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
npx -y skills add gaelic-ghost/socket --skill core-haptics-game-feedback-workflowAssembled 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
- Inspect feedback ownership:
import CoreHapticsCHHapticEngine,CHHapticPattern,CHHapticEvent,CHHapticParameter,CHHapticAdvancedPatternPlayerGCDeviceHaptics, controller localities, and Game Controller integration- audio-session, audio-engine, or sound-effect code that must synchronize with feedback
- 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
- 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.
- 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-workflowwhen controller lifecycle, mappings, or input events own the issue.apple-dev-skills:avfaudio-session-workflowwhen audio session configuration owns the failure.apple-dev-skills:avaudio-engine-workflowwhen AVAudioEngine graph behavior owns synchronized audio.apple-dev-skills:xcode-build-run-workflowfor 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/
- openai.yaml311 B