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Gamekit

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dpearson2699
gamekit

Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.

Overview

Publisherdpearson2699
Repositoryswift-ios-skills
Skill namegamekit
Stars
1.2K
Forks
61
Bundled files
2
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  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by dpearson2699 on GitHub. Read the source before you install it.

Installation

Install the Gamekit AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/dpearson2699/swift-ios-skills/tree/main/skills/gamekit
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/dpearson2699/swift-ios-skills.git /tmp/swift-ios-skills
mkdir -p .claude/skills
cp -r /tmp/swift-ios-skills/skills/gamekit .claude/skills/gamekit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Gamekit in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Gamekit on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Gamekit is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

GameKit

Use GameKit for Game Center authentication, competition, matchmaking, social surfaces, and saved-game handoffs; keep rendering, board logic, and full SharePlay group-activity design in their owning framework skills.

Contents

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.

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.

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])
}

// Unlock an achievement completely
func unlockAchievement(_ identifier: String) async throws {
    try await reportAchievement(identifier: identifier, percentComplete: 100)
}

Loading Player Achievements

swift
func loadPlayerAchievements() async throws -> [GKAchievement] {
    try await GKAchievement.loadAchievements()
}

If an achievement is not returned, the player has no progress on it yet. Create a new GKAchievement(identifier:) to begin reporting. Use GKAchievement.resetAchievements() to reset all progress during testing.

Real-Time Multiplayer

Real-time multiplayer connects players in a peer-to-peer network for simultaneous gameplay. Players exchange data directly through GKMatch.

Matchmaking with GameKit UI

Use GKMatchmakerViewController for the standard matchmaking interface:

swift
func presentMatchmaker() {
    let request = GKMatchRequest()
    request.minPlayers = 2
    request.maxPlayers = 4
    request.inviteMessage = "Join my game!"

    guard let matchmakerVC = GKMatchmakerViewController(matchRequest: request) else {
        return
    }
    matchmakerVC.matchmakerDelegate = self
    present(matchmakerVC, animated: true)
}

Implement GKMatchmakerViewControllerDelegate:

swift
extension GameViewController: GKMatchmakerViewControllerDelegate {
    func matchmakerViewController(
        _ viewController: GKMatchmakerViewController,
        didFind match: GKMatch
    ) {
        match.delegate = self
        viewController.dismiss(animated: true)
        startGame(with: match)
    }

    func matchmakerViewControllerWasCancelled(
        _ viewController: GKMatchmakerViewController
    ) {
        viewController.dismiss(animated: true)
    }

    func matchmakerViewController(
        _ viewController: GKMatchmakerViewController,
        didFailWithError error: Error
    ) {
        viewController.dismiss(animated: true)
    }
}

Exchanging Data

Send and receive game state through GKMatch and GKMatchDelegate:

swift
extension GameViewController: GKMatchDelegate {
    func sendAction(_ action: GameAction, to match: GKMatch) throws {
        let data = try JSONEncoder().encode(action)
        try match.sendData(toAllPlayers: data, with: .reliable)
    }

    func match(_ match: GKMatch, didReceive data: Data, fromRemotePlayer player: GKPlayer) {
        guard let action = try? JSONDecoder().decode(GameAction.self, from: data) else {
            return
        }
        handleRemoteAction(action, from: player)
    }

    func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
        switch state {
        case .connected:
            checkIfReadyToStart(match)
        case .disconnected:
            handlePlayerDisconnected(player)
        default:
            break
        }
    }
}

Data modes: .reliable sends until delivery succeeds or the connection times out; .unreliable sends once and may arrive out of order. Use .reliable for critical state and .unreliable for small, time-sensitive updates. Treat received match data as untrusted input. Register the local player as a listener (GKLocalPlayer.local.register(self)) to receive invitations. For programmatic matchmaking and custom match UI, see references/gamekit-patterns.md.

Turn-Based Multiplayer

Turn-based games store match state on Game Center servers. Players take turns asynchronously and do not need to be online simultaneously.

Starting a Match

swift
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 4

let matchmakerVC = GKTurnBasedMatchmakerViewController(matchRequest: request)
matchmakerVC.turnBasedMatchmakerDelegate = self
present(matchmakerVC, animated: true)

Taking Turns

Encode game state into Data, end the turn, and specify the next participants:

swift
func endTurn(match: GKTurnBasedMatch, gameState: GameState) async throws {
    let data = try JSONEncoder().encode(gameState)

    // Build next participants list: remaining active players
    let nextParticipants = match.participants.filter {
        $0.status != .done && $0 != match.currentParticipant
    }

    try await match.endTurn(
        withNextParticipants: nextParticipants,
        turnTimeout: GKTurnTimeoutDefault,
        match: data
    )
}

Ending the Match

Set outcomes for all participants, then end the match:

swift
func endMatch(_ match: GKTurnBasedMatch, winnerIndex: Int, data: Data) async throws {
    for (index, participant) in match.participants.enumerated() {
        participant.matchOutcome = (index == winnerIndex) ? .won : .lost
    }
    try await match.endMatchInTurn(withMatch: data)
}

Listening for Turn Events

Register as a listener. Prefer GKLocalPlayerListener when one object handles multiple Game Center event categories.

swift
GKLocalPlayer.local.register(self)

extension GameViewController: GKLocalPlayerListener {
    func player(_ player: GKPlayer, receivedTurnEventFor match: GKTurnBasedMatch,
                didBecomeActive: Bool) {
        // Load match data and update UI
        loadAndDisplayMatch(match)
    }

    func player(_ player: GKPlayer, matchEnded match: GKTurnBasedMatch) {
        showMatchResults(match)
    }
}

Match Data Size

Check the match object's matchDataMaximumSize before ending a turn. Store larger state externally and keep only compact references in match data.

Common Mistakes

Not authenticating before using GameKit APIs

swift
// DON'T
func submitScore() {
    GKLeaderboard.submitScore(100, context: 0, player: GKLocalPlayer.local,
                              leaderboardIDs: ["scores"]) { _ in }
}

// DO
func submitScore() async throws {
    guard GKLocalPlayer.local.isAuthenticated else { return }
    try await GKLeaderboard.submitScore(
        100, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["scores"]
    )
}

Setting authenticateHandler multiple times

swift
// DON'T: Set handler on every scene transition
override func viewDidAppear(_ animated: Bool) {
    super.viewDidAppear(animated)
    GKLocalPlayer.local.authenticateHandler = { vc, error in /* ... */ }
}

// DO: Set the handler once, early in the app lifecycle

Ignoring multiplayer restrictions

swift
// DON'T
func showMultiplayerMenu() { presentMatchmaker() }

// DO
func showMultiplayerMenu() {
    guard !GKLocalPlayer.local.isMultiplayerGamingRestricted else { return }
    presentMatchmaker()
}

Not setting match delegate immediately

swift
// DON'T: Set delegate in dismiss completion -- misses early messages
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
    vc.dismiss(animated: true) { match.delegate = self }
}

// DO: Set delegate before dismissing
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
    match.delegate = self
    vc.dismiss(animated: true)
}

Not calling finishMatchmaking for programmatic matches

swift
// DON'T
let match = try await GKMatchmaker.shared().findMatch(for: request)
startGame(with: match)

// DO
let match = try await GKMatchmaker.shared().findMatch(for: request)
GKMatchmaker.shared().finishMatchmaking(for: match)
startGame(with: match)

Not disconnecting from match

swift
// DON'T
func returnToMenu() { showMainMenu() }

// DO
func returnToMenu() {
    currentMatch?.disconnect()
    currentMatch?.delegate = nil
    currentMatch = nil
    showMainMenu()
}

Review Checklist

  • GKLocalPlayer.local.authenticateHandler set once at app launch
  • isAuthenticated checked before any GameKit API call
  • Player restrictions checked (isUnderage, isMultiplayerGamingRestricted, isPersonalizedCommunicationRestricted)
  • Game Center capability added in Xcode signing settings
  • Leaderboards and achievements configured in App Store Connect
  • Access point configured and toggled appropriately during gameplay
  • GKGameCenterControllerDelegate dismisses dashboard in gameCenterViewControllerDidFinish
  • Match delegate set immediately when match is found
  • finishMatchmaking(for:) called for programmatic matches; disconnect() and nil delegate on exit
  • Turn-based match data stays under match.matchDataMaximumSize
  • Turn-based participants have outcomes set before endMatchInTurn
  • Invitation or turn listener registered with GKLocalPlayer.local.register(_:)
  • Data mode chosen appropriately: .reliable for state, .unreliable for frequent updates
  • Error handling for all async GameKit calls

References

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Gamekit AI skill do?

Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server.

Why use Gamekit on TypingMind?

Because you install it once and use it with any model. Gamekit is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Gamekit in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/dpearson2699/swift-ios-skills/tree/main/skills/gamekit. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Gamekit?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Gamekit?

As many as you like. As long as a model supports skills, you can use Gamekit with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Gamekit AI skill free?

It is published on GitHub by dpearson2699. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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