# Rigid body objects converted to mesh from a particle system don't get simulated

I have created 100 cube meshes from a Particle emitter using Ctrl+Shift+A. Then I have hidden the emitter.

However, when I try to play the animation, the new objects don't follow the Physics. By the way, all the generated objects have rigid body properties. So what am I missing here?

Even though this effectively assigns the Rigid Body properties to the child objects, it doesn't automatically add them to the RigidBodyWorld group, that is the group that the physics engine takes into consideration when baking dynamics (unless otherwise specified in the rigid body settings).