Stride entities and prefabs
Builds reusable scene objects with independent runtime state. It checks required components and references and defines ownership of spawned children so one instance can disappear without damaging another.
stride-entities-prefabs
See how it helpsWhen is it useful?
Use when a Stride prefab must be instantiated with different settings safely.
What does it help you do?
- Separates authored configuration from mutable per-instance gameplay state.
- Checks required components and stable identifiers at initialization.
- Defines how spawned children and external references survive or end.
Try asking this
Create a turret prefab with a rotating head and spawned projectiles. Place three variants, damage one and remove another during firing. Health and targeting remain independent, missing references are caught at initialization and projectiles follow the intended ownership after their turret disappears.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Stride — entities prefabs
Use when building Stride entities, components, prefabs or scene composition.
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
Separate prefab-authorable configuration from per-instance runtime state. Validate required component/entity references at initialization. Define ownership for spawned children and external services. Preserve stable content identifiers rather than relying on arbitrary entity traversal order.
Deliver
A prefab/component contract and representative reusable gameplay entity. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A clone’s references may still point to shared external state; parenting implies a lifetime choice, not just a transform choice.
Acceptance scenario
Spawn two differently configured instances, remove their parent and reload the scene while checking reference and cleanup behavior. 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
