeleop retargeting execution settings. Defaults toRetargetingExecutionConfig(mode="pipelined")withDeadlinePacingConfig(safety_margin_s=0.025)so retargeting can run on the IsaacTeleop worker instead of blocking the simulation loop. The 25 ms safety margin staggers IsaacTeleop’s Python work behind Isaac Lab’s step Python, giving native work such as rendering time to overlap instead of having both Python stacks contend for the GIL at the start of the step.
Warning
pipeline_builder and retargeters_to_tune must be callables (functions or lambdas),
not pre-built objects. The @configclass decorator deep-copies mutable attributes, which
would break pre-built pipeline graphs.
CloudXR Environment Profiles#
Isaac Lab ships three .env profiles that configure the CloudXR runtime – two for XR devices
and one for headless standalone use. These are bundled inside the isaaclab_teleop package and
can be referenced via constants:
Constant |
File |
|
|
|
|---|---|---|---|---|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
All three profiles set NV_CXR_ENABLE_PUSH_DEVICES=0, which is correct for headset optical hand
tracking (the most common setup). For external push-device peripherals such as Manus gloves, set
this to 1 in a custom profile (see below).
They also set NV_ENABLE_POSE_WAIT=0 so CloudXR does not throttle the application when frame
times spike. This favors lower latency over CloudXR’s pose-wait smoothing.
CLOUDXR_STANDALONE_ENV is the default when running without --xr
(see Run Without a Headset (Standalone I/O)). It pins an emulated quest3 device profile so a CloudXR
runtime with no client still advertises an OpenXR system, working around
XR_ERROR_FORM_FACTOR_UNAVAILABLE.
Override at launch time#
The --cloudxr_env flag on teleop_se3_agent.py and record_demos.py selects which
.env profile to use. When unset it defaults to cloudxrjs (Quest/Pico) with --xr and
standalone without --xr. Use the avp shorthand for Apple Vision Pro, standalone
for the headless profile, or pass a full file path for a custom profile:
# Use the AVP profile
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-GR1T2-WaistEnabled-Abs \
--visualizer kit --xr \
--cloudxr_env avp
# Use the AVP profile
./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-PickPlace-GR1T2-WaistEnabled-Abs \
--visualizer kit --xr \
--cloudxr_env avp
Create a custom profile#
Copy a shipped profile and edit it:
# Start from the Quest/Pico profile
cp $(uv run --extra teleop python -c \
"from isaaclab_teleop import CLOUDXR_JS_ENV; print(CLOUDXR_JS_ENV)") ~/my-cloudxr.env
Edit ~/my-cloudxr.env to change any values (e.g. NV_CXR_ENABLE_PUSH_DEVICES=1 for
Manus gloves), then pass it via --cloudxr_env ~/my-cloudxr.env.
Disable auto-launch#
If you prefer to run the CloudXR runtime manually in a separate terminal
(python -m isaacteleop.cloudxr), you can disable auto-launch in several ways:
CLI flag:
--no-auto_launch_cloudxron the teleop script.Disable CloudXR entirely:
--cloudxr_env none.Environment variable:
ISAACLAB_CXR_SKIP_AUTOLAUNCH=1overrides the CLI flag at runtime.
# Disable via CLI flag
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit --xr \
--no-auto_launch_cloudxr
# Or disable via environment variable
ISAACLAB_CXR_SKIP_AUTOLAUNCH=1 uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit --xr
# Disable via CLI flag
./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit --xr \
--no-auto_launch_cloudxr
# Or disable via environment variable
ISAACLAB_CXR_SKIP_AUTOLAUNCH=1 ./isaaclab.sh -p scripts/environments/teleoperation/teleop_se3_agent.py \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit --xr
Configure the XR Anchor#
The XrCfg controls how the simulation is positioned and oriented in the
XR device’s view.
anchor_pos/anchor_rotStatic anchor placement. The simulation point at these coordinates appears at the XR device’s local origin (floor level). Set to a point on the floor beneath the robot to position it in front of the user.
anchor_prim_pathAttach the anchor to a USD prim for dynamic positioning. Use this for locomotion tasks where the robot moves and the XR camera should follow.
anchor_rotation_modeControls how anchor rotation behaves:
Mode
Description
FIXEDSets rotation once from
anchor_rot. Best for static manipulation setups.FOLLOW_PRIMRotation continuously tracks the attached prim. Best for locomotion where the user should face the robot’s heading direction.
FOLLOW_PRIM_SMOOTHEDSame as
FOLLOW_PRIMwith slerp interpolation. Controlled byanchor_rotation_smoothing_time(seconds, default 1.0). Reduces motion sickness from abrupt rotation changes. Typical range: 0.3–1.5 s.CUSTOMUser-provided callable
anchor_rotation_custom_func(headpose, primpose) -> quaternionfor fully custom logic.fixed_anchor_heightWhen
True(default), keeps the anchor height at its initial value. Prevents vertical bobbing during locomotion.near_planeClosest render distance for the XR device (default 0.15 m).
Note
On Apple Vision Pro, the local coordinate frame can be reset to a point on the floor beneath the user by holding the digital crown.
Tip
Camera sensors add GPU cost. Strip them with --disable_external_cameras when the workflow
needs neither image observations nor XR camera feedback. That flag also skips configured PiP
feeds.
XR Camera Feedback#
An ordered list of XrCameraFeedCfg objects selects existing task scene
cameras. The manager publishes each new RGBA frame after rendering, while
XrCameraFeedLayoutCfg places the panels manually or in horizontal,
vertical, and grid layouts. IsaacContrib-PickPlace-GR1T2-Abs and
IsaacContrib-PickPlace-Locomanipulation-G1-Abs are the primary reference examples.
teleop_se3_agent.py and record_demos.py show every enabled feed when an IsaacTeleop-enabled
environment runs with --xr. PiP is absent unless the task explicitly selects an existing
CameraCfg through xr_camera_feeds. In the reference examples, the selected
robot_pov_cam is also a policy image observation, so the normal demonstration recorder stores
the same view shown to the operator. Both reference cameras are parented to a physical robot body
link, so the recorded view follows robot motion. The NutPour and ExhaustPipe GR1T2 teleoperation
tasks also present their existing recorded robot_pov_cam:
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-GR1T2-Abs \
--xr --device cpu
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--xr --device cpu
XR camera PiP currently supports exactly one environment. When a task has enabled PiP feeds,
startup rejects --num_envs values other than 1; IsaacTeleop XR behavior without PiP is
unchanged.
The reference feeds request render-product-local DLSS Ray Reconstruction and quality execution
mode through XrCameraFeedCfg. The private PiP adapter authors those two
attributes only on the selected camera render product. On Isaac Sim 6.1 and newer, Ray
Reconstruction also requires the process-global responsive-denoising setting, which the session
enables before environment construction. On earlier versions, selected PiP feeds fall back to
classic DLSS because responsive denoising is unavailable.
Camera selection#
Tasks declare their default selection through IsaacTeleopCfg.xr_camera_feeds:
from isaaclab_teleop import IsaacTeleopCfg, XrCameraFeedCfg
self.isaac_teleop = IsaacTeleopCfg(
pipeline_builder=_build_my_pipeline,
xr_camera_feeds=[
XrCameraFeedCfg(
camera_name="left_wrist_camera",
enable_dlss_ray_reconstruction=True,
dlss_exec_mode="quality",
),
XrCameraFeedCfg(camera_name="overview_camera", enabled=False),
],
)
For a recorded training view, define the named CameraCfg in the task scene and a matching
mdp.image term in observations.policy. The normal recorder then stores that observation,
while the PiP declaration above only selects it for presentation. Enabled task-declared entries
control camera selection, panel count, display order, and automatic-layout order without mutating
the reusable task configuration.
Placement#
The default placement is "viewer_start". The
presenter waits for the first valid headset pose, captures its eye position and upright yaw, then
places the layout 0.8 m ahead at eye height. That pose remains fixed in the world while the user
moves. Panels hide when the XR display disconnects and capture a new starting pose after reconnect;
resetting the environment does not recenter them.
Three placement references are available:
Placement |
Behavior |
|---|---|
|
Capture the first valid eye position and upright yaw, then keep the layout world-static. This is the default. |
|
Follow the current headset position and orientation with the configured offset and distance. |
|
Use |
from isaaclab_teleop import XrCameraFeedLayoutCfg
# Default: fixed in the world at the user's starting eye pose.
self.isaac_teleop.xr_camera_feed_layout = XrCameraFeedLayoutCfg()
# Follow the headset and pack feeds left to right.
self.isaac_teleop.xr_camera_feed_layout = XrCameraFeedLayoutCfg(
placement="head_locked",
mode="horizontal",
distance_m=0.8,
)
# Place a grid in an Isaac Lab Z-up world. This example assumes an eye at
# (0, 0, 1.6) looking along world +Y.
self.isaac_teleop.xr_camera_feed_layout = XrCameraFeedLayoutCfg(
placement="world",
mode="grid",
world_position_m=(0.0, 0.8, 1.6),
world_orientation_xyzw=(0.7071067812, 0.0, 0.0, 0.7071067812),
max_columns=2,
)
manual mode preserves each feed’s offset_m and distance_m. horizontal, vertical,
and grid modes pack enabled feeds around center_offset_m using panel_gap_m; grid mode
also honors max_columns. Offsets are measured in the selected layout plane. With
viewer_start and head_locked, distance_m places that plane in front of the viewer
reference. In manual mode, feeds with identical offsets overlap; select an automatic mode or assign
distinct feed offsets when showing multiple panels.
With world, the explicit pose is measured in the Isaac Lab USD stage world in meters, not
OpenXR physical space. Isaac Lab stages are Z-up. world_orientation_xyzw maps panel-local
coordinates into that world: local +X is image right, local +Y is image up, and local +Z points
from the readable face toward the viewer. Feed and automatic-layout offsets are applied in the
panel’s local XY plane.
Disable cameras and PiP#
Set enabled to False to suppress one feed, or set
xr_camera_feeds=[] to suppress all PiP. The list is empty by default. These choices do not
remove camera sensors independently owned by the task.
--disable_external_cameras is the master camera-rendering switch for teleop_se3_agent.py and
record_demos.py. It strips camera sensors and suppresses every configured PiP feed.
Kit Scene UI presentation#
PiP presentation uses Kit Scene UI and SpatialSource placement. Kit imports are deferred until
an enabled feed is requested. If the Scene UI modules cannot be imported, the scripts log a warning
and continue without PiP; task-owned cameras and recording observations remain unchanged. This keeps
the camera selection configuration usable when a future kitless entry point no longer provides
Scene UI. Render-product tuning is also best-effort: backends without a compatible render product
keep the Camera-buffer path, and schema-authoring failures warn while PiP continues. Other
configuration, camera-buffer, and panel-initialization errors still fail during startup.
Haptic Feedback#
Isaac Teleop can render haptic feedback on the operator’s device from a sim-side signal, closing the loop on grasp feel during teleoperation and demonstration recording. Two backends ship today:
Controller vibration – a motion controller rumbles in proportion to the total contact force on the corresponding robot hand.
Haptic glove – each finger of a haptic glove vibrates in proportion to how tightly that finger grips the manipulated object.
Feedback is an output path that mirrors the input retargeting pipeline in reverse. Each step, a
HapticFeedbackDriver reads a per-hand signal vector from the scene and
pushes it to the IsaacTeleopDevice, which renders it through an Isaac
Teleop HapticSink. The signal-to-device mapping runs inside the retargeting graph, so no
device-specific code lives in your environment.
The design keeps three concerns pluggable, so the same seam serves both devices:
Signal source – how the per-hand vector is read from the environment.
Output port – the
HapticFeedbackReceiverprotocol, whose payload is a vector (one scalar for a rumble motor, one value per finger for a glove).Device backend – selected by the concrete
HapticFeedbackCfgsubclass, which wires the retargeter and device behind theHapticSink.
To enable feedback, add per-hand ContactSensor s to the scene and attach
a HapticFeedbackCfg subclass as a sibling of isaac_teleop. The teleop
scripts (teleop_se3_agent.py and record_demos.py) detect the haptic_feedback attribute
automatically – no extra flags are needed. If the active device cannot render haptics (e.g.
keyboard) or the env has no haptic_feedback, the feature is silently skipped.
Controller vibration#
Use ControllerHapticFeedbackCfg. It sums each hand’s contact force to a
single amplitude and maps it via amplitude = clamp(gain * (force - deadband), 0, saturation)
(fields gain [1/N], deadband [N], saturation, plus frequency_hz / duration_s
for the pulse).
from isaaclab.sensors import ContactSensorCfg
from isaaclab_teleop import ControllerHapticFeedbackCfg
@configclass
class MySceneCfg(InteractiveSceneCfg):
left_hand_contact = ContactSensorCfg(
prim_path="{ENV_REGEX_NS}/Robot/left_hand_.*_link", update_period=0.0, history_length=3
)
right_hand_contact = ContactSensorCfg(
prim_path="{ENV_REGEX_NS}/Robot/right_hand_.*_link", update_period=0.0, history_length=3
)
# in the env cfg __post_init__:
self.scene.robot.spawn.activate_contact_sensors = True
self.haptic_feedback = ControllerHapticFeedbackCfg(
left_sensor_name="left_hand_contact",
right_sensor_name="right_hand_contact",
)
Enabled on the two G1 loco-manipulation teleop environments
(IsaacContrib-PickPlace-Locomanipulation-G1-Abs,
IsaacContrib-PickPlace-FixedBaseUpperBodyIK-G1-Abs). Controller vibration is delivered over
OpenXR (xrApplyHapticFeedback), so no CloudXR .env profile change is required.
Haptic glove (per-finger grip)#
Use GloveHapticFeedbackCfg. Each hand’s contact sensor is filtered
against the grasped object (filter_prim_paths_expr), so force_matrix_w reports each
finger’s force on that object and nothing else. The driver orders the per-finger magnitudes
Thumb..Pinky (matched from the sensor’s body names via finger_order) into a
FingerPowerVector rendered by a cross-process glove device on collection_id.
from isaaclab.sensors import ContactSensorCfg
from isaaclab_teleop import GloveHapticFeedbackCfg
@configclass
class MySceneCfg(InteractiveSceneCfg):
object = RigidObjectCfg(prim_path="{ENV_REGEX_NS}/Object", ...)
left_hand_contact = ContactSensorCfg(
prim_path="{ENV_REGEX_NS}/Robot/.*L_(thumb_distal|index_intermediate|"
"middle_intermediate|ring_intermediate|pinky_intermediate)_link",
filter_prim_paths_expr=["{ENV_REGEX_NS}/Object"],
update_period=0.0, history_length=3,
)
right_hand_contact = ContactSensorCfg(
prim_path="{ENV_REGEX_NS}/Robot/.*R_(...)_link",
filter_prim_paths_expr=["{ENV_REGEX_NS}/Object"],
update_period=0.0, history_length=3,
)
# in the env cfg __post_init__:
self.haptic_feedback = GloveHapticFeedbackCfg(
left_sensor_name="left_hand_contact",
right_sensor_name="right_hand_contact",
)
Enabled on the two GR1T2 pick-place teleop environments
(IsaacContrib-PickPlace-GR1T2-Abs, IsaacContrib-PickPlace-GR1T2-WaistEnabled-Abs).
Note
The glove is a cross-process device: GloveHapticFeedbackCfg pushes per-finger powers on
collection_id (default "manus_glove_haptic") to a vendor plugin. Run that plugin and set
NV_CXR_ENABLE_PUSH_DEVICES=1 in a custom CloudXR profile (see
CloudXR Environment Profiles). Contact-sensor prim_path regexes must match your
robot’s finger body names – verify with print(robot.data.body_names) if unsure.
Record Demonstrations for Imitation Learning#
Isaac Teleop integrates with Isaac Lab’s record_demos.py script for recording teleoperated
demonstrations, exposed as the isaaclab teleop record command.
When your environment configuration has an isaac_teleop attribute, the script automatically
uses create_isaac_teleop_device() – no --teleop_device flag is needed:
uv run --extra teleop isaaclab teleop record \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit \
--xr
./isaaclab.sh -p scripts/tools/record_demos.py \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit \
--xr
Some environments use the legacy teleop_devices configuration instead of isaac_teleop
(e.g. the Galbot RmpFlow relative-mode tasks). For these, pass --teleop_device to select
the input device:
uv run --extra teleop isaaclab teleop record \
--task IsaacContrib-Stack-Cube-Galbot-Left-Arm-Gripper-RmpFlow \
--visualizer kit \
--teleop_device keyboard
./isaaclab.sh -p scripts/tools/record_demos.py \
--task IsaacContrib-Stack-Cube-Galbot-Left-Arm-Gripper-RmpFlow \
--visualizer kit \
--teleop_device keyboard
The workflow is:
Configure your environment with
IsaacTeleopCfg(see Configure Your Environment) orteleop_devicesfor legacy devices (keyboard, spacemouse).Run
record_demos.pywith the task name.For XR tasks: start AR, connect your XR device, and teleoperate. For legacy tasks: use the configured input device directly.
Demonstrations are recorded to HDF5 files.
Use the recorded data with Isaac Lab Mimic or other imitation learning frameworks.
For the broader imitation learning pipeline (replay, augmentation, policy training), see Synthetic Data Generation and Imitation Learning with Isaac Lab Mimic.
Add a New Robot#
To add teleoperation support for a new robot in Isaac Lab:
Choose a control scheme. Refer to the Choose a Control Scheme table to determine which retargeters match your robot’s capabilities.
Build the pipeline. If existing retargeters are sufficient (e.g.
Se3AbsRetargeter+GripperRetargeterfor a new manipulator), write a pipeline builder function following the pattern in Build a Retargeting Pipeline. Configure theTensorReordereroutput order to match your environment’s action space.For dexterous hands: create a robot hand URDF and YAML config for
DexHandRetargeter. Ensure fingertip links are positioned at the actual fingertips, not mid-finger.For a custom retargeter: see Add a New Retargeter below.
Configure the XR anchor for your robot (static for manipulation, dynamic for locomotion). See Configure the XR Anchor.
Register in env config via
IsaacTeleopCfg(see Configure Your Environment).
Add a New Retargeter#
If the built-in retargeters do not cover your use case, you can implement a custom one in the Isaac Teleop repository:
Inherit from
BaseRetargeterand implementinput_spec(),output_spec(), andcompute().Optionally add a
ParameterStatefor parameters that should be live-tunable via the retargeter tuning UI.Connect to existing source nodes (
HandsSource,ControllersSource) or create a newIDeviceIOSourcesubclass for custom input devices.
See the Isaac Teleop repository and Contributing Guide for details.
Add a New Device#
There are two levels of device integration:
- Isaac Teleop plugin (C++ level)
For new hardware that requires a custom driver or SDK. Plugins push data via OpenXR tensor collections. Existing plugins include Manus gloves, OAK-D camera, controller synthetic hands, and foot pedals. After creating the plugin, update the retargeting pipeline config to consume data from the new plugin’s source node.
See the Plugins directory for examples.
- Pipeline configuration only
For devices already supported by Isaac Teleop (or whose data is available as hand / controller tracking). Simply update your
pipeline_builderto use the appropriate source nodes and retargeters for the device’s data format.
Optimize XR Performance#
Configure the physics and render time step
Ensure the simulation render time step roughly matches the XR device’s display rate and can
be sustained in real time. Quest 3 and Pico 4 Ultra typically run at 90 Hz, so we recommend a
simulation dt of 90 Hz with a render_interval of 2 (rendering at 45 Hz):
@configclass
class XrTeleopEnvCfg(ManagerBasedRLEnvCfg):
def __post_init__(self):
self.sim.dt = 1.0 / 90 # physics steps at 90 Hz
self.sim.render_interval = 2 # one render per 2 physics steps -> 45 Hz
sim.render_interval is the number of physics simulation steps that occur between
renders. Increasing it reduces rendering frequency (and GPU cost) without changing physics
behavior – useful when physics can keep up but rendering cannot.
The choice of sim.dt is a trade-off between stability and performance: a smaller dt
(e.g. 1.0 / 120) integrates contacts more accurately and is more stable for stiff
contact-rich tasks, but each step costs more wall-clock time and lowers achievable frame
rate. A larger dt (e.g. 1.0 / 60) is cheaper but can introduce contact jitter or
instabilities. Pick the largest dt your task tolerates.
Switch the viewport to the RTX - Minimal renderer
The RTX - Minimal renderer trades image fidelity for substantially lower per-frame GPU cost.
It is the recommended choice when the simulation cannot sustain the XR device’s display rate
in real time – for example on lower-spec GPUs, in scenes with many lights or complex
materials, or when you have already configured sim.dt and sim.render_interval and
still see dropped frames.
Known issue
Starting an XR session while RTX - Minimal is already the active renderer is a known issue: robot control inputs may never be applied and teleoperation stays non-functional, with no error reported. Switching to RTX - Minimal after the XR session has started and teleoperation is confirmed working is not affected.
As a workaround, start under the default renderer before switching to RTX - Minimal:
Launch Isaac Lab with the default renderer and start the XR session.
Confirm that teleoperation is working (the robot responds to your hand motions).
Switch the viewport renderer to RTX - Minimal as described below.
To enable it, click the renderer dropdown at the top-left of the Isaac Lab viewport and select RTX - Minimal:
Selecting the RTX - Minimal renderer from the viewport dropdown.#
For best results, open Render Settings from the top-right of the Isaac Lab UI, switch to the Minimal tab, and set Minimal Shading Mode to Diffuse/Glossy/Emission:
The Render Settings panel with the Minimal Shading Mode dropdown open (recommended: Diffuse/Glossy/Emission).#
Note
The RTX Minimal renderer currently only supports DistantLight prims for scene
illumination – DomeLight prims are ignored. If your environment uses a DomeLight,
swap (or supplement) it with a DistantLight so the scene is lit when running under
RTX Minimal:
import isaaclab.sim as sim_utils
from isaaclab.assets import AssetBaseCfg
light = AssetBaseCfg(
prim_path="/World/light",
spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0),
)
Depending on your environment, the default DistantLight orientation may cast shadows
that overlap the robot and reduce visibility during teleoperation. If you encounter this,
adjust the light’s orientation via init_state on AssetBaseCfg
to position the light source at an angle that gives clear visibility:
import isaaclab.sim as sim_utils
from isaaclab.assets import AssetBaseCfg
light = AssetBaseCfg(
prim_path="/World/light",
spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0),
init_state=AssetBaseCfg.InitialStateCfg(
rot=(0.0, 0.0, 0.0, 1.0), # quaternion (x, y, z, w); adjust to reduce shadow overlap
),
)
Experiment with different orientations in your scene to find an angle that avoids shadow overlap on the robot. A slight tilt away from the camera viewpoint is a good starting point.
Lower the XR render resolution
The XR render resolution multiplier scales the size of the render buffers that are then upscaled to the headset’s recommended display resolution. Lowering it trades image sharpness for substantially lower per-frame GPU cost, which can help sustain real-time frame rates on lower-spec GPUs or in heavy scenes.
In the Isaac Lab UI, open the XR tab on the right-side panel, expand Advanced Settings -> Render Resolution, and drag the Resolution Multiplier slider:
The Resolution Multiplier under XR -> Advanced Settings -> Render Resolution.
Values below 1.0 reduce the render-buffer size before upscaling to the headset.#
A value around 0.8 is usually a good starting point: noticeable GPU savings with minimal
perceptible quality loss. Reduce further only if you still cannot hit the headset’s display
rate.
Disable external camera rendering
The teleop scripts (teleop_se3_agent.py, record_demos.py, and
teleop_replay_agent.py) render external camera sensors by default. Camera render products
add significant GPU cost and contend with the XR view, so if your task does not need camera
observations during teleoperation, disable them with --disable_external_cameras:
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--visualizer kit --xr \
--disable_external_cameras
The flag strips the environment’s camera sensors (equivalent to calling
remove_camera_configs() on the env config) and selects a lighter Kit
experience. For teleop_se3_agent.py it is also the master PiP gate: task-default and
task-configured feeds are ignored and no camera panel is created. Omit it to keep cameras enabled
(the default) – required when recording camera observations, showing XR camera feedback, or when
you want teleop_replay_agent.py to mirror the production render load.
Run headless (skip the local viewport)
Passing --visualizer kit opens the local Kit viewport, which renders a window on the host
in addition to the XR view. On a server or cloud instance – or whenever you do not need the
local window – run headless so only the XR view is rendered, freeing GPU for the headset:
uv run --extra teleop isaaclab teleop run \
--task IsaacContrib-PickPlace-Locomanipulation-G1-Abs \
--viz none --xr
In headless XR the OpenXR/AR session starts automatically – there is no local viewport to click Start XR, so Isaac Lab begins streaming as soon as a CloudXR client connects.
Note
The --headless CLI flag was removed in Isaac Lab 3.0. Headless is now the default
(omit --visualizer); pass --visualizer none / --viz none to force it when a
config might otherwise enable a visualizer, or set HEADLESS=1 in the environment.
Configure retargeting execution
Isaac Teleop can run retargeting either synchronously on the application thread or
asynchronously through a pipelined worker. This is controlled by
RetargetingExecutionConfig.
In synchronous mode, retargeting runs inline with the simulation step. This can be the best choice for lightweight retargeting or retargeting implemented mostly in Python, since a background Python worker can still contend with the application thread through the GIL.
In pipelined mode, Isaac Teleop submits retargeting work to a background worker and the application uses the most recent completed result. This is useful when retargeting has enough native work to overlap with simulation or rendering, or when the retargeting cost is large enough that running it inline would directly extend the frame.
retargeting_execution=RetargetingExecutionConfig(
mode="pipelined",
pacing=DeadlinePacingConfig(safety_margin_s=0.025),
)
DeadlinePacingConfig intentionally delays the background retargeting work until
closer to when the next result is needed, instead of starting it immediately when the
request is submitted. This helps avoid competing with the Python work Isaac Lab performs
at the beginning of the frame, and tends to line the retargeting work up with rendering
or other native work where overlap is more useful.
The safety_margin_s value controls how early retargeting starts before the predicted
deadline. A larger margin starts retargeting earlier, which gives heavier or more variable
retargeting work more time to finish before the next frame consumes the result. The
trade-off is that the input sample may be slightly older, and Python-heavy retargeting
may introduce more GIL contention.
If retargeting is mostly Python and lightweight, consider mode="sync". If retargeting
performs substantial native work or has occasional long spikes, use mode="pipelined"
and increase safety_margin_s so the work starts earlier.
Check CloudXR frame pacing
The CloudXR Runtime frame pacer attempts to keep the client experience smooth. If the application has repeated frame-time spikes, the pacer may settle at a lower stable frame rate instead of oscillating between rates. This can make a connected client appear slower even when Isaac Lab profiling does not show a proportional simulation-side regression.
The shipped CloudXR profiles set NV_ENABLE_POSE_WAIT=0 to mitigate this case, favoring lower
latency over pose-wait smoothing. If you use a custom .env file, copy that setting into the
custom profile, then point teleop_se3_agent.py or record_demos.py at it with
--cloudxr_env. See CloudXR Environment Profiles for the profile override workflow.
Known Issues#
XR_ERROR_VALIDATION_FAILURE: xrWaitFrame(frameState->type == 0)when stopping AR ModeCan be safely ignored. Caused by a race condition in the exit handler.
XR_ERROR_INSTANCE_LOST in xrPollEventOccurs if the CloudXR runtime exits before Isaac Lab. Restart the runtime to resume.
[omni.usd] TF_PYTHON_EXCEPTIONwhen starting/stopping AR ModeCan be safely ignored. Caused by a race condition in the enter/exit handler.
Invalid version string in _ParseVersionStringCaused by shader assets authored with older USD versions. Typically safe to ignore.
XR device connects but no video is displayed (viewport responds to tracking)
The GPU index may differ between host and container. Set
NV_GPU_INDEXto0,1, or2in the runtime to match the host GPU.
API Reference#
See the isaaclab_teleop for full class and function documentation:
ControlEventsSupportsControlEventspoll_control_events()TELEOP_CONTROL_CHANNEL_UUID