From apple-kit-skills
Integrates Game Center into iOS games using GameKit and Swift: authenticate players, leaderboards, achievements, real-time/turn-based multiplayer, access point, dashboard.
npx claudepluginhub dpearson2699/swift-ios-skills --plugin all-ios-skillsThis skill uses the workspace's default tool permissions.
Integrate Game Center features into iOS 26+ games using GameKit and Swift 6.3.
Generates design tokens/docs from CSS/Tailwind/styled-components codebases, audits visual consistency across 10 dimensions, detects AI slop in UI.
Records polished WebM UI demo videos of web apps using Playwright with cursor overlay, natural pacing, and three-phase scripting. Activates for demo, walkthrough, screen recording, or tutorial requests.
Delivers idiomatic Kotlin patterns for null safety, immutability, sealed classes, coroutines, Flows, extensions, DSL builders, and Gradle DSL. Use when writing, reviewing, refactoring, or designing Kotlin code.
Integrate Game Center features into iOS 26+ games using GameKit and Swift 6.3. Provides player authentication, leaderboards, achievements, multiplayer matchmaking, access point, dashboard, challenges, and saved games.
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.
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 menu
Open the dashboard to a specific state programmatically:
// 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) { }
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: .dashboard, .leaderboards, .achievements, .localPlayerProfile.
Configure leaderboards in App Store Connect before submitting scores. Supports classic (persistent) and recurring (time-limited, auto-resetting) types.
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
)
}
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.
Configure achievements in App Store Connect. Each achievement has a unique identifier, point value, and localized title/description.
Set percentComplete from 0.0 to 100.0. GameKit only accepts increases;
setting a lower value than previously reported has no effect.
func reportAchievement(identifier: String, percentComplete: Double) async throws {
let achievement = GKAchievement(identifier: identifier)
achievement.percentComplete = percentComplete
achievement.showsCompletionBanner = true
try await GKAchievement.report([achievement])
}
// Unlock an achievement completely
func unlockAchievement(_ identifier: String) async throws {
try await reportAchievement(identifier: identifier, percentComplete: 100.0)
}
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 connects players in a peer-to-peer network for
simultaneous gameplay. Players exchange data directly through GKMatch.
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
) {
viewController.dismiss(animated: true)
match.delegate = self
startGame(with: match)
}
func matchmakerViewControllerWasCancelled(
_ viewController: GKMatchmakerViewController
) {
viewController.dismiss(animated: true)
}
func matchmakerViewController(
_ viewController: GKMatchmakerViewController,
didFailWithError error: Error
) {
viewController.dismiss(animated: true)
}
}
Send and receive game state through GKMatch and GKMatchDelegate:
extension GameViewController: GKMatchDelegate {
func sendAction(_ action: GameAction, to match: GKMatch) throws {
let data = try JSONEncoder().encode(action)
try match.sendData(toAllPlayers: data, with: .reliable)
}
func match(_ match: GKMatch, didReceive data: Data, fromRemotePlayer player: GKPlayer) {
guard let action = try? JSONDecoder().decode(GameAction.self, from: data) else {
return
}
handleRemoteAction(action, from: player)
}
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
switch state {
case .connected:
checkIfReadyToStart(match)
case .disconnected:
handlePlayerDisconnected(player)
default:
break
}
}
}
Data modes: .reliable (TCP-like, ordered, guaranteed) and .unreliable
(UDP-like, faster, no guarantee). Use .reliable for critical game state and
.unreliable for frequent position updates. Register the local player as a
listener (GKLocalPlayer.local.register(self)) to receive invitations through
GKInviteEventListener. For programmatic matchmaking and custom match UI, see
references/gamekit-patterns.md.
Turn-based games store match state on Game Center servers. Players take turns asynchronously and do not need to be online simultaneously.
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 4
let matchmakerVC = GKTurnBasedMatchmakerViewController(matchRequest: request)
matchmakerVC.turnBasedMatchmakerDelegate = self
present(matchmakerVC, animated: true)
Encode game state into Data, end the turn, and specify the next participants:
func endTurn(match: GKTurnBasedMatch, gameState: GameState) async throws {
let data = try JSONEncoder().encode(gameState)
// Build next participants list: remaining active players
let nextParticipants = match.participants.filter {
$0.matchOutcome == .none && $0 != match.currentParticipant
}
try await match.endTurn(
withNextParticipants: nextParticipants,
turnTimeout: GKTurnTimeoutDefault,
match: data
)
}
Set outcomes for all participants, then end the match:
func endMatch(_ match: GKTurnBasedMatch, winnerIndex: Int, data: Data) async throws {
for (index, participant) in match.participants.enumerated() {
participant.matchOutcome = (index == winnerIndex) ? .won : .lost
}
try await match.endMatchInTurn(withMatch: data)
}
Register as a listener and implement GKTurnBasedEventListener:
GKLocalPlayer.local.register(self)
extension GameViewController: GKTurnBasedEventListener {
func player(_ player: GKPlayer, receivedTurnEventFor match: GKTurnBasedMatch,
didBecomeActive: Bool) {
// Load match data and update UI
loadAndDisplayMatch(match)
}
func player(_ player: GKPlayer, matchEnded match: GKTurnBasedMatch) {
showMatchResults(match)
}
}
matchDataMaximumSize is 64 KB. Store larger state externally and keep only
references in match data.
// DON'T
func submitScore() {
GKLeaderboard.submitScore(100, context: 0, player: GKLocalPlayer.local,
leaderboardIDs: ["scores"]) { _ in }
}
// DO
func submitScore() async throws {
guard GKLocalPlayer.local.isAuthenticated else { return }
try await GKLeaderboard.submitScore(
100, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["scores"]
)
}
// DON'T: Set handler on every scene transition
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
GKLocalPlayer.local.authenticateHandler = { vc, error in /* ... */ }
}
// DO: Set the handler once, early in the app lifecycle
// DON'T
func showMultiplayerMenu() { presentMatchmaker() }
// DO
func showMultiplayerMenu() {
guard !GKLocalPlayer.local.isMultiplayerGamingRestricted else { return }
presentMatchmaker()
}
// DON'T: Set delegate in dismiss completion -- misses early messages
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
vc.dismiss(animated: true) { match.delegate = self }
}
// DO: Set delegate before dismissing
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
match.delegate = self
vc.dismiss(animated: true)
}
// DON'T
let match = try await GKMatchmaker.shared().findMatch(for: request)
startGame(with: match)
// DO
let match = try await GKMatchmaker.shared().findMatch(for: request)
GKMatchmaker.shared().finishMatchmaking(for: match)
startGame(with: match)
// DON'T
func returnToMenu() { showMainMenu() }
// DO
func returnToMenu() {
currentMatch?.disconnect()
currentMatch?.delegate = nil
currentMatch = nil
showMainMenu()
}
GKLocalPlayer.local.authenticateHandler set once at app launchisAuthenticated checked before any GameKit API callisUnderage, isMultiplayerGamingRestricted, isPersonalizedCommunicationRestricted)GKGameCenterControllerDelegate dismisses dashboard in gameCenterViewControllerDidFinishfinishMatchmaking(for:) called for programmatic matches; disconnect() and nil delegate on exitendMatchInTurnGKLocalPlayer.local.register(_:).reliable for state, .unreliable for frequent updatesNSMicrophoneUsageDescription set if using voice chat