Build shared real-time experiences using GroupActivities and SharePlay. Use when implementing shared media playback, collaborative app features, synchronized game state, or any FaceTime, Messages, AirDrop, or nearby visionOS group activity on iOS, macOS, tvOS, or visionOS.
SKILL.md
GroupActivities / SharePlay
Build shared real-time experiences using the GroupActivities framework. SharePlay
connects people over FaceTime, Messages, AirDrop, and nearby visionOS sharing,
synchronizing media playback, app state, or custom data.
Configure this only for app targets. Group Activities are not available in
widgets, extensions, or App Clips.
Checking Eligibility
import GroupActivities
let observer = GroupStateObserver()
// Check if a FaceTime call or Messages conversation is active
if observer.isEligibleForGroupSession {
showSharePlayButton()
}
Observe changes reactively:
for await isEligible in observer.$isEligibleForGroupSession.values {
showSharePlayButton(isEligible)
}
Defining a GroupActivity
Conform to GroupActivity and provide metadata:
import GroupActivities
struct WatchTogetherActivity: GroupActivity {
let movieID: String
let movieTitle: String
var metadata: GroupActivityMetadata {
var meta = GroupActivityMetadata()
meta.title = movieTitle
meta.type = .watchTogether
meta.fallbackURL = URL(string: "https://example.com/movie/\(movieID)")
return meta
}
}
Activity Types
Type
Use Case
.generic
Default for custom activities
.watchTogether
Video playback
.listenTogether
Audio playback
.createTogether
Collaborative creation (drawing, editing)
.exploreTogether
Shared browsing, planning, or exploration
.learnTogether
Shared learning or studying
.readTogether
Shared reading
.shopTogether
Shared shopping
.workoutTogether
Shared fitness sessions
GroupActivity is Codable; stored activity data must be codable. Add
Transferable only for SwiftUI ShareLink, SharePlay over AirDrop, or
AppKit/UIKit share sheets. Keep payloads minimal: use identifiers or URLs
instead of large data.
Session Lifecycle
Listening for Sessions
Set up a long-lived task to receive sessions when another participant starts
the activity:
@Observable
@MainActor
final class SharePlayManager {
private var session: GroupSession<WatchTogetherActivity>?
private var messenger: GroupSessionMessenger?
private var sessionTasks: [Task<Void, Never>] = []
func observeSessions() {
Task {
for await session in WatchTogetherActivity.sessions() {
self.configureSession(session)
}
}
}
private func configureSession(
_ session: GroupSession<WatchTogetherActivity>
) {
self.session = session
self.messenger = GroupSessionMessenger(session: session)
// Observe session state changes
let stateTask = Task {
for await state in session.$state.values {
handleState(state)
}
}
sessionTasks.append(stateTask)
// Observe participant changes
let participantTask = Task {
for await participants in session.$activeParticipants.values {
handleParticipants(participants)
}
}
sessionTasks.append(participantTask)
// Join the session
session.join()
}
private func cleanUp() {
sessionTasks.forEach { $0.cancel() }
sessionTasks.removeAll()
session = nil
messenger = nil
}
}
Session States
State
Description
.waiting
Session exists but local participant has not joined
.joined
Local participant is actively in the session
.invalidated(reason:)
Session ended (check reason for details)
Handling State Changes
private func handleState(_ state: GroupSession<WatchTogetherActivity>.State) {
switch state {
case .waiting:
print("Waiting to join")
case .joined:
print("Joined session")
loadActivity(session?.activity)
case .invalidated(let reason):
print("Session ended: \(reason)")
cleanUp()
@unknown default:
break
}
}
private func handleParticipants(_ participants: Set<Participant>) {
print("Active participants: \(participants.count)")
}
Leaving and Ending
// Leave the session (other participants continue)
session?.leave()
// End the session for all participants
session?.end()
Sending and Receiving Messages
Use GroupSessionMessenger to sync small, time-sensitive app state between
participants.
Defining Messages
Messages must be Codable; keep each message under 256 KB.
struct SyncMessage: Codable {
let action: String
let timestamp: Date
let data: [String: String]
}
Sending
func sendSync(_ message: SyncMessage) async throws {
guard let messenger else { return }
try await messenger.send(message, to: .all)
}
// Send to specific participants
try await messenger.send(message, to: .only(participant))
Receiving
func observeMessages() {
guard let messenger else { return }
Task {
for await (message, context) in messenger.messages(of: SyncMessage.self) {
let sender = context.source
handleReceivedMessage(message, from: sender)
}
}
}
Delivery Modes
// Reliable (default) -- checked and retried for crucial state
let reliableMessenger = GroupSessionMessenger(
session: session,
deliveryMode: .reliable
)
// Unreliable -- lower latency, no delivery guarantee
let unreliableMessenger = GroupSessionMessenger(
session: session,
deliveryMode: .unreliable
)
Use .reliable for state-changing actions such as selections or turns. Use
.unreliable for high-frequency ephemeral data such as cursor positions,
drawing strokes, and reactions.
Coordinated Media Playback
For video/audio, use AVPlaybackCoordinator with AVPlayer:
import AVFoundation
import GroupActivities
func configurePlayback(
session: GroupSession<WatchTogetherActivity>,
player: AVPlayer
) {
// Connect the player's coordinator to the session
let coordinator = player.playbackCoordinator
coordinator.coordinateWithSession(session)
}
Once connected, AVFoundation synchronizes play/pause, seeking, rate, playback speed,
and time. Do not put AVPlayer transport fields in messenger messages or snapshots,
including late-joiner snapshots; use custom messages only for state outside playback.
Starting SharePlay from Your App
Using GroupActivitySharingController (UIKit)
import GroupActivities
import UIKit
func startSharePlay() async throws {
let activity = WatchTogetherActivity(
movieID: "123",
movieTitle: "Great Movie"
)
switch await activity.prepareForActivation() {
case .activationPreferred:
// A conversation is active and the user chose to share.
_ = try await activity.activate()
case .activationDisabled:
// The user chose local playback, or sharing is unavailable.
startLocalExperience()
case .cancelled:
break
@unknown default:
break
}
}
When no conversation is active (i.e., isEligibleForGroupSession is false),
use GroupActivitySharingController to let the user pick contacts first:
let controller = try GroupActivitySharingController(activity)
present(controller, animated: true)
Use the shareplay SF Symbol for custom controls. Treat GroupActivityMetadata
as discovery copy: concise title, subtitle, image, and type aligned with the
entry point. Keep sibling domains out: GameKit owns auth, matchmaking,
leaderboards, achievements, and voice/chat; TabletopKit owns seats, board
equipment, spatial placement, turns, rules, and authoritative tabletop state;
AVKit owns playback UI. SharePlay owns invitations, lifecycle, participants, and
coordination handoffs. See references/shareplay-patterns.md for SwiftUI ShareLink, AirDrop, and direct activation patterns.
GroupSessionJournal: File Transfer
For larger, non-time-sensitive attachments, use GroupSessionJournal instead
of GroupSessionMessenger. Journal items must conform to Transferable, are
available to late joiners, and are limited to 100 MB. It requires iOS/iPadOS/tvOS
17+, macOS 14+, or visionOS 1+. For larger/protected assets, share a pointer or manifest and use server storage or app-managed file transfer.
import GroupActivities
let journal = GroupSessionJournal(session: session)
// Upload a Transferable file or data item
let attachment = try await journal.add(sharedImageItem)
// Observe incoming attachments
Task {
for await attachments in journal.attachments {
for attachment in attachments {
let data = try await attachment.load(Data.self)
handleReceivedFile(data)
}
}
}
Common Mistakes
DON'T: Forget to call session.join()
Configure the stored session, messenger, and observers, then call join(). The
canonical long-lived manager in Session Lifecycle shows the required order.
DON'T: Forget to leave or end sessions
// WRONG -- session stays alive after the user navigates away
func viewDidDisappear() {
// Nothing -- session leaks
}
// CORRECT -- leave when the view is dismissed
func viewDidDisappear() {
session?.leave()
session = nil
messenger = nil
}
DON'T: Assume all participants have the same state
// WRONG -- broadcasting state without handling late joiners
func onJoin() {
// New participant has no idea what the current state is
}
// CORRECT -- send full state to new participants
func handleParticipants(_ participants: Set<Participant>) {
let newParticipants = participants.subtracting(knownParticipants)
for participant in newParticipants {
Task {
try await messenger?.send(currentState, to: .only(participant))
}
}
knownParticipants = participants
}
DON'T: Use SharePlay transports for large/protected assets
// WRONG -- messenger is small/time-sensitive; journal is Transferable and <=100 MB
let imageData = try Data(contentsOf: imageURL) // 300 KB
try await messenger.send(imageData, to: .all) // Too large
// CORRECT -- journal attachments up to 100 MB; otherwise share a pointer/manifest
let journal = GroupSessionJournal(session: session)
try await journal.add(sharedImageItem)
// Larger/protected assets: server storage or app-managed file transfer
DON'T: Send redundant messages for media playback
// WRONG -- manually syncing play/pause when using AVPlayer
func play() {
player.play()
try await messenger.send(PlayMessage(), to: .all)
}
// CORRECT -- let AVPlaybackCoordinator handle it
player.playbackCoordinator.coordinateWithSession(session)
player.play() // Automatically synced to all participants
DON'T: Observe sessions in a view that gets recreated
Own the sessions() listener in a long-lived manager, not a recreatable view.
Use the manager lifecycle shown above and cancel its child tasks on invalidation.
Review Checklist
Group Activities capability added to the app target only
GroupActivity struct is Codable with meaningful metadata
Transferable conformance added when using ShareLink, AirDrop, or share sheets
sessions() observed in a long-lived object (not a SwiftUI view body)
session.join() called after receiving and configuring the session
session.leave() called when the user navigates away or dismisses
GroupSessionMessenger messages stay under 256 KB with appropriate deliveryMode
Late-joining participants receive current state on connection
$state and $activeParticipants publishers observed for lifecycle changes
GroupSessionJournal used for non-time-sensitive Transferable attachments
AVPlaybackCoordinator used for media sync (not manual messages)
GroupStateObserver.isEligibleForGroupSession checked before showing SharePlay UI
GroupActivitySharingController used when no conversation is active
Session invalidation handled with cleanup of messenger, journal, and tasks