/core-motion
Access Core Motion accelerometer, gyroscope, magnetometer, device-motion, pedometer, activity-recognition, altitude, headphone motion, batched high-frequency workout motion, and water-submersion/depth data. Use when reading device sensors, counting steps, detecting
$ npx -y skills add dpearson2699/swift-ios-skills --skill core-motion --agent claude-codeHow it fires
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/core-motion
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Access Core Motion accelerometer, gyroscope, magnetometer, device-motion, pedometer, activity-recognition, altitude, headphone motion, batched high-frequency workout motion, and water-submersion/depth data. Use when reading device sensors, counting steps, detecting
SKILL.md
core-motion.SKILL.mdname: core-motion
description: "Access Core Motion accelerometer, gyroscope, magnetometer, device-motion, pedometer, activity-recognition, altitude, headphone motion, batched high-frequency workout motion, and water-submersion/depth data. Use when reading device sensors, counting steps, detecting walking/running/driving/cycling, tracking altitude, building motion interactions, handling AirPods head tracking, or implementing watchOS dive/depth features."
CoreMotion
Read device motion, pedometer/activity, altitude, headphone, batched-workout, and submersion sensors with Core Motion. Scope: Swift 6.3, iOS 26+.
Contents
- [Setup](#setup)
- [CMMotionManager: Sensor Data](#cmmotionmanager-sensor-data)
- [Processed Device Motion](#processed-device-motion)
- [CMPedometer: Step and Distance Data](#cmpedometer-step-and-distance-data)
- [CMMotionActivityManager: Activity Recognition](#cmmotionactivitymanager-activity-recognition)
- [CMAltimeter: Altitude Data](#cmaltimeter-altitude-data)
- [Update Intervals and Battery](#update-intervals-and-battery)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Setup
Info.plist
Add `NSMotionUsageDescription` to Info.plist with a user-facing string explaining why your app needs motion data. Without this key, the app crashes on first access.
<key>NSMotionUsageDescription</key>
<string>This app uses motion data to track your activity.</string>
Authorization
Use the matching manager's `authorizationStatus()` or `authorizationStatus` property when an API exposes one (`CMPedometer`, `CMMotionActivityManager`, `CMAltimeter`, headphone motion, batched sensors, and submersion). Raw `CMMotionManager` accelerometer/gyro/device-motion streams have no explicit authorization request API; still ship the usage string and handle errors from start/update callbacks.
import CoreMotion
let status = CMMotionActivityManager.authorizationStatus()
switch status {
case .notDetermined:
// Will prompt on first use
break
case .authorized:
break
case .restricted, .denied:
// Direct user to Settings
break
@unknown default:
break
}CMMotionManager: Sensor Data
Create exactly **one** `CMMotionManager` per app. Multiple instances degrade sensor update rates.
import CoreMotion
let motionManager = CMMotionManager()
Accelerometer Updates
guard motionManager.isAccelerometerAvailable else { return }
motionManager.accelerometerUpdateInterval = 1.0 / 60.0 // 60 Hz
motionManager.startAccelerometerUpdates(to: .main) { data, error in
guard let acceleration = data?.acceleration else { return }
print("x: \(acceleration.x), y: \(acceleration.y), z: \(acceleration.z)")
}
// When done:
motionManager.stopAccelerometerUpdates()Gyroscope Updates
guard motionManager.isGyroAvailable else { return }
motionManager.gyroUpdateInterval = 1.0 / 60.0
motionManager.startGyroUpdates(to: .main) { data, error in
guard let rotationRate = data?.rotationRate else { return }
print("x: \(rotationRate.x), y: \(rotationRate.y), z: \(rotationRate.z)")
}
motionManager.stopGyroUpdates()Polling Pattern (Games)
For games, start updates without a handler and poll the latest sample each frame:
motionManager.startAccelerometerUpdates()
// In your game loop / display link:
if let data = motionManager.accelerometerData {
let tilt = data.acceleration.x
// Move player based on tilt
}Processed Device Motion
Device motion fuses accelerometer, gyroscope, and magnetometer into a single `CMDeviceMotion` object with attitude, user acceleration (gravity removed), rotation rate, and calibrated magnetic field.
When giving device-motion guidance, show the runtime frame check in the snippet instead of hard-coding a corrected, magnetic-north, or true-north frame. Fall back to `.xArbitraryZVertical` when the preferred frame is unavailable.
guard motionManager.isDeviceMotionAvailable else { return }
let availableFrames = CMMotionManager.availableAttitudeReferenceFrames()
let frame: CMAttitudeReferenceFrame = availableFrames.contains(.xArbitraryCorrectedZVertical)
? .xArbitraryCorrectedZVertical
: .xArbitraryZVertical
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(
using: frame,
to: .main
) { motion, error in
guard let motion else { return }
let attitude = motion.attitude // roll, pitch, yaw
let userAccel = motion.userAcceleration
let gravity = motion.gravity
let heading = motion.heading // degrees relative to the current frame
print("Pitch: \(attitude.pitch), Roll: \(attitude.roll)")
}
motionManager.stopDeviceMotionUpdates()Attitude Reference Frames
For simple tilt controls, use `.xArbitraryZVertical` or `.xArbitraryCorrectedZVertical`; they avoid magnetometer/location dependencies. Before requesting corrected, magnetic-north, or true-north frames, call `CMMotionManager.availableAttitudeReferenceFrames()` and fall back to an available frame.
| Frame | Use Case | |---|---| | `.xArbitraryZVertical` | Default. Z is vertical, X arbitrary at start. Most games. | | `.xArbitraryCorrectedZVertical` | Same as above, corrected for gyro drift over time. | | `.xMagneticNorthZVertical` | X points to magnetic north. Requires magnetometer. | | `.xTrueNorthZVertical` | X points to true north. Requires magnetometer + location. |
Check available frames before use:
let available = CMMotionManager.availableAttitudeReferenceFrames()
if available.contains(.xTrueNorthZVertical) {
// Safe to use true north
}CMPedometer: Step and Distance Data
`CMPedometer` provides step counts, distance, pace, cadence, and floor counts.
let pedometer = CMPedometer()
guard CMPedometer.isStepCountingAvailable() else { return }
// Historical query
pedometer.queryPedometerData(
frRead more
name: core-motion description: "Access Core Motion accelerometer, gyroscope, magnetometer, device-motion, pedometer, activity-recognition, altitude, headphone motion, batched high-frequency workout motion, and water-submersion/depth data. Use when reading device sensors, counting steps, detecting walking/running/driving/cycling, tracking altitude, building motion interactions, handling AirPods head tracking, or implementing watchOS dive/depth features."
CoreMotion
Read device motion, pedometer/activity, altitude, headphone, batched-workout, and submersion sensors with Core Motion. Scope: Swift 6.3, iOS 26+.
Contents
- [Setup](#setup)
- [CMMotionManager: Sensor Data](#cmmotionmanager-sensor-data)
- [Processed Device Motion](#processed-device-motion)
- [CMPedometer: Step and Distance Data](#cmpedometer-step-and-distance-data)
- [CMMotionActivityManager: Activity Recognition](#cmmotionactivitymanager-activity-recognition)
- [CMAltimeter: Altitude Data](#cmaltimeter-altitude-data)
- [Update Intervals and Battery](#update-intervals-and-battery)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Setup
Info.plist
Add `NSMotionUsageDescription` to Info.plist with a user-facing string explaining why your app needs motion data. Without this key, the app crashes on first access.
<key>NSMotionUsageDescription</key> <string>This app uses motion data to track your activity.</string>
Authorization
Use the matching manager's `authorizationStatus()` or `authorizationStatus` property when an API exposes one (`CMPedometer`, `CMMotionActivityManager`, `CMAltimeter`, headphone motion, batched sensors, and submersion). Raw `CMMotionManager` accelerometer/gyro/device-motion streams have no explicit authorization request API; still ship the usage string and handle errors from start/update callbacks.
import CoreMotion
let status = CMMotionActivityManager.authorizationStatus()
switch status {
case .notDetermined:
// Will prompt on first use
break
case .authorized:
break
case .restricted, .denied:
// Direct user to Settings
break
@unknown default:
break
}CMMotionManager: Sensor Data
Create exactly **one** `CMMotionManager` per app. Multiple instances degrade sensor update rates.
import CoreMotion let motionManager = CMMotionManager()
Accelerometer Updates
guard motionManager.isAccelerometerAvailable else { return }
motionManager.accelerometerUpdateInterval = 1.0 / 60.0 // 60 Hz
motionManager.startAccelerometerUpdates(to: .main) { data, error in
guard let acceleration = data?.acceleration else { return }
print("x: \(acceleration.x), y: \(acceleration.y), z: \(acceleration.z)")
}
// When done:
motionManager.stopAccelerometerUpdates()Gyroscope Updates
guard motionManager.isGyroAvailable else { return }
motionManager.gyroUpdateInterval = 1.0 / 60.0
motionManager.startGyroUpdates(to: .main) { data, error in
guard let rotationRate = data?.rotationRate else { return }
print("x: \(rotationRate.x), y: \(rotationRate.y), z: \(rotationRate.z)")
}
motionManager.stopGyroUpdates()Polling Pattern (Games)
For games, start updates without a handler and poll the latest sample each frame:
motionManager.startAccelerometerUpdates()
// In your game loop / display link:
if let data = motionManager.accelerometerData {
let tilt = data.acceleration.x
// Move player based on tilt
}Processed Device Motion
Device motion fuses accelerometer, gyroscope, and magnetometer into a single `CMDeviceMotion` object with attitude, user acceleration (gravity removed), rotation rate, and calibrated magnetic field.
When giving device-motion guidance, show the runtime frame check in the snippet instead of hard-coding a corrected, magnetic-north, or true-north frame. Fall back to `.xArbitraryZVertical` when the preferred frame is unavailable.
guard motionManager.isDeviceMotionAvailable else { return }
let availableFrames = CMMotionManager.availableAttitudeReferenceFrames()
let frame: CMAttitudeReferenceFrame = availableFrames.contains(.xArbitraryCorrectedZVertical)
? .xArbitraryCorrectedZVertical
: .xArbitraryZVertical
motionManager.deviceMotionUpdateInterval = 1.0 / 60.0
motionManager.startDeviceMotionUpdates(
using: frame,
to: .main
) { motion, error in
guard let motion else { return }
let attitude = motion.attitude // roll, pitch, yaw
let userAccel = motion.userAcceleration
let gravity = motion.gravity
let heading = motion.heading // degrees relative to the current frame
print("Pitch: \(attitude.pitch), Roll: \(attitude.roll)")
}
motionManager.stopDeviceMotionUpdates()Attitude Reference Frames
For simple tilt controls, use `.xArbitraryZVertical` or `.xArbitraryCorrectedZVertical`; they avoid magnetometer/location dependencies. Before requesting corrected, magnetic-north, or true-north frames, call `CMMotionManager.availableAttitudeReferenceFrames()` and fall back to an available frame.
| Frame | Use Case | |---|---| | `.xArbitraryZVertical` | Default. Z is vertical, X arbitrary at start. Most games. | | `.xArbitraryCorrectedZVertical` | Same as above, corrected for gyro drift over time. | | `.xMagneticNorthZVertical` | X points to magnetic north. Requires magnetometer. | | `.xTrueNorthZVertical` | X points to true north. Requires magnetometer + location. |
Check available frames before use:
let available = CMMotionManager.availableAttitudeReferenceFrames()
if available.contains(.xTrueNorthZVertical) {
// Safe to use true north
}CMPedometer: Step and Distance Data
`CMPedometer` provides step counts, distance, pace, cadence, and floor counts.
let pedometer = CMPedometer()
guard CMPedometer.isStepCountingAvailable() else { return }
// Historical query
pedometer.queryPedometerData(
fr86 agent skills optimized for iOS 26+ development with Swift 6.3 and modern Apple frameworks.
Repo: dpearson2699/swift-ios-skills
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