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One idea: create all the variants ahead of time, either in URDF/Mujoco or with gs.morphs.Box. Build them all in the scene, but only move the target objects into the primary workspace. At each reset swap the target objects in and out of the workspace. This isn't as easy as just modifying the size and material of the element at runtime, but I assume it should be easy enough.

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@lovecode1
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@duburcqa
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@jgillick
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@lovecode1
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@lovecode1
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@jgillick
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