--- name: tabletopkit description: "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 RealityKit, or implementing piece snapping and physics on a virtual table surface." --- # 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](#setup) - [Game Configuration](#game-configuration) - [Table and Board](#table-and-board) - [Equipment (Pieces, Cards, Dice)](#equipment-pieces-cards-dice) - [Player Seats](#player-seats) - [Game Actions and Turns](#game-actions-and-turns) - [Interactions](#interactions) - [RealityKit Rendering](#realitykit-rendering) - [Group Activities Integration](#group-activities-integration) - [Common Mistakes](#common-mistakes) - [Review Checklist](#review-checklist) - [References](#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 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 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. ```swift 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. ```swift 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`: ```swift // 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 ```swift // 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](references/tabletopkit-patterns.md) for card fan, grid, and overlap layout examples. ## Player Seats Conform to `EntityTableSeat` and provide a pose around the table: ```swift 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: ```swift // 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`: ```swift 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: ```swift setup.register(action: CollectCoin.self) ``` ### Score Counters ```swift 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: ```swift 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: ```swift .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 ```swift 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](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. ```swift 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`: ```swift 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. ```swift 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? 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](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()` 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.** Custom actions must be registered with `setup.register(action:)` before creating the `TabletopGame`. 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 `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 - [ ] `import TabletopKit` present; target is visionOS 2.0+ - [ ] `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` implemented for reacting to confirmed actions - [ ] `EntityRenderDelegate` or `RenderDelegate` connected - [ ] `.tabletopGame(_:parent:automaticUpdate:)` modifier on `RealityView` - [ ] `GroupActivity` defined and `coordinateWithSession(_:)` 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](references/tabletopkit-patterns.md) -- extended patterns for observer implementation, custom actions, dice simulation, card overlap, and network coordination - [Apple Documentation: TabletopKit](https://sosumi.ai/documentation/tabletopkit) - [Creating tabletop games (sample code)](https://sosumi.ai/documentation/tabletopkit/creating-tabletop-games) - [Synchronizing group gameplay with TabletopKit (sample code)](https://sosumi.ai/documentation/tabletopkit/synchronizing-group-gameplay-with-tabletopkit) - [Simulating dice rolls as a component for your game (sample code)](https://sosumi.ai/documentation/tabletopkit/simulating-dice-rolls-as-a-component-for-your-game) - [Implementing playing card overlap and physical characteristics (sample code)](https://sosumi.ai/documentation/tabletopkit/implementing-playing-card-overlap-and-physical-characteristics) - [WWDC24 session 10091: Build a spatial board game](https://sosumi.ai/videos/play/wwdc2024/10091/)