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Core haptics game feedback workflow

Skill gaelic-ghost/socket/plugins/game-dev-skills/skills/core-haptics-game-feedback-workflow

Guide Core Haptics and game feedback work for Apple games. Use when Codex designs, implements, repairs, or validates CHHapticEngine, CHHapticPattern, audio-haptic feedback, controller haptics, capability checks, fallback behavior, accessibility-sensitive feedback, or physical-device haptic validation.From its SKILL.md

Install
npx -y skills add gaelic-ghost/socket --skill core-haptics-game-feedback-workflow

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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SKILL.md

3.4 KB, 655 tokens by cl100k_base, as published. Nobody here has run it

Core Haptics Game Feedback Workflow

Overview

Use this skill when game feedback depends on haptics, audio-haptic patterns, or controller rumble. Keep physical sensation claims behind real device or controller evidence.

Source Check

Use Xcode MCP DocumentationSearch, Xcode-local documentation, Dash Apple API Reference docsets, or readable official Apple documentation before making Core Haptics or controller-haptics claims. Generic no-JS web search/open results, snippets, metadata shells, or bare Apple Developer URLs are not enough evidence that Apple docs were read:

Apple sample guidance for controller haptics requires a physical device and Bluetooth-connected controller. Treat that as the evidence standard for controller haptic validation.

Workflow

  1. Inspect feedback ownership:
    • import CoreHaptics
    • CHHapticEngine, CHHapticPattern, CHHapticEvent, CHHapticParameter, CHHapticAdvancedPatternPlayer
    • GCDeviceHaptics, controller localities, and Game Controller integration
    • audio-session, audio-engine, or sound-effect code that must synchronize with feedback
  2. Check capabilities before design commitments:
    • Device haptic support
    • Controller haptic localities
    • Audio-haptic needs
    • Interruptions, engine reset, app lifecycle, and background behavior
    • Accessibility, reduced motion, user settings, and alternate feedback paths
  3. Design patterns from gameplay meaning:
    • Impact, charge, rhythm, confirmation, warning, surface texture, failure, and reward feedback should be named by gameplay purpose.
    • Keep haptic pattern creation testable and data-driven when a game has many feedback events.
    • Avoid firing haptics from hidden side effects that make input or gameplay hard to reason about.
  4. Validate honestly:
    • Compile and run with the relevant Apple Dev execution workflow.
    • Use physical iPhone, iPad, Mac trackpad, or game controller evidence for sensation claims.
    • Report simulator-only or unsupported-device checks as compile/API validation, not physical haptic validation.

Handoffs

  • game-controller-input-workflow when controller lifecycle, mappings, or input events own the issue.
  • apple-dev-skills:avfaudio-session-workflow when audio session configuration owns the failure.
  • apple-dev-skills:avaudio-engine-workflow when AVAudioEngine graph behavior owns synchronized audio.
  • apple-dev-skills:xcode-build-run-workflow for project membership, build, run, and device execution mechanics.

Output Shape

Return the gameplay feedback purpose, haptic owner, capability checks, fallback or accessibility path, validation device/controller, and any sensation evidence that remains manual.

What ships with it: 1 file

311 B alongside SKILL.md

agents/

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