tabletopkit

Coordinate multiplayer spatial board game state on visionOS with TabletopKit.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/KumarAdi8/AgentKit --skill tabletopkit
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: tabletopkit
Source: https://github.com/KumarAdi8/AgentKit/tree/main/skills/tabletopkit
Command: npx skills add https://github.com/KumarAdi8/AgentKit --skill tabletopkit

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

TabletopKit streamlines building spatial, multiplayer board game experiences on a virtual table by handling layout, equipment state, player seats, turn management, interactions, dice physics, rendering, and synchronized multiplayer coordination so you do not need to implement low-level networking or physics integration yourself.

Core Features & Use Cases

  • Multiplayer synchronization: Seamless state sync over FaceTime Group Activities with arbiter validation and rollback handling.
  • Equipment & layout management: Define pieces, cards, dice, and hierarchical layouts (stacked, overlapping, volumetric) with built-in layout helpers.
  • Interaction and physics: Gesture-driven interactions, tossable dice shapes with physics-based face mapping, and interaction delegates for programmatic control.
  • Rendering & integration: RealityKit entity rendering with EntityRenderDelegate and SwiftUI RealityView integration via .tabletopGame modifier.
  • Extensibility: Register CustomAction types, use observers for confirmations/rollbacks, and implement custom network coordinators if not using Group Activities.
  • Use case: Rapidly prototype a multiplayer board game for Apple Vision Pro that supports seat claiming, dice tossing, card fans, and synchronized gameplay across participants.

Quick Start

Create a TabletopGame by configuring a TableSetup with an EntityTabletop, add seats and equipment, register any CustomAction types, initialize TabletopGame, attach an EntityRenderDelegate and observer, then claim a seat and coordinate multiplayer via a GroupActivity.

Frequently Asked Questions about tabletopkit

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a multiplayer board game for visionOS using RealityKit?

To build a multiplayer board game for visionOS, configure a TableSetup with an EntityTabletop, add seats and equipment, register custom actions, and initialize TabletopGame. The framework handles RealityKit rendering, layout, and state synchronization using FaceTime Group Activities.

Can I synchronize spatial board game state over FaceTime Group Activities?

Yes, spatial board game state can be synchronized over FaceTime Group Activities using built-in arbiter validation and rollback handling. The framework coordinates multiplayer interactions natively, or you can implement custom network coordinators if not using Group Activities.

Does visionOS 2.0 provide built-in dice physics for tabletop games?

visionOS 2.0 supports dice physics through TabletopKit's tossable dice shapes with built-in physics-based face mapping. The framework handles the underlying physics integration and gesture-driven interactions automatically for your tabletop equipment.

What is the best way to manage player seats and turn handling in an Apple Vision Pro game?

The best way to manage player seats and turn handling is using TabletopKit's built-in seat claiming and turn management features. Define seats in your TableSetup, and the framework coordinates validation and interactions across connected players automatically.

How do I render custom game pieces and card fans in a SwiftUI RealityView?

To render custom game pieces in SwiftUI RealityView, attach an EntityRenderDelegate to your initialized TabletopGame and use the .tabletopGame modifier. The framework supports hierarchical layouts including stacked, overlapping, and volumetric equipment rendering.

Can I register custom action types for board game logic beyond standard moves?

Yes, you can register custom TabletopAction types for board game logic beyond standard moves. The framework allows you to implement observers for confirmations and rollbacks, providing programmatic control over complex game interactions and state validation.