This document covers detailed build prerequisites, alternative build paths, and troubleshooting beyond what's in the top-level README.
When installing VS 2026, make sure these are selected:
.NET desktop development workload — defaults are sufficient.
Desktop development with C++ workload — defaults are sufficient. Specific components used:
- Windows 11 SDK (10.0.22621.0 or later) (default)
- MSVC Build Tools for x64/x86 (Latest) (default — currently v145.x in VS 2026)
Optional components:
- MSVC Build Tools for ARM64/ARM64EC (Latest) — only needed if you actively develop or package for Windows ARM64. If missing, the ARM64 native build is automatically skipped with a warning (the rest of the build still succeeds).
- .NET Multi-platform App UI development + Android NDK 20.1+ (via Tools > Android > Android SDK Manager) — to target iOS/Android.
- Visual Studio extension development + .NET Framework 4.7.2 targeting pack — to build the VSIX package.
Note
The Visual Studio install with C++ + .NET workloads typically uses ~19 GB of disk space.
Warning
If this is your first time installing the .NET SDK, you might need to restart so that environment variables are picked up.
git clone https://github.com/stride3d/stride.git- Open
build\Stride.slnxin Visual Studio 2026. - Build the
Stride.GameStudioproject (default startup, in the60-Editorfolder) or run it directly from the toolbar.
If you'd rather not install the full Visual Studio IDE:
- Install the .NET 10.0 SDK (bundled with VS Desktop Development workload, otherwise standalone).
- Install Visual Studio Build Tools (under Tools for Visual Studio → Build Tools for Visual Studio 2026), with the same workloads listed above.
- Add MSBuild to your
PATH(e.g.C:\Program Files\Microsoft Visual Studio\18\BuildTools\MSBuild\Current\Bin). - Clone the repo:
git clone https://github.com/stride3d/stride.git
- From the
build/directory, run:msbuild /t:Build Stride.build
dotnet build works without Visual Studio loaded — it auto-selects the Clang toolchain for the native C++ projects:
dotnet build build\Stride.slnxStride auto-selects the native toolchain: MSVC when running under MSBuild.exe with the VS C++ tools loaded (VS Developer Command Prompt or IDE), Clang in every other case — including dotnet build from a Developer Command Prompt. See SDK-GUIDE.md → Native Build Mode for the full logic.
Instantiates a sample from the locally built template packages, bound to this checkout's engine build (-devN dev version — see versioning.md). Works in both package modes:
- Produce the packages.
- Dev-redirect mode (
StrideDevPackages=trueinbuild/Stride.Local.props— fastest engine iteration):Builds the solution and deploys redirect packages todotnet run build/GenerateDevPackages.cs
%LocalAppData%\stride\nugetdev, mirrored intobin\packagesso the repo's own feed stays current too. - Normal mode: any engine build (Visual Studio or
dotnet build build\Stride.slnx) auto-packs real packages intobin\packages.
- Dev-redirect mode (
- Deploy the package closure into the NuGet cache — this is what makes a version "installed" for the
strideCLI, and it purges stale same-version extractions so a rebuilt package actually takes effect:dotnet msbuild build/install-gamestudio.targets -t:Deploy
- Instantiate (browse with
stride new list --version 4.4.0-devN):Template content is stamped with the matching engine version at pack time, so the generated project restores as-is. Without thestride new stride-animatedmodel --version 4.4.0-devN -n MySample -o C:\path\MySample
strideCLI installed, run it from source:dotnet run --project sources/launcher/Stride.Cli -- new .... - Build and run. The graphics API is a per-game choice; it must be one of the
StrideGraphicsApisvalues inbuild/Stride.Local.propsthe engine was built with:dotnet build C:\path\MySample\MySample.Windows\MySample.Windows.csproj -p:StrideGraphicsApi=Vulkan C:\path\MySample\Bin\Windows\Debug\MySample.Windows.exe
After engine changes: in dev-redirect mode rebuild the engine project, then rebuild the game (the redirect re-copies the tree's DLLs into its Bin); in normal mode rebuild (auto-repack) and run the Deploy step again.
Note
Any build run with -p:StrideDevPackages=false while dev-redirect packages are deployed deletes them (the intended cleanup when switching modes off) — rerun GenerateDevPackages.cs afterwards.
See also sources/templates/README.md for iterating on the template packages themselves.
- Test project errors are usually normal — GameStudio will start anyway.
- The Visual Studio extension may fail to build without the Visual Studio SDK, but Game Studio will still start.
- Some changes require a system reboot — try that if you see
Could not find a compatible version of MSBuildorPath to dotnet executable is not set. - Make sure your
PATHdoesn't contain older MSBuild versions (e.g....\Microsoft Visual Studio\2019\BuildTools\MSBuild\Current\Binshould be removed). - If an older Visual Studio is installed alongside VS 2026, ensure you're using VS 2026 specifically.
- Ensure Git, Git LFS, and Visual Studio can reach the internet.
- If problems persist: close Visual Studio, clear the NuGet cache (
dotnet nuget locals all --clear), delete.vsinsidebuild/and the files inbin/packages/, kill any runningmsbuild/dotnetprocesses, then rebuild.
- SDK-GUIDE.md — Stride build SDK internals (target structure, project SDK selection, native build modes)
- versioning.md — versioning & release: engine version, per-checkout
-devNdev versions, the release flow, and sample/template package versions - aot.md — NativeAOT & trimming: publishing games, feature switches for optional subsystems, keeping the engine AOT-clean
- ../../sources/templates/README.md —
dotnet newtemplate packages (Stride.Templates.Games / .Games.Starters / .Samples): end-user usage, local dev workflow, adding a new sample - ../../sources/launcher/README.md — the
strideCLI tool and the WPF launcher: usage, building (PackageCli), and the independent CLI release flow