Stride input, camera and UI
Coordinates camera timing, device actions and interface capture. It distinguishes paused game time from continuing interface time so menus remain usable without accidentally moving or firing the character.
stride-input-camera-ui
See how it helpsWhen is it useful?
Use when cameras, controllers or menus disagree about paused state or pointer coordinates.
What does it help you do?
- Maps device events to actions and separates interface capture from gameplay.
- Relates camera updates deliberately to movement and physics.
- Checks scaled and unscaled clocks, viewport changes and controller loss.
Try asking this
In our third-person adventure, open the inventory while holding movement and rotate the window to a narrower layout. Pause the world but keep menu navigation responsive, then disconnect the controller. The camera must resume without a jump and input must not leak through the inventory.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Stride — input camera ui
Use when implementing Stride movement intent, cameras, UI or controller input.
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
Map raw input to actions and define keyboard, mouse, controller and UI capture rules. Keep camera updates in an intentional relation to movement and physics. Declare coordinate conversions, aspect handling and pause-time behavior; inspect scaled versus unscaled time needs.
Deliver
An input/camera contract and complete menu-play-pause interaction. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Using warped and unwarped time inconsistently can leave the camera or UI moving while gameplay is paused.
Acceptance scenario
Pause during movement, resize the viewport, disconnect a controller and interact with UI over a world target. 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
