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/choose-apple-game-stack

Choose the right Apple platform game-development stack before implementation. Use when Codex needs to route a game task across SpriteKit, SceneKit, RealityKit, Metal, GameplayKit, Game Controller, Core Haptics, GameKit, SwiftUI/AppKit/UIKit host surfaces, assets, profiling, or

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$ npx -y skills add gaelic-ghost/socket --skill choose-apple-game-stack --agent claude-code

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  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/choose-apple-game-stack

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Choose the right Apple platform game-development stack before implementation. Use when Codex needs to route a game task across SpriteKit, SceneKit, RealityKit, Metal, GameplayKit, Game Controller, Core Haptics, GameKit, SwiftUI/AppKit/UIKit host surfaces, assets, profiling, or

SKILL.md

choose-apple-game-stack.SKILL.md
name: choose-apple-game-stack
description: Choose the right Apple platform game-development stack before implementation. Use when Codex needs to route a game task across SpriteKit, SceneKit, RealityKit, Metal, GameplayKit, Game Controller, Core Haptics, GameKit, SwiftUI/AppKit/UIKit host surfaces, assets, profiling, or Apple Dev Skills handoffs.

Choose Apple Game Stack

SwiftData And SwiftUI Rule

When a task combines SwiftData with SwiftUI, keep SwiftData directly coupled to SwiftUI through Apple's data-driven path: `modelContainer`, environment `modelContext`, `@Query`, SwiftData model objects, and bindings. Do not add repositories, stores, service layers, DTO mirrors, view-model caches, wrapper objects, or other abstraction layers between SwiftData and SwiftUI. If this skill is not the right owner for SwiftData-backed SwiftUI work, hand off to `apple-dev-skills:swiftui-app-architecture-workflow` instead of inventing an intermediate data layer.

Overview

Use this skill before implementing Apple game work when the correct owner is not obvious. The goal is to choose the smallest game-specific stack that fits the project instead of turning a rendering, input, haptics, or profiling task into a generic Apple app change.

Source Check

Use repo-local files, Xcode MCP `DocumentationSearch`, Xcode-local documentation, Dash Apple API Reference docsets, and readable official Apple documentation before making framework-specific claims. Generic no-JS web search/open results, snippets, metadata shells, or bare Apple Developer URLs are not enough evidence that Apple docs were read. Useful Apple anchors:

  • [SpriteKit](https://developer.apple.com/documentation/spritekit)
  • [SceneKit](https://developer.apple.com/documentation/scenekit)
  • [GameplayKit](https://developer.apple.com/documentation/gameplaykit)
  • [Game Controller](https://developer.apple.com/documentation/gamecontroller)
  • [Core Haptics](https://developer.apple.com/documentation/corehaptics)
  • [RealityKit game development](https://developer.apple.com/documentation/realitykit#Game-development)
  • [Designing for games](https://developer.apple.com/design/human-interface-guidelines/designing-for-games)

State the documented behavior that changes the recommendation. If local docs and current code disagree, stop and surface that conflict.

Classification Workflow

1. Inspect the repository shape:

  • Xcode project, workspace, XcodeGen `project.yml`, Swift package, or mixed app-plus-package layout
  • imports such as `SpriteKit`, `SceneKit`, `RealityKit`, `Metal`, `GameplayKit`, `GameController`, `CoreHaptics`, `GameKit`, `AVFAudio`, or `SwiftUI`
  • asset catalogs, `.sks`, `.scn`, `.scnassets`, `.usdz`, `.reality`, `.metal`, texture atlases, audio files, and controller or haptic code
  • tests, manual validation checklists, profiling traces, Instruments artifacts, and CI scripts

2. Identify the game job:

  • 2D scene, animation, physics, or particle work
  • 3D scene, camera, lighting, material, animation, or asset work
  • immersive RealityKit or visionOS game work
  • custom GPU rendering, shader, or Metal performance work
  • entity-component, state machine, pathfinding, agents, or procedural rules work
  • physical or virtual controller input, keyboard, mouse, or stylus game input
  • haptic, audio-haptic, or controller-rumble feedback
  • Game Center, achievements, leaderboard, multiplayer, or save-state work
  • profiling, frame pacing, latency, memory, thermal, or GPU timing work

3. Choose the owner:

  • SpriteKit for most 2D games, `SKScene`, nodes, actions, particles, 2D physics, tile maps, and SpriteKit resources.
  • SceneKit for existing 3D SceneKit projects, scene graphs, cameras, lights, materials, animations, and 3D physics where RealityKit is not the chosen migration target.
  • RealityKit for modern entity-component 3D, spatial, AR, or visionOS game work when project requirements and platform support fit.
  • Metal for custom rendering, shader pipelines, GPU-driven workloads, or performance questions that SpriteKit, SceneKit, and RealityKit do not own cleanly.
  • GameplayKit for game rules, state machines, entity-component modeling, pathfinding, agents, and randomization services that should not be buried in view code.
  • Game Controller for physical controllers, virtual controllers, keyboard/mouse game input, controller lifecycle, mappings, and controller haptics handoffs.
  • Core Haptics for custom haptic patterns and audio-haptic feedback when hardware support and device validation are explicit.

4. Route non-game work away:

  • Use `apple-dev-skills` for generic Xcode project integrity, signing, simulator, asset-catalog mechanics, SwiftUI/AppKit/UIKit host views, DocC, and Apple documentation exploration.
  • Use `swift-lang` for Swift API shape, concurrency, errors, formatting, and source structure when the issue is not game-specific.
  • Use `reverse-engineering-skills` for compiled game artifacts, Unity build outputs, binaries, crash logs, or decompiler/disassembler output.

Validation Choice

Choose validation based on the claim being made:

  • Build or project-integrity claims: use the relevant Xcode or SwiftPM validation workflow from `apple-dev-skills`.
  • Rendering behavior: validate with a running app, preview, simulator, device, screenshot, or trace when possible.
  • Controller input: validate with the relevant hardware, virtual controller, keyboard, mouse, or explicit fallback path.
  • Haptics and physical feel: require device or controller evidence; otherwise report a manual validation gap.
  • Performance and frame pacing: prefer Release builds and Instruments or `xctrace` evidence.

Follow-Up Skill Routing

  • Use `gameplaykit-simulation-workflow` when game rules, entity-component modeling, state machines, agents, pathfinding, randomization, or simulation update order own the problem.
  • Use `xcode-game-profiling-workflow` when frame pacing, stutter, CPU/GPU overlap,
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