Gamekit
Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.
- Skill ID
- dpearson2699/swift-ios-skills/gamekit
- Publisher
- dpearson2699
- Repository
- swift-ios-skills
- Installs
- 0
- Files
- 3
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
dpearson2699/swift-ios-skills/gamekitInstalls these files- SKILL.md
- evals/evals.json
- references/gamekit-patterns.md
What this skill tells the agent
GameKit
Use GameKit for Game Center authentication, competition, matchmaking, social surfaces, and saved-game handoffs; keep rendering, board logic, and full SharePlay group-activity design in their owning framework skills.
Contents
- Authentication
- Access Point
- Dashboard
- Leaderboards
- Achievements
- Real-Time Multiplayer
- Turn-Based Multiplayer
- Common Mistakes
- Review Checklist
- References
Authentication
All GameKit features require the local player to authenticate first. Set the authenticateHandler on GKLocalPlayer.local early in the app lifecycle. GameKit calls the handler multiple times during initialization.
import GameKit
func authenticatePlayer() {
GKLocalPlayer.local.authenticateHandler = { viewController, error in
if let viewController {
// Present so the player can sign in or create an account.
present(viewController, animated: true)
return
}
if let error {
// Player could not sign in. Disable Game Center features.
disableGameCenter()
return
}
// Player authenticated. Check restrictions before starting.
let player = GKLocalPlayer.local
if player.isUnderage {
hideExplicitContent()
}
if player.isMultiplayerGamingRestricted {
disableMultiplayer()
}
if player.isPersonalizedCommunicationRestricted {
disableInGameChat()
}
configureAccessPoint()
}
}Guard on GKLocalPlayer.local.isAuthenticated before calling any GameKit API. For server-side identity verification, see references/gamekit-patterns.md.
Access Point
GKAccessPoint displays a Game Center control in a corner of the screen. When tapped, it opens the Game Center dashboard. Configure it after authentication.
func configureAccessPoint() {
GKAccessPoint.shared.location = .topLeading
GKAccessPoint.shared.showHighlights = true
GKAccessPoint.shared.isActive = true
}Hide the access point during gameplay and show it on menu screens:
GKAccessPoint.shared.isActive = false // Hide during active gameplay
GKAccessPoint.shared.isActive = true // Show on pause or menuOpen the dashboard to a specific state programmatically. Specific leaderboard access-point triggers require iOS 18+.
// Open directly to a leaderboard
GKAccessPoint.shared.trigger(
leaderboardID: "com.mygame.highscores",
playerScope: .global,
timeScope: .allTime
) { }
// Open directly to achievements
GKAccessPoint.shared.trigger(state: .achievements) { }Dashboard
Present the Game Center dashboard using GKGameCenterViewController. The presenting object must conform to GKGameCenterControllerDelegate.
final class GameViewController: UIViewController, GKGameCenterControllerDelegate {
func showDashboard() {
let vc = GKGameCenterViewController(state: .dashboard)
vc.gameCenterDelegate = self
present(vc, animated: true)
}
func showLeaderboard(_ leaderboardID: String) {
let vc = GKGameCenterViewController(
leaderboardID: leaderboardID,
playerScope: .global,
timeScope: .allTime
)
vc.gameCenterDelegate = self
present(vc, animated: true)
}
func gameCenterViewControllerDidFinish(
_ gameCenterViewController: GKGameCenterViewController
) {
gameCenterViewController.dismiss(animated: true)
}
}Dashboard states include .dashboard, .leaderboards, .achievements, .challenges, .localPlayerProfile, and .localPlayerFriendsList.
Leaderboards
Configure leaderboards in App Store Connect before submitting scores. Supports classic (persistent) and recurring (time-limited, auto-resetting) types.
Submitting Scores
Submit to one or more leaderboards using the class method:
func submitScore(_ score: Int, leaderboardIDs: [String]) async throws {
try await GKLeaderboard.submitScore(
score,
context: 0,
player: GKLocalPlayer.local,
leaderboardIDs: leaderboardIDs
)
}Loading Entries
func loadTopScores(
leaderboardID: String,
count: Int = 10
) async throws -> (GKLeaderboard.Entry?, [GKLeaderboard.Entry]) {
let leaderboards = try await GKLeaderboard.loadLeaderboards(
IDs: [leaderboardID]
)
guard let leaderboard = leaderboards.first else { return (nil, []) }
let (localEntry, entries, _) = try await leaderboard.loadEntries(
for: .global,
timeScope: .allTime,
range: 1...count
)
return (localEntry, entries)
}GKLeaderboard.Entry provides player, rank, score, formattedScore, context, and date. For recurring leaderboard timing, leaderboard images, and leaderboard sets, see references/gamekit-patterns.md.
Achievements
Configure achievements in App Store Connect. Each achievement has a unique identifier, point value, and localized title/description.
Reporting Progress
Set percentComplete from 0...100. The property type is Double, but Apple requires an integer value. GameKit only accepts increases.
func reportAchievement(identifier: String, percentComplete: Int) async throws {
let achievement = GKAchievement(identifier: identifier)
achievement.percentComplete = Double(min(max(percentComplete, 0), 100))
achievement.showsCompletionBanner = true
try await GKAchievement.report([achievement])
}
// Unlock an achievement completely
func unlockAchievement(_ identifier: String) async throws {
try await reportAchievement(identifier: identifier, percentComplete: 100)
}Loading Player Achievements
func loadPlayerAchievements() async throws -> [GKAchievement] {
try await GKAchievement.loadAchievements()
}If an achievement is not returned, the player has no progress on it yet. Create a new GKAchievement(identifier:) to begin reporting. Use GKAchievement.resetAchievements() to reset all progress during testing.
Real-Time Multiplayer
Real-time multiplayer connects players in a peer-to-peer network for simultaneous gameplay. Players exchange data directly through GKMatch.
Matchmaking with GameKit UI
Use GKMatchmakerViewController for the standard matchmaking interface:
func presentMatchmaker() {
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 4
request.inviteMessage = "Join my game!"
guard let matchmakerVC = GKMatchmakerViewController(matchRequest: request) else {
return
}
matchmakerVC.matchmakerDelegate = self
present(matchmakerVC, animated: true)
}Implement GKMatchmakerViewControllerDelegate:
extension GameViewController: GKMatchmakerViewControllerDelegate {
func matchmakerViewController(
_ viewController: GKMatchmakerViewController,
didFind match: GKMatch
) {
match.delegate = self
viewController.dismiss(animated: true)
startGame(with: match)
}
func matchmakerViewControllerWasCancelled(
_ viewController: GKMatchmakerViewController
) {
viewController.dismiss(animated: true)
}
func matchmakerViewController(
_ viewController: GKMatchmakerViewController,
didFailWithError error: Error
) {
viewController.dismiss(animated: true)
}
}Exchanging Data
Send and receive game state through GKMatch and GKMatchDelegate:
extension GameViewController: GKMatchDelegate {
func sendAction(_ action: GameAction, to match: GKMatch) throws {More from dpearson2699
Use this skill in a project
Open any RiverX project, search the Skills panel for dpearson2699/swift-ios-skills/gamekit, and install it in one click.
