In the terrain generation configurations of the humanoid robots, the COBBLESTONE_ROAD_CFG is currently set to generate a 100% flat collision mesh. The sub_terrains dictionary only contains an active MeshPlaneTerrainCfg with a proportion of 0.5, not sure is it intended to set as 0.5 or there is other sub_terrains that are not listed.
A terrain labeled as a "cobblestone road" should have active physical height variance in its collision mesh to properly perturb the robot's locomotion during training.
In the terrain generation configurations of the humanoid robots, the COBBLESTONE_ROAD_CFG is currently set to generate a 100% flat collision mesh. The sub_terrains dictionary only contains an active MeshPlaneTerrainCfg with a proportion of 0.5, not sure is it intended to set as 0.5 or there is other sub_terrains that are not listed.
A terrain labeled as a "cobblestone road" should have active physical height variance in its collision mesh to properly perturb the robot's locomotion during training.