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AgentStrider

Skill · Version 1.0.0

Stride physics and gameplay

Connects movement and collision rules to the physics backend the project actually uses. It assigns transform ownership and maps contacts to game actions with consistent spawn and removal behavior.

stride-physics-gameplay

See how it helps

When is it useful?

Use when adding character control, bodies or constraints to Stride.

What does it help you do?

  • Verifies the actual backend before choosing version-specific APIs.
  • Defines whether rendering or simulation owns each transform.
  • Maps contacts and triggers to game actions with consistent teardown.

Try asking this

Build a pushable crate and pressure plate for our puzzle room. Check the installed physics backend before choosing APIs, then test teleporting the crate, resetting the room and removing it while touching the plate. Visual and physical state must agree and the door state must update correctly.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Stride — physics gameplay

Use when implementing Stride physics bodies, character control, collisions or constraints.

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

Identify the selected physics package/backend and its version-specific APIs. Define transform authority and simulation update order. Declare collider scale, filtering, triggers and contact-to-gameplay semantics. Queue teardown consistently with the backend lifecycle.

Deliver

A physics/backend contract and reproducible gameplay interaction scene. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Do not mix Bullet, Bepu or historical examples without checking which backend the project actually uses.

Acceptance scenario

Exercise a platform, slope, fast hit and scene unload while comparing the rendered entity and active collision representation. 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.

Task-specific official references

Included files 1

  • SKILL.md