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AssetDatabase + SceneBounds -> PhysicalSimulationState
Programmatically spawn, orient, and position 3D assets within defined bounds subject to non-collision constraints to initialize a physical simulation.
Problem it solves
Generating highly variable and physically valid scenes for training sets is impossible to scale via manual positioning.
Consumes
Emits
The real projects this mechanism was found in. Attribution is the point — this is how the best teams actually do it.