Stride profiling and platform delivery
Explains performance using measured script, physics, graphics and content costs. It compares the editor and packaged game on the same route and keeps a working baseline for evaluating changes.
stride-profiling-platforms
See how it helpsWhen is it useful?
Use when editor success does not explain stalls or failures on the target platform.
What does it help you do?
- Records exact runtime, graphics backend and reproduction scenario.
- Compares editor and packaged behavior on the same busy route.
- Preserves a buildable baseline and names unavailable platform checks.
Try asking this
Our packaged dungeon slows in a room with many enemies and lights. Reproduce the same route in editor and release, separate simulation from graphics cost and change the measured bottleneck. Record the tested backend and preserve the buildable baseline instead of claiming coverage for unavailable platforms.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Stride — profiling platforms
Use when diagnosing Stride frame stalls, asset compilation, rendering or platform delivery.
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
Capture editor/runtime, target, graphics backend and exact scenario. Separate C# script cost, allocations, physics, GPU and content compilation. Compare a representative packaged build with the editor. Preserve a known buildable revision and list host/editor limitations honestly.
Deliver
A bottleneck record, scoped fix and reproducible build/run handover. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A successful C# compile does not establish asset compilation, graphics support or editor availability on the target machine.
Acceptance scenario
Run the packaged scene, repeat transitions and measure the busy route; identify unsupported or untested targets explicitly. 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
