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.
git clone https://github.com/dpearson2699/swift-ios-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"
skills/tabletopkit/SKILL.mdTabletopKit
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
- 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
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
in source files that define game logic.import TabletopKit
for entity-based rendering.import RealityKit- For multiplayer, add the Group Activities capability in Signing & Capabilities.
- Provide 3D assets (USDZ) in a RealityKit content bundle for tables, pieces, cards, and dice.
Key Types Overview
| Type | Role |
|---|---|
| Central game manager; owns setup, actions, observers, rendering |
| Configuration object passed to init |
/ | Protocol for the table surface |
/ | Protocol for interactive game pieces |
/ | Protocol for player seat positions |
| Commands that modify game state |
| Gesture-driven player interactions with equipment |
| Callback protocol for reacting to confirmed actions |
| Callback protocol for visual updates |
| 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 Type | Use Case |
|---|---|
| Generic pieces, pawns, tokens |
| Playing cards (tracks / face-down) |
| Dice with an integer |
| Custom data encoded as |
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 player.any
-- specific seats only.restricted([seatID1, seatID2])
-- only the seat whose turn it is.current
-- inherits from parent equipment.inherited
Equipment Hierarchy and Layout
Equipment can be parented to other equipment. Override
layoutChildren(for:visualState:)
to position children. Return one of:
-- cards/tiles stacked vertically.planarStacked(layout:animationDuration:)
-- cards fanned or overlapping.planarOverlapping(layout:animationDuration:)
-- full 3D layout.volumetric(layout:animationDuration:)
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
orclaimAnySeat()
before interacting with equipment. Without a seat, actions are rejected.claimSeat(_:) - Mutating state outside actions. All state changes must go through
orTabletopAction
. Directly modifying equipment properties bypasses synchronization.CustomAction - Missing custom action registration. Custom actions must be registered with
before creating thesetup.register(action:)
. Unregistered actions are silently dropped.TabletopGame - Not handling action rollback. Actions are optimistically applied and can be
rolled back if validation fails on the arbiter. Implement
to revert UI state.actionWasRolledBack(_:snapshot:) - Using wrong parent ID. Equipment
in state must reference a valid equipment ID (typically the table or a container). An invalid parent causes the piece to disappear.parentID - Ignoring TossOutcome faces. After a toss, read the face from
rather than generating a random value. The physics simulation determines the result.outcome.tossableRepresentation.face(for: outcome.restingOrientation) - Testing multiplayer in Simulator. Group Activities do not work in Simulator. Multiplayer requires physical Apple Vision Pro devices on a FaceTime call.
Review Checklist
-
present; target is visionOS 2.0+import TabletopKit -
created with aTableSetup
/Tabletop
conforming typeEntityTabletop - All equipment conforms to
orEquipment
with correct state typeEntityEquipment - Seats added and
/claimAnySeat()
called at game startclaimSeat(_:) - All custom actions registered with
setup.register(action:) -
implemented for reacting to confirmed actionsTabletopGame.Observer -
orEntityRenderDelegate
connectedRenderDelegate -
modifier on.tabletopGame(_:parent:automaticUpdate:)RealityView -
defined andGroupActivity
called for multiplayercoordinateWithSession(_:) - Group Activities capability added in Xcode for multiplayer builds
- Debug visualization (
) disabled before releasedebugDraw - Tested on device; multiplayer tested with 2+ Apple Vision Pro units
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 (sample code)
- Synchronizing group gameplay with TabletopKit (sample code)
- Simulating dice rolls as a component for your game (sample code)
- Implementing playing card overlap and physical characteristics (sample code)
- WWDC24 session 10091: Build a spatial board game