Swift-ios-skills tabletopkit

Create multiplayer spatial board games using TabletopKit on visionOS. Use when building tabletop game experiences with boards, pieces, cards, and dice, managing player seats and turns, synchronizing game state over FaceTime with Group Activities, rendering game elements with RealityKit, or implementing piece snapping and physics on a virtual table surface.

install
source · Clone the upstream repo
git clone https://github.com/dpearson2699/swift-ios-skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/dpearson2699/swift-ios-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/tabletopkit" ~/.claude/skills/dpearson2699-swift-ios-skills-tabletopkit && rm -rf "$T"
manifest: skills/tabletopkit/SKILL.md
source content

TabletopKit

Create multiplayer spatial board games on a virtual table surface using TabletopKit. Handles game layout, equipment interaction, player seating, turn management, state synchronization, and RealityKit rendering. visionOS 2.0+ only. Targets Swift 6.3.

Contents

Setup

Platform Requirement

TabletopKit is exclusive to visionOS. It requires visionOS 2.0+. Multiplayer features using Group Activities require visionOS 2.0+ devices on a FaceTime call. The Simulator supports single-player layout testing but not multiplayer.

Project Configuration

  1. import TabletopKit
    in source files that define game logic.
  2. import RealityKit
    for entity-based rendering.
  3. For multiplayer, add the Group Activities capability in Signing & Capabilities.
  4. Provide 3D assets (USDZ) in a RealityKit content bundle for tables, pieces, cards, and dice.

Key Types Overview

TypeRole
TabletopGame
Central game manager; owns setup, actions, observers, rendering
TableSetup
Configuration object passed to
TabletopGame
init
Tabletop
/
EntityTabletop
Protocol for the table surface
Equipment
/
EntityEquipment
Protocol for interactive game pieces
TableSeat
/
EntityTableSeat
Protocol for player seat positions
TabletopAction
Commands that modify game state
TabletopInteraction
Gesture-driven player interactions with equipment
TabletopGame.Observer
Callback protocol for reacting to confirmed actions
TabletopGame.RenderDelegate
Callback protocol for visual updates
EntityRenderDelegate
RealityKit-specific render delegate

Game Configuration

Build a game in three steps: define the table, configure the setup, create the

TabletopGame
instance.

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)))
setup.register(action: MyCustomAction.self)

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
BaseEquipmentState
Generic pieces, pawns, tokens
CardState
Playing cards (tracks
faceUp
/ face-down)
DieState
Dice with an integer
value
RawValueState
Custom data encoded as
UInt64

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
  • .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
:

struct CollectCoin: CustomAction {
    let coinID: EquipmentIdentifier
    let playerID: EquipmentIdentifier

    init?(from action: some TabletopAction) {
        // Decode from generic action
    }

    func validate(snapshot: TableSnapshot) -> Bool {
        // Return true if action is legal
        true
    }

    func apply(table: inout TableState) {
        // Mutate state directly
    }
}

Register custom actions during setup:

setup.register(action: CollectCoin.self)

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))

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)
}

Handling Gestures and Tossing Dice

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

  • Forgetting platform restriction. TabletopKit is visionOS-only. Do not conditionally compile for iOS/macOS; the framework does not exist there.
  • 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. Custom actions must be registered with
    setup.register(action:)
    before creating the
    TabletopGame
    . Unregistered actions are silently dropped.
  • 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.
  • 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

  • import TabletopKit
    present; target is visionOS 2.0+
  • 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
    implemented for reacting to confirmed actions
  • EntityRenderDelegate
    or
    RenderDelegate
    connected
  • .tabletopGame(_:parent:automaticUpdate:)
    modifier on
    RealityView
  • GroupActivity
    defined and
    coordinateWithSession(_:)
    called for multiplayer
  • Group Activities capability added in Xcode for multiplayer builds
  • Debug visualization (
    debugDraw
    ) disabled before release
  • Tested on device; multiplayer tested with 2+ Apple Vision Pro units

References