This is the actual collider

Not a stand-in. Every triangle below ships inside the .usdz — it is the geometry PhysX collides against. Pick an asset, drag to orbit, then push it and see whether it slides or goes over.

Pick an asset →
loading colliders…
Collider view
Explode
Drop test
Push it

Push it

Outcome

Force to slide
Force to tip
Margin

In the file

Mass
Footprint
Height
Convex hulls
Triangles shown
Up axis / unitsZ / metres

Drop test — published conditions

Settle
Final tilt
Contacts
Uprightyes
Why colliders and not a pretty render. A render tells you nothing about whether the physics is any good. Most marketplace assets hide a bounding box behind a nice texture, and your robot then collides with a shape the object does not have. Every hull you can see here was produced by convex decomposition of the real mesh — of them on this asset — and they are what ships.
Honest labelling. The drop animation is a visual replay for scale and proportion. The numbers in the drop-test panel come from harness/03_droptest.py running pybullet at 240 Hz, included in every download so you can re-run them. The slide-and-tip figures are statics you can check by hand: F_slide = µ·m·g and F_tip = m·g·(b/2)/h, with the centre of mass assumed at the geometric centre.