Tabletopkit
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.
- Skill ID
- dpearson2699/swift-ios-skills/tabletopkit
- 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/tabletopkitInstalls these files- SKILL.md
- evals/evals.json
- references/tabletopkit-patterns.md
What this skill tells the agent
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
- 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
| 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
import TabletopKitin source files that define game logic.import RealityKitfor entity-based rendering.- For multiplayer, add the Group Activities capability in Signing & Capabilities.
- 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:
- Define the tabletop, equipment, and seats.
- Configure
TableSetupand register every custom action type. - Create the game, attach its observer and renderer, claim a seat, and establish automatic or manual update handling.
- 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 isMore from dpearson2699
Use this skill in a project
Open any RiverX project, search the Skills panel for dpearson2699/swift-ios-skills/tabletopkit, and install it in one click.
