Builds multiplayer spatial board games with TabletopKit on visionOS. Use for tables, seats, equipment, turns, TabletopAction state changes, interactions, snapping/tossing/physics, RealityKit rendering, deterministic game state, or Group Activities synchronization.
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Build visionOS board games whose synchronized state changes flow through TabletopAction and render with RealityKit. The availability matrix below owns version details.
claimAnySeat() or claimSeat(_:)
before interacting with equipment. Without a seat, actions are rejected.TabletopAction or CustomAction. Directly modifying equipment properties
bypasses synchronization.setup.register(action:) before use.actionWasRolledBack(_:snapshot:) to revert UI state.actionWasDiscarded(_:) when local action queue pressure matters; it is
called for local actions that cannot be enqueued.parentID in state must reference a
valid equipment ID (typically the table or a container). An invalid parent
causes the piece to disappear.outcome.tossableRepresentation.face(for: outcome.restingOrientation) rather
than generating a random value. The physics simulation determines the result.TableSetup created with a Tabletop/EntityTabletop conforming typeEquipment or EntityEquipment with correct state typeclaimAnySeat() / claimSeat(_:) called at game startsetup.register(action:)TabletopGame.Observer reconciles confirmed, rolled-back, discarded, and
bookmark-reset outcomes with the current snapshotEntityRenderDelegate or RenderDelegate connected.tabletopGame(_:parent:automaticUpdate:) modifier on RealityViewGroupActivity defined and coordinateWithSession(_:) called; multiplayer described as Group Activities/SharePlay synchronizationdebugDraw) disabled before releasethienqo/ios-skills
6bf8b62
Canonical home
since May 23, 2026
Also appears in
on Sep 6, 2026
since May 22, 2026
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