gamekit
GameKit enables iOS 14+ applications to integrate Game Center services including player authentication, leaderboards, achievements, real-time and turn-based multiplayer matchmaking, and access point display. Use it when building multiplayer games that require player sign-in, score submission, achievement tracking, or matchmaking functionality while keeping rendering and game logic in their respective frameworks.
git clone --depth 1 https://github.com/dpearson2699/swift-ios-skills /tmp/gamekit && cp -r /tmp/gamekit/skills/gamekit ~/.claude/skills/gamekitSKILL.md
# GameKit
Integrate Game Center services into iOS 26+ games using GameKit and Swift 6.3:
authentication, leaderboards, achievements, multiplayer matchmaking, access
point, dashboard, challenges, and saved games. Keep SpriteKit rendering,
SceneKit 3D, TabletopKit board logic, and full SharePlay group-activity design
in their framework domains; use GameKit only for Game Center handoff points.
## Contents
- [Authentication](#authentication)
- [Access Point](#access-point)
- [Dashboard](#dashboard)
- [Leaderboards](#leaderboards)
- [Achievements](#achievements)
- [Real-Time Multiplayer](#real-time-multiplayer)
- [Turn-Based Multiplayer](#turn-based-multiplayer)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
## Authentication
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.
```swift
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](references/gamekit-patterns.md).
## Access Point
`GKAccessPoint` displays a Game Center control in a corner of the screen. When
tapped, it opens the Game Center dashboard. Configure it after authentication.
```swift
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:
```swift
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. Specific leaderboard
access-point triggers require iOS 18+.
```swift
// 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) { }
```
## Dashboard
Present the Game Center dashboard using `GKGameCenterViewController`. The
presenting object must conform to `GKGameCenterControllerDelegate`.
```swift
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 include `.dashboard`, `.leaderboards`, `.achievements`, `.challenges`, `.localPlayerProfile`, and `.localPlayerFriendsList`.
## Leaderboards
Configure leaderboards in App Store Connect before submitting scores. Supports
classic (persistent) and recurring (time-limited, auto-resetting) types.
### Submitting Scores
Submit to one or more leaderboards using the class method:
```swift
func submitScore(_ score: Int, leaderboardIDs: [String]) async throws {
try await GKLeaderboard.submitScore(
score,
context: 0,
player: GKLocalPlayer.local,
leaderboardIDs: leaderboardIDs
)
}
```
### Loading Entries
```swift
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](references/gamekit-patterns.md).
## Achievements
Configure achievements in App Store Connect. Each achievement has a unique
identifier, point value, and localized title/description.
### Reporting Progress
Set `percentComplete` from `0...100`. The property type is `Double`, but Apple requires an integer value. GameKit only accepts increases.
```swift
func reportAchievement(identifier: String, percentComplete: Int) async throws {
let achievement = GKAchievement(identifier: identifier)
achievement.percentComplete = Double(min(max(percentComplete, 0), 100))
achievement.showsCompletionBanner = true
try await GKAchievement.report([achievement]Discover and configure Bluetooth and Wi-Fi accessories using AccessorySetupKit. Use when presenting a privacy-preserving accessory picker, defining discovery descriptors for BLE or Wi-Fi devices, handling accessory session events, migrating from CoreBluetooth permission-based scanning, or setting up accessories without requiring broad Bluetooth permissions.
Implement, review, or improve Live Activities and Dynamic Island experiences in iOS apps using ActivityKit. Use when building real-time updating widgets for the Lock Screen and Dynamic Island — delivery tracking, sports scores, ride-sharing status, workout timers, media playback, or any time-sensitive information that updates in real time. Also use when working with ActivityKit, ActivityAttributes, Activity lifecycle (request/update/end), Dynamic Island layouts (compact/minimal/expanded), push-to-update Live Activities, or Lock Screen live widgets.
Measure ad effectiveness with privacy-preserving attribution using AdAttributionKit. Use when registering ad impressions, handling attribution postbacks, updating conversion values, implementing re-engagement attribution, configuring publisher or advertiser apps, or replacing SKAdNetwork with AdAttributionKit for ad measurement.
Implement AlarmKit alarms and countdown timers for iOS and iPadOS with Lock Screen, Dynamic Island, StandBy, and paired Apple Watch system UI. Covers AlarmManager scheduling, AlarmAttributes and AlarmPresentation, AlarmButton stop and snooze actions, authorization, state observation, countdown widget-extension handoff, and Live Activity integration. Use when building wake-up alarms, countdown timers, or alarm-style alerts that need Apple's system alarm experience.
Build iOS App Clips with invocation URLs, App Clip Codes, NFC, QR codes, Safari banners, Maps, Messages, target setup, App Store Connect experiences, size/capability constraints, NSUserActivity routing, SKOverlay promotion, App Group/keychain handoff, ephemeral notifications, location confirmation, and full-app migration. Use when creating App Clips or wiring App Clip invocation, experience configuration, or full-app handoff.
Implement App Intents for Siri, Shortcuts, Spotlight, widgets, Control Center, and Apple Intelligence on iOS. Covers AppIntent actions, AppEntity and EntityQuery models, AppShortcutsProvider phrases, IndexedEntity Spotlight indexing, WidgetConfigurationIntent, SnippetIntent, and assistant schemas. Use when exposing app actions or entities to system surfaces.
Optimize App Store product pages for search visibility and conversion. Use for App Store Optimization (ASO), keyword research, app name/subtitle/keyword-field strategy, conversion-focused descriptions and promotional text, screenshot captions and ordering, Custom Product Pages with assigned search keywords, In-App Events, Product Page Optimization tests, localized metadata, ratings/review strategy, and in-app review prompt timing with RequestReviewAction or AppStore.requestReview. Also use when routing ASO vs App Store review, privacy/ATT, or StoreKit implementation boundaries.
Prepare for App Store review and prevent rejections. Covers App Store review guidelines, app rejection reasons, PrivacyInfo.xcprivacy privacy manifest requirements, required API reason codes, in-app purchase IAP and StoreKit rules, App Store Guidelines compliance, ATT App Tracking Transparency, EU DMA Digital Markets Act, HIG compliance checklist, app submission preparation, review preparation, metadata requirements, entitlements, widgets, and Live Activities review rules. Use when preparing for App Store submission, fixing rejection reasons, auditing privacy manifests, implementing ATT consent flow, configuring StoreKit IAP, or checking HIG compliance.