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/core-haptics-game-feedback-workflow

Guide Core Haptics and game feedback work for Apple games. Use when Codex designs, implements, repairs, or validates CHHapticEngine, CHHapticPattern, audio-haptic feedback, controller haptics, capability checks, fallback behavior, accessibility-sensitive feedback, or

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$ npx -y skills add gaelic-ghost/socket --skill core-haptics-game-feedback-workflow --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/core-haptics-game-feedback-workflow

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Guide Core Haptics and game feedback work for Apple games. Use when Codex designs, implements, repairs, or validates CHHapticEngine, CHHapticPattern, audio-haptic feedback, controller haptics, capability checks, fallback behavior, accessibility-sensitive feedback, or

SKILL.md

core-haptics-game-feedback-workflow.SKILL.md
name: core-haptics-game-feedback-workflow
description: Guide Core Haptics and game feedback work for Apple games. Use when Codex designs, implements, repairs, or validates CHHapticEngine, CHHapticPattern, audio-haptic feedback, controller haptics, capability checks, fallback behavior, accessibility-sensitive feedback, or physical-device haptic validation.

Core Haptics Game Feedback Workflow

Overview

Use this skill when game feedback depends on haptics, audio-haptic patterns, or controller rumble. Keep physical sensation claims behind real device or controller evidence.

Source Check

Use Xcode MCP `DocumentationSearch`, Xcode-local documentation, Dash Apple API Reference docsets, or readable official Apple documentation before making Core Haptics or controller-haptics 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:

  • [Core Haptics](https://developer.apple.com/documentation/corehaptics)
  • [Playing Haptics on Game Controllers](https://developer.apple.com/documentation/corehaptics/playing-haptics-on-game-controllers)
  • [Game Controller haptics](https://developer.apple.com/documentation/gamecontroller/gcdevicehaptics)
  • [Playing haptics](https://developer.apple.com/design/human-interface-guidelines/playing-haptics)

Apple sample guidance for controller haptics requires a physical device and Bluetooth-connected controller. Treat that as the evidence standard for controller haptic validation.

Workflow

1. Inspect feedback ownership:

  • `import CoreHaptics`
  • `CHHapticEngine`, `CHHapticPattern`, `CHHapticEvent`, `CHHapticParameter`, `CHHapticAdvancedPatternPlayer`
  • `GCDeviceHaptics`, controller localities, and Game Controller integration
  • audio-session, audio-engine, or sound-effect code that must synchronize with feedback

2. Check capabilities before design commitments:

  • Device haptic support
  • Controller haptic localities
  • Audio-haptic needs
  • Interruptions, engine reset, app lifecycle, and background behavior
  • Accessibility, reduced motion, user settings, and alternate feedback paths

3. Design patterns from gameplay meaning:

  • Impact, charge, rhythm, confirmation, warning, surface texture, failure, and reward feedback should be named by gameplay purpose.
  • Keep haptic pattern creation testable and data-driven when a game has many feedback events.
  • Avoid firing haptics from hidden side effects that make input or gameplay hard to reason about.

4. Validate honestly:

  • Compile and run with the relevant Apple Dev execution workflow.
  • Use physical iPhone, iPad, Mac trackpad, or game controller evidence for sensation claims.
  • Report simulator-only or unsupported-device checks as compile/API validation, not physical haptic validation.

Handoffs

  • `game-controller-input-workflow` when controller lifecycle, mappings, or input events own the issue.
  • `apple-dev-skills:avfaudio-session-workflow` when audio session configuration owns the failure.
  • `apple-dev-skills:avaudio-engine-workflow` when AVAudioEngine graph behavior owns synchronized audio.
  • `apple-dev-skills:xcode-build-run-workflow` for project membership, build, run, and device execution mechanics.

Output Shape

Return the gameplay feedback purpose, haptic owner, capability checks, fallback or accessibility path, validation device/controller, and any sensation evidence that remains manual.

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