Stride persistence and events
Saves domain data and manages event subscriptions across scene changes. It uses stable identifiers and repeat-safe progress updates, preventing old listeners from granting rewards again when a level is restored.
stride-persistence-events
See how it helpsWhen is it useful?
Use when adding checkpoints, rewards or save migration to Stride.
What does it help you do?
- Serializes stable identifiers and domain state instead of live entity references.
- Makes checkpoint and reward transitions safe against duplicate events.
- Preserves valid state during partial restoration and removes scene-owned subscriptions.
Try asking this
Add checkpoints to our adventure with rescued characters and collected relics. Reload the checkpoint three times and resend the rescue event. Restore references from stable IDs, preserve a valid save during partial failure and verify the rescue reward is not duplicated by old subscriptions.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Stride — persistence events
Use when implementing Stride game-state persistence, event channels, checkpoints or progression.
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 serializable domain state and stable identifiers from live Entity/component references. Define event ownership and subscription cleanup. Make checkpoint/reward transitions idempotent and version save schemas. Preserve previous valid state across partial restoration or missing optional content.
Deliver
A state/event/save contract with migration and cancellation behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A live entity reference is not a portable save identifier; a subscriber surviving scene unload can duplicate progression.
Acceptance scenario
Load an older save into a new scene, replay a checkpoint event twice and unload/reload without duplicate subscriptions. 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
