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/scenekit-game-workflow

Guide SceneKit game implementation, repair, and maintenance. Use when Codex works on SCNScene, SCNView, SCNNode, cameras, lights, materials, geometry, animation, 3D physics, .scn files, .scnassets, model assets, SceneKit and SwiftUI/AppKit/UIKit integration, or RealityKit

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socket
9200 skills5 MCP

Claude Code

$ npx -y skills add gaelic-ghost/socket --skill scenekit-game-workflow --agent claude-code

SKILL.md

scenekit-game-workflow.SKILL.md
name: scenekit-game-workflow
description: Guide SceneKit game implementation, repair, and maintenance. Use when Codex works on SCNScene, SCNView, SCNNode, cameras, lights, materials, geometry, animation, 3D physics, .scn files, .scnassets, model assets, SceneKit and SwiftUI/AppKit/UIKit integration, or RealityKit migration handoffs.

SceneKit Game Workflow

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 for game-specific SceneKit work after SceneKit has been chosen or when maintaining an existing SceneKit project. Keep generic Apple app lifecycle, project-integrity mechanics, and Swift source cleanup with their owner skills.

Source Check

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

  • [SceneKit](https://developer.apple.com/documentation/scenekit)
  • [SCNScene](https://developer.apple.com/documentation/scenekit/scnscene)
  • [SCNNode](https://developer.apple.com/documentation/scenekit/scnnode)
  • [Bringing your SceneKit projects to RealityKit](https://developer.apple.com/documentation/realitykit/bringing-your-scenekit-projects-to-realitykit)

When new work is really modern 3D, spatial, or visionOS game work, consider RealityKit before deepening SceneKit-specific architecture. When maintaining an existing SceneKit project, preserve SceneKit unless the user asks for a migration.

Workflow

1. Inspect the SceneKit surface:

  • `import SceneKit`
  • `SCNScene`, `SCNView`, `SCNNode`, `SCNCamera`, `SCNLight`, `SCNMaterial`, `SCNGeometry`, `SCNPhysicsWorld`, `SCNPhysicsBody`, animation players, and delegates
  • `.scn`, `.scnassets`, `.dae`, `.obj`, `.usdz`, textures, normal maps, environment maps, and animation assets
  • host SwiftUI/AppKit/UIKit views and project-resource membership

2. Keep the scene graph readable:

  • Name node ownership explicitly.
  • Keep camera, lighting, physics, material, and asset-loading changes close to the scene or game subsystem that owns them.
  • Avoid opaque node-name lookups for core gameplay unless the existing project already uses them deliberately.

3. Choose migration posture:

  • Maintain SceneKit for existing projects when the request is repair, content, performance, or incremental gameplay work.
  • Consider RealityKit when the request is new spatial or visionOS-first work, entity-component design, or an explicit SceneKit-to-RealityKit migration.
  • Consider Metal only when the work needs custom rendering or shader-level ownership beyond SceneKit's model.

4. Validate honestly:

  • Build and run through the repo's Xcode workflow.
  • Inspect visual behavior in a running app, simulator, device, screenshot, or recording when possible.
  • Use Instruments or `xctrace` handoffs for frame pacing, CPU/GPU timing, memory, or asset-loading performance.

Handoffs

  • `choose-apple-game-stack` when SceneKit versus RealityKit versus Metal is still unclear.
  • `gameplaykit-simulation-workflow` when entity-component modeling, state machines, pathfinding, agents, randomization, or simulation update order owns the work.
  • `xcode-game-profiling-workflow` when SceneKit frame pacing, CPU/GPU overlap, material/asset cost, memory pressure, or trace evidence owns the work.
  • `game-controller-input-workflow` for controller, keyboard, mouse, and virtual-controller input.
  • `core-haptics-game-feedback-workflow` for haptic feedback.
  • `apple-dev-skills:xcode-build-run-workflow` for project membership, schemes, build, run, resources, and simulator mechanics.
  • `apple-dev-skills:xcode-testing-workflow` for XCTest, UI tests, Instruments, `xctrace`, and trace interpretation.

Output Shape

Return the SceneKit owner, changed or planned scene/assets, migration posture, validation path, and any manual visual, hardware, or profiling checks still required.

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Questions about scenekit-game-workflow.

Which coding agents can use scenekit-game-workflow?
scenekit-game-workflow installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.