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skills/dpearson2699/swift-ios-skills/skills-tabletopkit

tabletopkit

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dpearson2699/swift-ios-skills·Gaming·Audit passed·Snapshot 275c1b2b8c3c
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Summary

Builds multiplayer spatial board games using TabletopKit on visionOS. Use when creating tabletop game experiences with boards, pieces, cards, or dice; managing seats, turns, equipment state, TabletopAction flows, or TabletopInteraction delegates; synchronizing gameplay through FaceTime Group Activities; rendering with RealityKit; or implementing snapping, tosses, and physics on a virtual table surface.

SKILL.md

TabletopKit

Build visionOS board games whose synchronized state changes flow through TabletopAction and render with RealityKit. The availability matrix below owns version details.

Contents

  • Setup
  • Game Configuration
  • Table and Board
  • Equipment (Pieces, Cards, Dice)
  • Player Seats
  • Game Actions and Turns
  • Interactions
  • RealityKit Rendering
  • Group Activities Integration
  • Common Mistakes
  • Review Checklist
  • References

Setup

TierAPIs
visionOS 2.0+Core gameplay, equipment, seats, actions, rendering, Group Activities
visionOS 2.2+TabletopInteraction.Configuration
visionOS 26.0+Custom actions/state, registration, advanced toss outcomes, discarded-action observation

Simulator supports single-player layout testing, not multiplayer.

Project Configuration

  1. import TabletopKit in source files that define game logic.
  2. import RealityKit for entity-based rendering.
  • For multiplayer, add the Group Activities capability in Signing & Capabilities.
  • Provide table, piece, card, and dice USDZ assets in a RealityKit content bundle.
  • Key Types Overview

    TypeRole
    TabletopGameCentral game manager; owns setup, actions, observers, rendering
    TableSetupConfiguration object passed to TabletopGame init
    Tabletop / EntityTabletopProtocol for the table surface
    Equipment / EntityEquipmentProtocol for interactive game pieces
    TableSeat / EntityTableSeatProtocol for player seat positions
    TabletopActionCommands that modify game state
    TabletopInteractionGesture-driven player interactions with equipment
    TabletopGame.ObserverCallback protocol for reacting to confirmed actions
    TabletopGame.RenderDelegateCallback protocol for visual updates
    EntityRenderDelegateRealityKit-specific render delegate

    Game Configuration

    Build and validate a game in this order:

    1. Define the tabletop, equipment, and seats.
    2. Configure TableSetup and register every custom action type.
    3. Create the game, attach its observer and renderer, claim a seat, and establish automatic or manual update handling.
    4. Inspect the current snapshot for required equipment IDs, parents, seats, and counters before starting multiplayer. Fix the setup and rebuild if an invariant fails.
    import TabletopKit
    import RealityKit
    
    let table = GameTable()
    var setup = TableSetup(tabletop: table)
    setup.add(seat: PlayerSeat(index: 0, pose: seatPose0))
    setup.add(seat: PlayerSeat(index: 1, pose: seatPose1))
    setup.add(equipment: GamePawn(id: .init(1)))
    setup.add(equipment: GameDie(id: .init(2)))
    
    let game = TabletopGame(tableSetup: setup)
    game.claimAnySeat()
    

    Call update(deltaTime:) each frame if automatic updates are not enabled via the .tabletopGame(_:parent:automaticUpdate:) modifier. Read state safely with withCurrentSnapshot(_:).

    Table and Board

    Tabletop Protocol

    Conform to EntityTabletop to define the playing surface. Provide a shape (round or rectangular) and a RealityKit Entity for visual representation.

    struct GameTable: EntityTabletop {
        var shape: TabletopShape
        var entity: Entity
        var id: EquipmentIdentifier
    
        init() {
            entity = try! Entity.load(named: "table/game_table", in: contentBundle)
            shape = .round(entity: entity)
            id = .init(0)
        }
    }
    

    Table Shapes

    Use factory methods on TabletopShape:

    // Round table from dimensions
    let round = TabletopShape.round(
        center: .init(x: 0, y: 0, z: 0),
        radius: 0.5,
        thickness: 0.05,
        in: .meters
    )
    
    // Rectangular table from entity
    let rect = TabletopShape.rectangular(entity: tableEntity)
    

    Equipment (Pieces, Cards, Dice)

    Equipment Protocol

    All interactive game objects conform to Equipment (or EntityEquipment for RealityKit-rendered pieces). Each piece has an id (EquipmentIdentifier) and an initialState property.

    Choose the state type based on the equipment:

    State TypeUse Case
    BaseEquipmentStateGeneric pieces, pawns, tokens
    CardStatePlaying cards (tracks faceUp / face-down)
    DieStateDice with an integer value
    RawValueStateCustom data encoded as UInt64
    CustomEquipmentStateCustom state with a BaseEquipmentState plus game data; see the availability matrix

    Defining Equipment

    // Pawn -- uses BaseEquipmentState
    struct GamePawn: EntityEquipment {
        var id: EquipmentIdentifier
        var initialState: BaseEquipmentState
        var entity: Entity
    
        init(id: EquipmentIdentifier) {
            self.id = id
            self.entity = try! Entity.load(named: "pieces/pawn", in: contentBundle)
            self.initialState = BaseEquipmentState(
                parentID: .init(0), seatControl: .any,
                pose: .identity, entity: entity
            )
        }
    }
    
    // Card -- uses CardState (tracks faceUp)
    struct PlayingCard: EntityEquipment {
        var id: EquipmentIdentifier
        var initialState: CardState
        var entity: Entity
    
        init(id: EquipmentIdentifier) {
            self.id = id
            self.entity = try! Entity.load(named: "cards/card", in: contentBundle)
            self.initialState = .faceDown(
                parentID: .init(0), seatControl: .any,
                pose: .identity, entity: entity
            )
        }
    }
    
    // Die -- uses DieState (tracks integer value)
    struct GameDie: EntityEquipment {
        var id: EquipmentIdentifier
        var initialState: DieState
        var entity: Entity
    
        init(id: EquipmentIdentifier) {
            self.id = id
            self.entity = try! Entity.load(named: "dice/d6", in: contentBundle)
            self.initialState = DieState(
                value: 1, parentID: .init(0), seatControl: .any,
                pose: .identity, entity: entity
            )
        }
    }
    

    ControllingSeats

    Restrict which players can interact with a piece via seatControl:

    • .any -- any player
    • .restricted([seatID1, seatID2]) -- specific seats only
    • .restrictedCurrent([seatID1, seatID2]) -- specific seats only while they are in turn
    • .current -- only the seat whose turn it is
    • .inherited -- inherits from parent equipment

    Equipment Hierarchy and Layout

    Equipment can be parented to other equipment. Override layoutChildren(for:visualState:) to position children. Return one of:

    • .planarStacked(layout:animationDuration:) -- cards/tiles stacked vertically
    • .planarOverlapping(layout:animationDuration:) -- cards fanned or overlapping
    • .volumetric(layout:animationDuration:) -- full 3D layout

    See references/tabletopkit-patterns.md for card fan, grid, and overlap layout examples.

    Player Seats

    Conform to EntityTableSeat and provide a pose around the table:

    struct PlayerSeat: EntityTableSeat {
        var id: TableSeatIdentifier
        var initialState: TableSeatState
        var entity: Entity
    
        init(index: Int, pose: TableVisualState.Pose2D) {
            self.id = TableSeatIdentifier(index)
            self.entity = Entity()
            self.initialState = TableSeatState(pose: pose, context: 0)
        }
    }
    

    Claim a seat before interacting: game.claimAnySeat(), game.claimSeat(matching:), or game.releaseSeat(). Observe changes via TabletopGame.Observer.playerChangedSeats.

    Game Actions and Turns

    Built-in Actions

    Use TabletopAction factory methods to modify game state:

    // Move equipment to a new parent
    game.addAction(.moveEquipment(matching: pieceID, childOf: targetID, pose: newPose))
    
    // Flip a card face-up
    game.addAction(.updateEquipment(card, faceUp: true))
    
    // Update die value
    game.addAction(.updateEquipment(die, value: 6))
    
    // Set whose turn it is
    game.addAction(.setTurn(matching: TableSeatIdentifier(1)))
    
    // Update a score counter
    game.addAction(.updateCounter(matching: counterID, value: 100))
    
    // Create a state bookmark (for undo/reset)
    game.addAction(.createBookmark(id: StateBookmarkIdentifier(1)))
    

    Custom Actions

    For game-specific logic, conform to CustomAction when the availability matrix permits it. Custom action application and validation must depend only on the action data and the supplied TableState / TableSnapshot so every peer resolves the same result. Register custom action types during setup before dispatching them:

    setup.register(action: CollectCoin.self)
    game.addAction(CollectCoin(coinID: coinID, playerID: playerID))
    

    Register each custom action type before dispatching it. See references/tabletopkit-patterns.md for full custom action and custom state examples.

    Score Counters

    setup.add(counter: ScoreCounter(id: .init(0), value: 0))
    // Update: game.addAction(.updateCounter(matching: .init(0), value: 42))
    // Read:   snapshot.counter(matching: .init(0))?.value
    

    State Bookmarks

    Save and restore game state for undo/reset:

    game.addAction(.createBookmark(id: StateBookmarkIdentifier(1)))
    game.jumpToBookmark(matching: StateBookmarkIdentifier(1))
    

    Bookmark restoration is asynchronous and network ordered. Wait for stateDidResetToBookmark, then read withCurrentSnapshot, rebuild local UI from that authoritative callback state, and validate the restored invariant. Do not inspect immediately after jumpToBookmark or enqueue another jump on mismatch. Load State Bookmarks and Undo for the observer reconciliation pattern.

    Interactions

    TabletopInteraction.Delegate

    Return an interaction delegate from the .tabletopGame modifier to handle player gestures on equipment:

    .tabletopGame(game.tabletopGame, parent: game.renderer.root) { value in
        if game.tabletopGame.equipment(of: GameDie.self, matching: value.startingEquipmentID) != nil {
            return DieInteraction(game: game)
        }
        return DefaultInteraction(game: game)
    }
    

    Use interaction.value.gesture for gesture-specific state. Avoid deprecated gesturePhase. For destination control, prefer interaction.setConfiguration(.init(allowedDestinations: ...)) when available rather than deprecated setAllowedDestinations(_:) or value.allowedDestinations.

    Handling Gestures and Tossing Dice

    Basic toss(equipmentID:as:) is core TabletopKit; the availability matrix owns advanced toss outcomes.

    class DieInteraction: TabletopInteraction.Delegate {
        let game: Game
    
        func update(interaction: TabletopInteraction) {
            switch interaction.value.phase {
            case .started:
                interaction.setConfiguration(.init(allowedDestinations: .any))
            case .update:
                if interaction.value.gesture?.phase == .ended {
                    interaction.toss(
                        equipmentID: interaction.value.controlledEquipmentID,
                        as: .cube(height: 0.02, in: .meters)
                    )
                }
            case .ended, .cancelled:
                break
            }
        }
    
        func onTossStart(interaction: TabletopInteraction,
                         outcomes: [TabletopInteraction.TossOutcome]) {
            for outcome in outcomes {
                let face = outcome.tossableRepresentation.face(for: outcome.restingOrientation)
                interaction.addAction(.updateEquipment(
                    die, rawValue: face.rawValue, pose: outcome.pose
                ))
            }
        }
    }
    

    Tossable Representations

    Dice physics shapes: .cube (d6), .tetrahedron (d4), .octahedron (d8), .decahedron (d10), .dodecahedron (d12), .icosahedron (d20), .sphere. All take height:in: (or radius:in: for sphere) and optional restitution:.

    Programmatic Interactions

    Start interactions from code: game.startInteraction(onEquipmentID: pieceID).

    See references/tabletopkit-patterns.md for group toss, predetermined outcomes, interaction acceptance/rejection, and destination restriction patterns.

    RealityKit Rendering

    Conform to EntityRenderDelegate to bridge state to RealityKit. Provide a root entity. TabletopKit automatically positions EntityEquipment entities.

    class GameRenderer: EntityRenderDelegate {
        let root = Entity()
    
        func onUpdate(timeInterval: Double, snapshot: TableSnapshot,
                      visualState: TableVisualState) {
            // Custom visual updates beyond automatic positioning
        }
    }
    

    Connect to SwiftUI with .tabletopGame(_:parent:automaticUpdate:) on a RealityView:

    struct GameView: View {
        let game: Game
    
        var body: some View {
            RealityView { content in
                content.entities.append(game.renderer.root)
            }
            .tabletopGame(game.tabletopGame, parent: game.renderer.root) { value in
                GameInteraction(game: game)
            }
        }
    }
    

    Debug outlines: game.tabletopGame.debugDraw(options: [.drawTable, .drawSeats, .drawEquipment])

    Group Activities Integration

    TabletopKit integrates directly with GroupActivities for FaceTime-based multiplayer. Define a GroupActivity, then call coordinateWithSession(_:). TabletopKit automatically synchronizes all equipment state, seat assignments, actions, and interactions. No manual message passing required.

    import GroupActivities
    
    struct BoardGameActivity: GroupActivity {
        var metadata: GroupActivityMetadata {
            var meta = GroupActivityMetadata()
            meta.type = .generic
            meta.title = "Board Game"
            return meta
        }
    }
    
    @Observable
    class GroupActivityManager {
        let tabletopGame: TabletopGame
        private var sessionTask: Task<Void, Never>?
    
        init(tabletopGame: TabletopGame) {
            self.tabletopGame = tabletopGame
            sessionTask = Task { @MainActor in
                for await session in BoardGameActivity.sessions() {
                    tabletopGame.coordinateWithSession(session)
                }
            }
        }
    
        deinit { tabletopGame.detachNetworkCoordinator() }
    }
    

    Implement TabletopGame.MultiplayerDelegate for joinAccepted(), playerJoined(_:), didRejectPlayer(_:reason:), and multiplayerSessionFailed(reason:). See references/tabletopkit-patterns.md for custom network coordinators and arbiter role management.

    Common Mistakes

    • Skipping seat claim. Players must call claimAnySeat() or claimSeat(_:) before interacting with equipment. Without a seat, actions are rejected.
    • Mutating state outside actions. All state changes must go through TabletopAction or CustomAction. Directly modifying equipment properties bypasses synchronization.
    • Missing custom action registration. Register every custom action with setup.register(action:) before use.
    • Not handling action rollback. Actions are optimistically applied and can be rolled back if validation fails on the arbiter. Implement actionWasRolledBack(_:snapshot:) to revert UI state.
    • Ignoring discarded actions when available. Implement actionWasDiscarded(_:) when local action queue pressure matters; it is called for local actions that cannot be enqueued.
    • Using wrong parent ID. Equipment parentID in state must reference a valid equipment ID (typically the table or a container). An invalid parent causes the piece to disappear.
    • Ignoring TossOutcome faces. After a toss, read the face from outcome.tossableRepresentation.face(for: outcome.restingOrientation) rather than generating a random value. The physics simulation determines the result.
    • Testing multiplayer in Simulator. Group Activities do not work in Simulator. Multiplayer requires physical Apple Vision Pro devices on a FaceTime call.

    Review Checklist

    • The centralized platform/availability matrix is applied
    • TableSetup created with a Tabletop/EntityTabletop conforming type
    • All equipment conforms to Equipment or EntityEquipment with correct state type
    • Seats added and claimAnySeat() / claimSeat(_:) called at game start
    • All custom actions registered with setup.register(action:)
    • TabletopGame.Observer reconciles confirmed, rolled-back, discarded, and bookmark-reset outcomes with the current snapshot
    • EntityRenderDelegate or RenderDelegate connected
    • .tabletopGame(_:parent:automaticUpdate:) modifier on RealityView
    • GroupActivity defined and coordinateWithSession(_:) called; multiplayer described as Group Activities/SharePlay synchronization
    • Group Activities capability added in Xcode for multiplayer builds
    • Debug visualization (debugDraw) disabled before release
    • Device notes state Simulator is single-player only; multiplayer requires 2+ Apple Vision Pro units on FaceTime

    References

    • references/tabletopkit-patterns.md -- extended patterns for observer implementation, custom actions, dice simulation, card overlap, and network coordination
    • Apple Documentation: TabletopKit, Creating tabletop games, Synchronizing group gameplay
    • Simulating dice rolls, Implementing playing card overlap
    • WWDC24 session 10091: Build a spatial board game

    Related skills

    accessorysetupkitactivitykitadattributionkitalarmkitapp-clips