Community-maintained Agent Skills for complete Swift and Apple-platform app delivery.
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Build 2D games and interactive animations for iOS 26+ using SpriteKit and Swift 6.3. Covers scene lifecycle, node hierarchy, actions, physics, particles, camera, touch handling, and SwiftUI integration.
SKScene identity stable when hosted by SpriteView.// DON'T: Scene is recreated on every body evaluation
var body: some View {
SpriteView(scene: GameScene(size: CGSize(width: 390, height: 844)))
}
// DO: Create once and reuse
@State private var scene = GameScene(size: CGSize(width: 390, height: 844))
var body: some View {
SpriteView(scene: scene)
}A node can only have one parent. Remove from the current parent first or create a separate instance. Adding a node that already has a parent crashes.
// DON'T: Bodies collide but didBegin is never called
player.physicsBody?.categoryBitMask = PhysicsCategory.player
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
// DO: Set contactTestBitMask to receive contact callbacks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemySKShapeNode uses a separate draw call per instance. Prefer SKSpriteNode
with a texture for repeated elements to enable batched rendering.
// DON'T
enemy.run(SKAction.moveBy(x: -800, y: 0, duration: 3.0))
addChild(enemy)
// DO: Remove after leaving the visible area
enemy.run(SKAction.sequence([
SKAction.moveBy(x: -800, y: 0, duration: 3.0),
SKAction.removeFromParent()
]))
addChild(enemy)Set physicsWorld.contactDelegate = self in didMove(to:), not in
update(_:) or after a delay.
didMove(to:) for setup, not initscaleMode chosen appropriately for the game's designignoresSiblingOrder set to true on SKView for performancezPosition used consistently when ignoresSiblingOrder is enabledcontactDelegate set in didMove(to:)contactTestBitMask set for any pair needing didBegin/didEnd callbacksisDynamic = falseSKShapeNode avoided in performance-critical paths; SKSpriteNode preferred.removeFromParent() in sequencetargetNode set when particles should stay in world space@State when used with SpriteView in SwiftUIupdate(_:) uses delta time for frame-rate-independent movement.tessl-plugin
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