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 Real
What it does
TabletopKit
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
import TabletopKitin source files that define game logic.import RealityKitfor entity-based rendering.- 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 |
|---|---|
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 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 |
|---|---|
BaseEquipmentState | Generic pieces, pawns, tokens |
CardState | Playing cards (tracks faceUp / face-down) |
DieState | Dice with an integer value |
RawValueState | Custom data encoded as UInt64 |
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.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:
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
claimAnySeat()orclaimSeat(_:)before interacting with equipment. Without a seat, actions are rejected. - Mutating state outside actions. All state changes must go through
TabletopActionorCustomAction. Directly modifying equipment properties bypasses synchronization. - Missing custom action registration. Custom actions must be registered with
setup.register(action:)before creating theTabletopGame. Unregistered actions are silently dropped. - 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. - Using wrong parent ID. Equipment
parentIDin 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
-
import TabletopKitpresent; target is visionOS 2.0+ -
TableSetupcreated with aTabletop/EntityTabletopconforming type - All equipment conforms to
EquipmentorEntityEquipmentwith correct state type - Seats added and
claimAnySeat()/claimSeat(_:)called at game start - All custom actions registered with
setup.register(action:) -
TabletopGame.Observerimplemented for reacting to confirmed actions -
EntityRenderDelegateorRenderDelegateconnected -
.tabletopGame(_:parent:automaticUpdate:)modifier onRealityView -
GroupActivitydefined andcoordinateWithSession(_:)called for multiplayer - Group Activities capability added in Xcode for multiplayer builds
- Debug visualization (
debugDraw) disabled before release - 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
Capabilities
Install
Quality
deterministic score 0.68 from registry signals: · indexed on github topic:agent-skills · 468 github stars · SKILL.md body (16,483 chars)