The world has 3D data. It does not have simulation-ready 3D data.
Raw files are too dense. Scans are noisy. Marketplace assets are inconsistent. Photogrammetry creates broken topology. Meshes often arrive without LODs, collision geometry, clean hierarchy, usable scale, or simulation metadata.
A human can look at a messy 3D model and understand it. A simulator cannot. A physics engine cannot. A robot policy cannot. Before raw assets can enter Isaac Sim, Omniverse, MuJoCo, Unreal, or Unity, they need to be cleaned, simplified, repaired, structured, and validated.
Today, that preparation layer is still largely manual.