Stride assets and animation
Connects source models and animations to the compiled content actually loaded by the game. It defines readiness and interruption while keeping persistent combat outcomes separate from visual animation events.
stride-assets-animation
See how it helpsWhen is it useful?
Use when adding models or animated entities to a Stride project.
What does it help you do?
- Matches asset tools and content dependencies to the actual solution version.
- Separates visual animation events from persistent gameplay rules.
- Handles missing or cancelled loads before declaring an entity ready.
Try asking this
Import an animated knight into our dungeon game and switch between walk and attack. Cancel a second character load and simulate missing compiled content. Expose a recoverable load failure, keep the first knight working and prevent replaying an attack animation from awarding a second kill.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Stride — assets animation
Use when integrating Stride asset compilation, models, materials, animation or streamed content.
Version and project gate
Inspect Solution/project packages, exact Stride version, Game Studio/editor environment, asset and prefab files, Startup/Sync/AsyncScript usage, physics packages/backends, graphics profile and target platform. Do not assume every editor or physics feature exists on every host. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Pin asset/tool versions to the solution. Trace source-to-compiled-content dependencies and loading ownership. Define animation state/blend ownership and separate presentation events from durable rules. Handle missing or canceled content loads before publishing a ready entity.
Deliver
An asset/animation integration with reproducible build inputs and explicit load failure. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A working Game Studio preview does not prove the packaged runtime contains every dependency.
Acceptance scenario
Build the intended runtime, load two animated instances, interrupt one transition and remove an optional content dependency. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Strider. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
