November 14th, 2025
Stride contributors are thrilled to announce the release of Stride 4.3, now fully compatible with .NET 10 and leveraging the latest enhancements in C# 14. This release brings significant improvements in performance, stability, and developer experience.
Read the full blog post here: Announcing Stride 4.3
A massive thank you to the open-source Stride community for your dedicated contributions.
Stride 4.3 includes numerous enhancements and improvements. Here’s what to expect:
.NET 10 Integration: Stride 4.3 is now fully aligned with .NET 10, harnessing its performance improvements and efficiency gains for game development. This means faster execution times, reduced memory footprint, and access to the latest C# features, making your development smoother and more efficient. Learn more
C# 14 Features: With C# 14, Stride users can write cleaner, more concise code thanks to new language features. These improvements reduce boilerplate and enhance readability. Discover C# 14
Adding support for Bepu Physics, a ridiculously fast physics engine written entirely in C#.
Having both a game and physics engine in the same ecosystem reduces the cost of maintaining and improving it, the overhead that we may incur when communicating between the two APIs, and the barrier to entry for contributors.
Bullet is still the default physics engine, and we welcome any contribution towards it, but our efforts will be focused on Bepu from now.
The integration is effectively done, with Bepu's feature set now being slightly ahead of Bullet's. Have a look at this page if you want to migrate to Bepu.
Vulkan graphics backend has been modified to support compute shaders, the shader compiler has also been modified to support computer shader generation for GLSL.
Introducing Custom Assets, a way to define and store data which can be referenced across multiple components, scenes and through other assets.
The asset compiler also gives you the ability to build more complex systems like custom file importers.
Stride can build games under Windows to target the different devices we support, but building directly from those devices was not supported up till now.
We've introduced a couple of changes to improve on that front:
Some work is still required on this front, but simpler projects can now be built from those platforms.
Vertex buffers do not have a standardized layout, each mesh may have its own specific layout and data type it uses for its vertices. Some have blend weights, or tangents, while others only have positions - they may also use different data types, for example Half4 positions, 4byte color ...
We added in two helpers in VertexBufferHelper and IndexBufferHelper to provide a standardized way to read and write to those buffers.
While any IDE can open and build Stride projects, the editor button to open said project only had special handling for Visual Studio. Jklawreszuk added support for Rider and VSCode.
Stride has a component processors, a user-defined class which can collect and process all components of a given type in the running game. It is also known as the System part of the ECS acronym.
The new flexible processing system provides more type safety, and the ability to process components by their interfaces. You could, for example, implement a custom update callback any component could receive through this API.
Although there have been many fixes, we'd like to point some of them out:
We are already hard at work on a bunch of ongoing projects for version 4.4 and beyond;
fix: Add mouse wheel delta to virtual button by Acissathar in #2946
refactor: Use CollectionsMarshal.SetCount to resize lists by azeno in #2945
chore: Move bepu asset compilation to Stride.Assets by Eideren in #2963
chore: Update dependencies to .Net10 by Eideren in #2966
fix: Typo in InstancingEntiyTransform by Acissathar in #2951
fix: Update MSBuild path for Visual Studio 2026 by ModxVoldHunter in #2961
chore: Change disk space requirement from 14 GB to 19 GB by VaclavElias in #2968
fix: Rollback regression introduced through #2798 wrt lightprobes by Eideren in #2949
fix: Regression in mesh bounds calculation introduced through #2858 by johang88 in #2952
fix: Ensure cached data is up to date when models are mutated by Eideren in #2936
feat: Match constructors between Index and VertexBufferHelper and improve documentation by Eideren in #2941
fix: Adds touch support to Winforms based GameForm by joreg in #1664
docs: fix incorrect documentation from pr #2930 by Eideren in #2943
fix: Removal of self while running OnSimulationUpdate by Eideren in #2954
fix: Instantiate() behavior for Prefab and Entity references by Eideren in #2914
A heartfelt thank you to all the contributors who have played a significant role in this release.
We are especially excited to welcome the following new contributors to Stride with the 4.3 release. Your contributions are greatly appreciated!
We extend our heartfelt gratitude for all the hard work and donations we have received. Your generous contributions significantly aid in the continuous development and enhancement of the Stride community and projects. Thank you for your support and belief in our collective efforts.