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Audit score 90

tabletopkit

dpearson2699/swift-ios-skills

Build multiplayer spatial board games on visionOS with TabletopKit, RealityKit rendering, and FaceTime Group Activities sync.

What is tabletopkit?

TabletopKit enables creation of synchronized multiplayer board games for visionOS using spatial rendering with RealityKit. Use it when building tabletop experiences with interactive pieces, cards, dice, player seats, turn management, and physics-based interactions like snapping and tosses across a virtual table surface.

  • Define game tables, equipment (pieces, cards, dice), and player seats with customizable state and control restrictions
  • Manage game actions and turn flows through TabletopAction commands that synchronize across multiplayer sessions
  • Render interactive game objects with RealityKit entities and support equipment hierarchies with planar or volumetric layouts
  • Handle player interactions via gesture-driven TabletopInteraction delegates with snapping, tosses, and physics simulation
  • Synchronize multiplayer gameplay through FaceTime Group Activities with automatic or manual state updates
  • Support custom equipment state types including BaseEquipmentState, CardState, DieState, and custom data encoding

How to install tabletopkit

npx skills add https://github.com/dpearson2699/swift-ios-skills --skill tabletopkit
Prerequisites
  • visionOS 2.0 or later (core features); visionOS 2.2+ for TabletopInteraction.Configuration; visionOS 26.0+ for custom actions and advanced features
  • Group Activities capability enabled in Signing & Capabilities for multiplayer support
  • RealityKit content bundle with USDZ assets for table, pieces, cards, and dice models
  • Basic understanding of RealityKit entities and SwiftUI for integration
Claude Code
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How to use tabletopkit

  1. 1.Import TabletopKit and RealityKit in your game logic files
  2. 2.Define your game table by conforming to EntityTabletop with a shape (round or rectangular) and RealityKit entity
  3. 3.Create equipment types (pawns, cards, dice) conforming to EntityEquipment with appropriate state types (BaseEquipmentState, CardState, DieState)
  4. 4.Define player seats conforming to EntityTableSeat with poses positioned around the table
  5. 5.Build a TableSetup object, add all seats and equipment, then initialize TabletopGame with the setup
  6. 6.Claim a seat using game.claimAnySeat() and attach an observer and render delegate to handle state changes
  7. 7.Call game.update(deltaTime:) each frame or use the .tabletopGame modifier for automatic updates
  8. 8.Read current game state safely with withCurrentSnapshot(_:) and define custom TabletopAction types for game-specific commands

Use cases

Good for
  • Building a multiplayer chess or checkers game where pieces snap to grid positions and turns alternate between players
  • Creating a card game with face-up/face-down card states, fanned layouts, and seat-restricted card access
  • Developing a dice-rolling game with physics-based tosses, value tracking, and synchronized outcomes across participants
  • Designing a spatial board game where equipment hierarchies create stacked or overlapping layouts (e.g., card decks, tile stacks)
  • Implementing a collaborative tabletop RPG experience with shared board state and gesture-based piece manipulation
Who it's for
  • visionOS game developers building multiplayer spatial experiences
  • Indie studios creating digital board game adaptations for Apple Vision Pro
  • Developers familiar with RealityKit and SwiftUI looking to add turn-based gameplay
  • Teams building collaborative tabletop simulation or educational games

tabletopkit FAQ

What is the difference between BaseEquipmentState, CardState, and DieState?

BaseEquipmentState is for generic pieces and tokens; CardState tracks whether a card is face-up or face-down; DieState stores an integer value for dice. Choose based on your equipment type, or use CustomEquipmentState for complex game-specific data.

How do I restrict which players can interact with a piece?

Use the seatControl property: .any allows all players, .restricted([ids]) limits to specific seats, .current restricts to the player whose turn it is, and .inherited takes the parent's control setting.

Can I use TabletopKit in the simulator?

Yes, the simulator supports single-player layout testing, but multiplayer functionality requires actual visionOS devices with Group Activities enabled.

How do I synchronize game state across multiple players?

Use TabletopAction commands to modify state; they flow through the game's action system and are synchronized via FaceTime Group Activities. Attach a TabletopGame.Observer to react to confirmed actions.

What layout options are available for equipment hierarchies?

TabletopKit supports .planarStacked for vertically stacked cards/tiles, .planarOverlapping for fanned or overlapping layouts, and .volumetric for full 3D positioning of child equipment.

Full instructions (SKILL.md)

Source of truth, from dpearson2699/swift-ios-skills.


name: tabletopkit description: "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."

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

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.
  3. For multiplayer, add the Group Activities capability in Signing & Capabilities.
  4. 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