Use when building SpriteKit games, implementing physics, actions, scene management, or debugging game performance. Covers scene graph, physics engine, actions system, game loop, rendering optimization.
Guides SpriteKit game development with physics, actions, scene management, and performance optimization.
npx claudepluginhub charleswiltgen/axiomThis skill inherits all available tools. When active, it can use any tool Claude has access to.
Purpose: Build reliable SpriteKit games by mastering the scene graph, physics engine, action system, and rendering pipeline iOS Version: iOS 13+ (SwiftUI integration), iOS 11+ (SKRenderer) Xcode: Xcode 15+
Use this skill when:
Do NOT use this skill for:
axiom-scenekit)axiom-metal-migration-ref)axiom-swiftui-layout)SpriteKit uses a bottom-left origin with Y pointing up. This differs from UIKit (top-left, Y down).
SpriteKit: UIKit:
┌─────────┐ ┌─────────┐
│ +Y │ │ (0,0) │
│ ↑ │ │ ↓ │
│ │ │ │ +Y │
│(0,0)──→+X│ │ │ │
└─────────┘ └─────────┘
Anchor Points define which point on a sprite maps to its position. Default is (0.5, 0.5) (center).
// Common anchor point trap:
// Anchor (0, 0) = bottom-left of sprite is at position
// Anchor (0.5, 0.5) = center of sprite is at position (DEFAULT)
// Anchor (0.5, 0) = bottom-center (useful for characters standing on ground)
sprite.anchorPoint = CGPoint(x: 0.5, y: 0)
Scene anchor point maps the view's frame to scene coordinates:
(0, 0) — scene origin at bottom-left of view (default)(0.5, 0.5) — scene origin at center of viewEverything in SpriteKit is an SKNode in a tree hierarchy. Parent transforms propagate to children.
SKScene
├── SKCameraNode (viewport control)
├── SKNode "world" (game content layer)
│ ├── SKSpriteNode "player"
│ ├── SKSpriteNode "enemy"
│ └── SKNode "platforms"
│ ├── SKSpriteNode "platform1"
│ └── SKSpriteNode "platform2"
└── SKNode "hud" (UI layer, attached to camera)
├── SKLabelNode "score"
└── SKSpriteNode "healthBar"
zPosition controls draw order. Higher values render on top. Nodes at the same zPosition render in child array order (unless ignoresSiblingOrder is true).
// Establish clear z-order layers
enum ZLayer {
static let background: CGFloat = -100
static let platforms: CGFloat = 0
static let items: CGFloat = 10
static let player: CGFloat = 20
static let effects: CGFloat = 30
static let hud: CGFloat = 100
}
| Mode | Behavior | Use When |
|---|---|---|
.aspectFill | Fills view, crops edges | Full-bleed games (most games) |
.aspectFit | Fits in view, letterboxes | Puzzle games needing exact layout |
.resizeFill | Stretches to fill | Almost never — distorts |
.fill | Matches view size exactly | Scene adapts to any ratio |
class GameScene: SKScene {
override func sceneDidLoad() {
scaleMode = .aspectFill
// Design for a reference size, let aspectFill crop edges
}
}
Always use SKCameraNode for viewport control. Attach HUD elements to the camera so they don't scroll.
let camera = SKCameraNode()
camera.name = "mainCamera"
addChild(camera)
self.camera = camera
// HUD follows camera automatically
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: size.height / 2 - 50)
camera.addChild(scoreLabel)
// Move camera to follow player
let follow = SKConstraint.distance(SKRange(constantValue: 0), to: playerNode)
camera.constraints = [follow]
// Create layer nodes for organization
let worldNode = SKNode()
worldNode.name = "world"
addChild(worldNode)
let hudNode = SKNode()
hudNode.name = "hud"
camera?.addChild(hudNode)
// All gameplay objects go in worldNode
worldNode.addChild(playerSprite)
worldNode.addChild(enemySprite)
// All UI goes in hudNode (moves with camera)
hudNode.addChild(scoreLabel)
// Preload next scene for smooth transitions
guard let nextScene = LevelScene(fileNamed: "Level2") else { return }
nextScene.scaleMode = .aspectFill
let transition = SKTransition.fade(withDuration: 0.5)
view?.presentScene(nextScene, transition: transition)
Data passing between scenes: Use a shared game state object, not node properties.
class GameState {
static let shared = GameState()
var score = 0
var currentLevel = 1
var playerHealth = 100
}
// In scene transition:
let nextScene = LevelScene(size: size)
// GameState.shared is already accessible
view?.presentScene(nextScene, transition: .fade(withDuration: 0.5))
Note: A singleton works for simple games. For larger projects with testing needs, consider passing a GameState instance through scene initializers to avoid hidden global state.
Cleanup in willMove(from:):
override func willMove(from view: SKView) {
removeAllActions()
removeAllChildren()
physicsWorld.contactDelegate = nil
}
This is the #1 source of SpriteKit bugs. Physics bitmasks use a 32-bit system where each bit represents a category.
struct PhysicsCategory {
static let none: UInt32 = 0
static let player: UInt32 = 0b0001 // 1
static let enemy: UInt32 = 0b0010 // 2
static let ground: UInt32 = 0b0100 // 4
static let projectile: UInt32 = 0b1000 // 8
static let powerUp: UInt32 = 0b10000 // 16
}
Three bitmask properties (all default to 0xFFFFFFFF — everything):
| Property | Purpose | Default |
|---|---|---|
categoryBitMask | What this body IS | 0xFFFFFFFF |
collisionBitMask | What it BOUNCES off | 0xFFFFFFFF |
contactTestBitMask | What TRIGGERS delegate | 0x00000000 |
The default collisionBitMask of 0xFFFFFFFF means everything collides with everything. This is the most common source of unexpected physics behavior.
// CORRECT: Explicit bitmask setup
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemy
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.powerUp
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
enemy.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.player
enemy.physicsBody?.contactTestBitMask = PhysicsCategory.player | PhysicsCategory.projectile
For every physics body, verify:
categoryBitMask set to exactly one categorycollisionBitMask set to only categories it should bounce off (NOT 0xFFFFFFFF)contactTestBitMask set to categories that should trigger delegate callbacksphysicsWorld.contactDelegate = selfclass GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
// Sort bodies so bodyA has the lower category
let (first, second): (SKPhysicsBody, SKPhysicsBody)
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
(first, second) = (contact.bodyA, contact.bodyB)
} else {
(first, second) = (contact.bodyB, contact.bodyA)
}
// Now dispatch based on categories
if first.categoryBitMask == PhysicsCategory.player &&
second.categoryBitMask == PhysicsCategory.enemy {
guard let playerNode = first.node, let enemyNode = second.node else { return }
playerHitEnemy(player: playerNode, enemy: enemyNode)
}
}
}
Modification rule: You cannot modify the physics world inside didBegin/didEnd. Set flags and apply changes in update(_:).
var enemiesToRemove: [SKNode] = []
func didBegin(_ contact: SKPhysicsContact) {
// Flag for removal — don't remove here
if let enemy = contact.bodyB.node {
enemiesToRemove.append(enemy)
}
}
override func update(_ currentTime: TimeInterval) {
for enemy in enemiesToRemove {
enemy.removeFromParent()
}
enemiesToRemove.removeAll()
}
| Type | Created With | Responds to Forces | Use For |
|---|---|---|---|
| Dynamic volume | init(circleOfRadius:), init(rectangleOf:), init(texture:size:) | Yes | Players, enemies, projectiles |
| Static volume | Dynamic body + isDynamic = false | No (but collides) | Platforms, walls |
| Edge | init(edgeLoopFrom:), init(edgeFrom:to:) | No (boundary only) | Screen boundaries, terrain |
// Screen boundary using edge loop
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
// Texture-based body for irregular shapes
guard let texture = enemy.texture else { return }
enemy.physicsBody = SKPhysicsBody(texture: texture, size: enemy.size)
// Circle for performance (cheapest collision detection)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 5)
Fast-moving objects can pass through thin walls. Fix:
// Enable precise collision detection for fast objects
bullet.physicsBody?.usesPreciseCollisionDetection = true
// Make walls thick enough (at least as wide as fastest object moves per frame)
// At 60fps, an object at velocity 600pt/s moves 10pt/frame
// Force: continuous (applied per frame, accumulates)
body.applyForce(CGVector(dx: 0, dy: 100))
// Impulse: instant velocity change (one-time, like a jump)
body.applyImpulse(CGVector(dx: 0, dy: 50))
// Torque: continuous rotation
body.applyTorque(0.5)
// Angular impulse: instant rotation change
body.applyAngularImpulse(1.0)
// Movement
let move = SKAction.move(to: CGPoint(x: 200, y: 300), duration: 1.0)
let moveBy = SKAction.moveBy(x: 100, y: 0, duration: 0.5)
// Rotation
let rotate = SKAction.rotate(byAngle: .pi * 2, duration: 1.0)
// Scale
let scale = SKAction.scale(to: 2.0, duration: 0.3)
// Fade
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
let fadeIn = SKAction.fadeIn(withDuration: 0.5)
// Sequence: one after another
let moveAndFade = SKAction.sequence([
SKAction.move(to: target, duration: 1.0),
SKAction.fadeOut(withDuration: 0.3),
SKAction.removeFromParent()
])
// Group: all at once
let spinAndGrow = SKAction.group([
SKAction.rotate(byAngle: .pi * 2, duration: 1.0),
SKAction.scale(to: 2.0, duration: 1.0)
])
// Repeat
let pulse = SKAction.repeatForever(SKAction.sequence([
SKAction.scale(to: 1.2, duration: 0.3),
SKAction.scale(to: 1.0, duration: 0.3)
]))
// Use named actions so you can cancel/replace them
node.run(pulse, withKey: "pulse")
// Later, stop the pulse:
node.removeAction(forKey: "pulse")
// Check if running:
if node.action(forKey: "pulse") != nil {
// Still pulsing
}
// WRONG: Retain cycle risk
node.run(SKAction.run {
self.score += 1 // Strong capture of self
})
// CORRECT: Weak capture
node.run(SKAction.run { [weak self] in
self?.score += 1
})
// For repeating actions, always use weak self
let spawn = SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
]))
scene.run(spawn, withKey: "enemySpawner")
action.timingMode = .linear // Constant speed (default)
action.timingMode = .easeIn // Accelerate from rest
action.timingMode = .easeOut // Decelerate to rest
action.timingMode = .easeInEaseOut // Smooth start and end
Never use actions to move physics-controlled nodes. Actions override the physics simulation, causing jittering and missed collisions.
// WRONG: Action fights physics
playerNode.run(SKAction.moveTo(x: 200, duration: 0.5))
// CORRECT: Use forces/impulses for physics bodies
playerNode.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
// CORRECT: Use actions for non-physics nodes (UI, effects, decorations)
hudLabel.run(SKAction.scale(to: 1.5, duration: 0.2))
// CRITICAL: isUserInteractionEnabled must be true on the responding node
// SKScene has it true by default; other nodes default to false
class Player: SKSpriteNode {
init() {
super.init(texture: SKTexture(imageNamed: "player"), color: .clear, size: CGSize(width: 50, height: 50))
isUserInteractionEnabled = true // Required!
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Handle touch on this specific node
}
}
// Touch location in SCENE coordinates (most common)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let locationInScene = touch.location(in: self)
// Touch location in a SPECIFIC NODE's coordinates
let locationInWorld = touch.location(in: worldNode)
// Hit test: what node was touched?
let touchedNodes = nodes(at: locationInScene)
}
Common mistake: Using touch.location(in: self.view) returns UIKit coordinates (Y-flipped). Always use touch.location(in: self) for scene coordinates.
import GameController
func setupControllers() {
NotificationCenter.default.addObserver(
self, selector: #selector(controllerConnected),
name: .GCControllerDidConnect, object: nil
)
// Check already-connected controllers
for controller in GCController.controllers() {
configureController(controller)
}
}
For detailed performance diagnosis, see axiom-spritekit-diag Symptom 3. Key priorities:
usesPreciseCollisionDetectionif let view = self.view as? SKView {
view.showsFPS = true
view.showsNodeCount = true
view.showsDrawCount = true
view.showsPhysics = true // Shows physics body outlines
// Performance: render order optimization
view.ignoresSiblingOrder = true
}
Sprites using textures from the same atlas render in a single draw call.
// Create atlas in Xcode: Assets → New Sprite Atlas
// Or use .atlas folder in project
let atlas = SKTextureAtlas(named: "Characters")
let texture = atlas.textureNamed("player_idle")
let sprite = SKSpriteNode(texture: texture)
// Preload atlas to avoid frame drops
SKTextureAtlas.preloadTextureAtlases([atlas]) {
// Atlas ready — present scene
}
SKShapeNode generates one draw call per instance. It cannot be batched. Use it for prototyping and debug visualization only.
// WRONG: 100 SKShapeNodes = 100 draw calls
for _ in 0..<100 {
let dot = SKShapeNode(circleOfRadius: 5)
addChild(dot)
}
// CORRECT: Pre-render to texture, use SKSpriteNode
let shape = SKShapeNode(circleOfRadius: 5)
shape.fillColor = .red
guard let texture = view?.texture(from: shape) else { return }
for _ in 0..<100 {
let dot = SKSpriteNode(texture: texture)
addChild(dot)
}
For frequently spawned/destroyed objects (bullets, particles, enemies):
class BulletPool {
private var available: [SKSpriteNode] = []
private let texture: SKTexture
init(texture: SKTexture, initialSize: Int = 20) {
self.texture = texture
for _ in 0..<initialSize {
available.append(createBullet())
}
}
private func createBullet() -> SKSpriteNode {
let bullet = SKSpriteNode(texture: texture)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 3)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.projectile
bullet.physicsBody?.collisionBitMask = PhysicsCategory.none
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
return bullet
}
func spawn() -> SKSpriteNode {
if available.isEmpty {
available.append(createBullet())
}
let bullet = available.removeLast()
bullet.isHidden = false
bullet.physicsBody?.isDynamic = true
return bullet
}
func recycle(_ bullet: SKSpriteNode) {
bullet.removeAllActions()
bullet.removeFromParent()
bullet.physicsBody?.isDynamic = false
bullet.physicsBody?.velocity = .zero
bullet.isHidden = true
available.append(bullet)
}
}
// Manual removal is faster than shouldCullNonVisibleNodes
override func update(_ currentTime: TimeInterval) {
enumerateChildNodes(withName: "bullet") { node, _ in
if !self.frame.intersects(node.frame) {
self.bulletPool.recycle(node as! SKSpriteNode)
}
}
}
1. update(_:) ← Your game logic here
2. didEvaluateActions() ← Actions completed
3. [Physics simulation] ← SpriteKit runs physics
4. didSimulatePhysics() ← Physics done, adjust results
5. [Constraint evaluation] ← SKConstraints applied
6. didApplyConstraints() ← Constraints done
7. didFinishUpdate() ← Last chance before render
8. [Rendering] ← Frame drawn
private var lastUpdateTime: TimeInterval = 0
override func update(_ currentTime: TimeInterval) {
let dt: TimeInterval
if lastUpdateTime == 0 {
dt = 0
} else {
dt = currentTime - lastUpdateTime
}
lastUpdateTime = currentTime
// Clamp delta time to prevent spiral of death
// (when app returns from background, dt can be huge)
let clampedDt = min(dt, 1.0 / 30.0)
updatePlayer(deltaTime: clampedDt)
updateEnemies(deltaTime: clampedDt)
}
// Pause the scene (stops actions, physics, update loop)
scene.isPaused = true
// Pause specific subtree only
worldNode.isPaused = true // Game paused but HUD still animates
// Handle app backgrounding
NotificationCenter.default.addObserver(
self, selector: #selector(pauseGame),
name: UIApplication.willResignActiveNotification, object: nil
)
// Load from .sks file (designed in Xcode Particle Editor)
guard let emitter = SKEmitterNode(fileNamed: "Explosion") else { return }
emitter.position = explosionPoint
addChild(emitter)
// CRITICAL: Auto-remove after emission completes
let duration = TimeInterval(emitter.numParticlesToEmit) / TimeInterval(emitter.particleBirthRate)
+ TimeInterval(emitter.particleLifetime + emitter.particleLifetimeRange / 2)
emitter.run(SKAction.sequence([
SKAction.wait(forDuration: duration),
SKAction.removeFromParent()
]))
Without targetNode, particles move with the emitter. For trails (like rocket exhaust), set targetNode to the scene:
let trail = SKEmitterNode(fileNamed: "RocketTrail")!
trail.targetNode = scene // Particles stay where emitted
rocketNode.addChild(trail)
// WRONG: Infinite emitter never cleaned up
let fire = SKEmitterNode(fileNamed: "Fire")!
fire.numParticlesToEmit = 0 // 0 = infinite
addChild(fire)
// Memory leak — particles accumulate forever
// CORRECT: Set emission limit or remove when done
fire.numParticlesToEmit = 200 // Stops after 200 particles
// Or manually stop and remove:
fire.particleBirthRate = 0 // Stop new particles
fire.run(SKAction.sequence([
SKAction.wait(forDuration: TimeInterval(fire.particleLifetime)),
SKAction.removeFromParent()
]))
The simplest way to embed SpriteKit in SwiftUI. Use this unless you need custom SKView configuration.
import SpriteKit
import SwiftUI
struct GameView: View {
var body: some View {
SpriteView(scene: {
let scene = GameScene(size: CGSize(width: 390, height: 844))
scene.scaleMode = .aspectFill
return scene
}(), debugOptions: [.showsFPS, .showsNodeCount])
.ignoresSafeArea()
}
}
Use when you need full control over SKView configuration (custom frame rate, transparency, or multiple scenes).
import SwiftUI
import SpriteKit
struct SpriteKitView: UIViewRepresentable {
let scene: SKScene
func makeUIView(context: Context) -> SKView {
let view = SKView()
view.showsFPS = true
view.showsNodeCount = true
view.ignoresSiblingOrder = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
if view.scene == nil {
view.presentScene(scene)
}
}
}
Use SKRenderer when SpriteKit is one layer in a Metal pipeline:
let renderer = SKRenderer(device: metalDevice)
renderer.scene = gameScene
// In your Metal render loop:
renderer.update(atTime: currentTime)
renderer.render(
withViewport: viewport,
commandBuffer: commandBuffer,
renderPassDescriptor: renderPassDescriptor
)
Time cost: 30-120 minutes debugging phantom collisions
// WRONG: Default collisionBitMask is 0xFFFFFFFF
let body = SKPhysicsBody(circleOfRadius: 10)
node.physicsBody = body
// Collides with EVERYTHING — even things it shouldn't
// CORRECT: Always set all three masks explicitly
body.categoryBitMask = PhysicsCategory.player
body.collisionBitMask = PhysicsCategory.ground
body.contactTestBitMask = PhysicsCategory.enemy
Time cost: 30-60 minutes wondering why didBegin never fires
// WRONG: contactTestBitMask defaults to 0 — no contacts ever fire
player.physicsBody?.categoryBitMask = PhysicsCategory.player
// Forgot contactTestBitMask!
// CORRECT: Both bodies need compatible masks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
Time cost: 1-3 hours of jittering and missed collisions
// WRONG: SKAction.move overrides physics position each frame
playerNode.run(SKAction.moveTo(x: 200, duration: 1.0))
// Physics body position is set by action, ignoring forces/collisions
// CORRECT: Use physics for physics-controlled nodes
playerNode.physicsBody?.applyForce(CGVector(dx: 100, dy: 0))
Time cost: Hours diagnosing frame drops
Each SKShapeNode is a separate draw call that cannot be batched. 50 shape nodes = 50 draw calls. See the pre-render-to-texture pattern in Section 6 (SKShapeNode Trap) for the fix.
Time cost: Memory leaks, eventual crash
// WRONG: Strong capture in repeating action
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { self.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
// CORRECT: Weak capture
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
categoryBitMask (not default)collisionBitMask (not 0xFFFFFFFF)contactTestBitMask setphysicsWorld.contactDelegate is assigneddidBegin/didEnd callbacksusesPreciseCollisionDetectionSKAction.move/rotate on physics-controlled nodeswithKey: for cancellationSKAction.run closures use [weak self]ignoresSiblingOrder = true on SKViewwillMove(from:) cleans up actions, children, delegatesPressure: Deadline pressure to skip systematic debugging
Wrong approach: Randomly changing bitmask values, adding 0xFFFFFFFF everywhere, or disabling physics
Correct approach (2-5 minutes):
showsPhysics — verify bodies exist and overlapcontactTestBitMask on body A includes category of body B (or vice versa)physicsWorld.contactDelegate is setPush-back template: "Let me run the 5-step bitmask checklist. It takes 2 minutes and catches 90% of contact issues. Random changes will make it worse."
Pressure: Authority says "it runs at 60fps for me, ship it"
Wrong approach: Shipping without profiling on minimum-spec device
Correct approach:
showsFPS, showsNodeCount, showsDrawCountPush-back template: "Performance varies by device. Let me check node count and draw calls — takes 30 seconds with debug overlays. If counts are low, we're safe to ship."
Pressure: Sunk cost — already built with SKShapeNode, don't want to redo
Wrong approach: Shipping with 100+ SKShapeNodes causing frame drops
Correct approach:
showsDrawCount — each SKShapeNode adds a draw callview.texture(from:) to convert once, reuse as SKSpriteNodePush-back template: "Each SKShapeNode is a separate draw call. Converting to pre-rendered textures is a 15-minute refactor that can double frame rate. SKSpriteNode from atlas = 1 draw call for all of them."
WWDC: 2014-608, 2016-610, 2017-609, 2013-502
Docs: /spritekit, /spritekit/skscene, /spritekit/skphysicsbody, /spritekit/maximizing-node-drawing-performance
Skills: axiom-spritekit-ref, axiom-spritekit-diag
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