tabletopkit

tabletopkit

熱門

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.

972星標
49分支
更新於 2026/7/31
要求的譯文尚未完成,目前顯示原始英文。
SKILL.md
readonlyread-only
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

Tier APIs
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

Type Role
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 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 Type Use 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
CustomEquipmentState Custom 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