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This skill helps you develop reliable SpriteKit games by mastering scene management, physics, actions, and rendering optimizations.
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---
name: axiom-spritekit
description: Use when building SpriteKit games, implementing physics, actions, scene management, or debugging game performance. Covers scene graph, physics engine, actions system, game loop, rendering optimization.
license: MIT
metadata:
version: "1.0.0"
---
# SpriteKit Game Development Guide
**Purpose**: Build reliable SpriteKit games by mastering the scene graph, physics engine, action system, and rendering pipeline
**iOS Version**: iOS 13+ (SwiftUI integration), iOS 11+ (SKRenderer)
**Xcode**: Xcode 15+
## When to Use This Skill
Use this skill when:
- Building a new SpriteKit game or interactive simulation
- Implementing physics (collisions, contacts, forces, joints)
- Setting up game architecture (scenes, layers, cameras)
- Optimizing frame rate or reducing draw calls
- Implementing touch/input handling in a game
- Managing scene transitions and data passing
- Integrating SpriteKit with SwiftUI or Metal
- Debugging physics contacts that don't fire
- Fixing coordinate system confusion
Do NOT use this skill for:
- SceneKit 3D rendering (`axiom-scenekit`)
- GameplayKit entity-component systems
- Metal shader programming (`axiom-metal-migration-ref`)
- General SwiftUI layout (`axiom-swiftui-layout`)
---
## 1. Mental Model
### Coordinate System
SpriteKit uses a **bottom-left origin** with Y pointing up. This differs from UIKit (top-left, Y down).
```
SpriteKit: UIKit:
┌─────────┐ ┌─────────┐
│ +Y │ │ (0,0) │
│ ↑ │ │ ↓ │
│ │ │ │ +Y │
│(0,0)──→+X│ │ │ │
└─────────┘ └─────────┘
```
**Anchor Points** define which point on a sprite maps to its `position`. Default is `(0.5, 0.5)` (center).
```swift
// Common anchor point trap:
// Anchor (0, 0) = bottom-left of sprite is at position
// Anchor (0.5, 0.5) = center of sprite is at position (DEFAULT)
// Anchor (0.5, 0) = bottom-center (useful for characters standing on ground)
sprite.anchorPoint = CGPoint(x: 0.5, y: 0)
```
**Scene anchor point** maps the view's frame to scene coordinates:
- `(0, 0)` — scene origin at bottom-left of view (default)
- `(0.5, 0.5)` — scene origin at center of view
### Node Tree
Everything in SpriteKit is an `SKNode` in a tree hierarchy. Parent transforms propagate to children.
```
SKScene
├── SKCameraNode (viewport control)
├── SKNode "world" (game content layer)
│ ├── SKSpriteNode "player"
│ ├── SKSpriteNode "enemy"
│ └── SKNode "platforms"
│ ├── SKSpriteNode "platform1"
│ └── SKSpriteNode "platform2"
└── SKNode "hud" (UI layer, attached to camera)
├── SKLabelNode "score"
└── SKSpriteNode "healthBar"
```
### Z-Ordering
`zPosition` controls draw order. Higher values render on top. Nodes at the same `zPosition` render in child array order (unless `ignoresSiblingOrder` is `true`).
```swift
// Establish clear z-order layers
enum ZLayer {
static let background: CGFloat = -100
static let platforms: CGFloat = 0
static let items: CGFloat = 10
static let player: CGFloat = 20
static let effects: CGFloat = 30
static let hud: CGFloat = 100
}
```
---
## 2. Scene Architecture
### Scale Mode Decision
| Mode | Behavior | Use When |
|------|----------|----------|
| `.aspectFill` | Fills view, crops edges | Full-bleed games (most games) |
| `.aspectFit` | Fits in view, letterboxes | Puzzle games needing exact layout |
| `.resizeFill` | Stretches to fill | Almost never — distorts |
| `.fill` | Matches view size exactly | Scene adapts to any ratio |
```swift
class GameScene: SKScene {
override func sceneDidLoad() {
scaleMode = .aspectFill
// Design for a reference size, let aspectFill crop edges
}
}
```
### Camera Node Pattern
Always use `SKCameraNode` for viewport control. Attach HUD elements to the camera so they don't scroll.
```swift
let camera = SKCameraNode()
camera.name = "mainCamera"
addChild(camera)
self.camera = camera
// HUD follows camera automatically
let scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 0, y: size.height / 2 - 50)
camera.addChild(scoreLabel)
// Move camera to follow player
let follow = SKConstraint.distance(SKRange(constantValue: 0), to: playerNode)
camera.constraints = [follow]
```
### Layer Organization
```swift
// Create layer nodes for organization
let worldNode = SKNode()
worldNode.name = "world"
addChild(worldNode)
let hudNode = SKNode()
hudNode.name = "hud"
camera?.addChild(hudNode)
// All gameplay objects go in worldNode
worldNode.addChild(playerSprite)
worldNode.addChild(enemySprite)
// All UI goes in hudNode (moves with camera)
hudNode.addChild(scoreLabel)
```
### Scene Transitions
```swift
// Preload next scene for smooth transitions
guard let nextScene = LevelScene(fileNamed: "Level2") else { return }
nextScene.scaleMode = .aspectFill
let transition = SKTransition.fade(withDuration: 0.5)
view?.presentScene(nextScene, transition: transition)
```
**Data passing between scenes**: Use a shared game state object, not node properties.
```swift
class GameState {
static let shared = GameState()
var score = 0
var currentLevel = 1
var playerHealth = 100
}
// In scene transition:
let nextScene = LevelScene(size: size)
// GameState.shared is already accessible
view?.presentScene(nextScene, transition: .fade(withDuration: 0.5))
```
**Note**: A singleton works for simple games. For larger projects with testing needs, consider passing a `GameState` instance through scene initializers to avoid hidden global state.
**Cleanup in `willMove(from:)`**:
```swift
override func willMove(from view: SKView) {
removeAllActions()
removeAllChildren()
physicsWorld.contactDelegate = nil
}
```
---
## 3. Physics Engine
### Bitmask Discipline
**This is the #1 source of SpriteKit bugs.** Physics bitmasks use a 32-bit system where each bit represents a category.
```swift
struct PhysicsCategory {
static let none: UInt32 = 0
static let player: UInt32 = 0b0001 // 1
static let enemy: UInt32 = 0b0010 // 2
static let ground: UInt32 = 0b0100 // 4
static let projectile: UInt32 = 0b1000 // 8
static let powerUp: UInt32 = 0b10000 // 16
}
```
**Three bitmask properties** (all default to `0xFFFFFFFF` — everything):
| Property | Purpose | Default |
|----------|---------|---------|
| `categoryBitMask` | What this body IS | `0xFFFFFFFF` |
| `collisionBitMask` | What it BOUNCES off | `0xFFFFFFFF` |
| `contactTestBitMask` | What TRIGGERS delegate | `0x00000000` |
**The default `collisionBitMask` of `0xFFFFFFFF` means everything collides with everything.** This is the most common source of unexpected physics behavior.
```swift
// CORRECT: Explicit bitmask setup
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemy
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.powerUp
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
enemy.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.player
enemy.physicsBody?.contactTestBitMask = PhysicsCategory.player | PhysicsCategory.projectile
```
### Bitmask Checklist
For every physics body, verify:
1. `categoryBitMask` set to exactly one category
2. `collisionBitMask` set to only categories it should bounce off (NOT `0xFFFFFFFF`)
3. `contactTestBitMask` set to categories that should trigger delegate callbacks
4. Delegate is assigned: `physicsWorld.contactDelegate = self`
### Contact Detection
```swift
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
// Sort bodies so bodyA has the lower category
let (first, second): (SKPhysicsBody, SKPhysicsBody)
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
(first, second) = (contact.bodyA, contact.bodyB)
} else {
(first, second) = (contact.bodyB, contact.bodyA)
}
// Now dispatch based on categories
if first.categoryBitMask == PhysicsCategory.player &&
second.categoryBitMask == PhysicsCategory.enemy {
guard let playerNode = first.node, let enemyNode = second.node else { return }
playerHitEnemy(player: playerNode, enemy: enemyNode)
}
}
}
```
**Modification rule**: You cannot modify the physics world inside `didBegin`/`didEnd`. Set flags and apply changes in `update(_:)`.
```swift
var enemiesToRemove: [SKNode] = []
func didBegin(_ contact: SKPhysicsContact) {
// Flag for removal — don't remove here
if let enemy = contact.bodyB.node {
enemiesToRemove.append(enemy)
}
}
override func update(_ currentTime: TimeInterval) {
for enemy in enemiesToRemove {
enemy.removeFromParent()
}
enemiesToRemove.removeAll()
}
```
### Body Types
| Type | Created With | Responds to Forces | Use For |
|------|-------------|-------------------|---------|
| Dynamic volume | `init(circleOfRadius:)`, `init(rectangleOf:)`, `init(texture:size:)` | Yes | Players, enemies, projectiles |
| Static volume | Dynamic body + `isDynamic = false` | No (but collides) | Platforms, walls |
| Edge | `init(edgeLoopFrom:)`, `init(edgeFrom:to:)` | No (boundary only) | Screen boundaries, terrain |
```swift
// Screen boundary using edge loop
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
// Texture-based body for irregular shapes
guard let texture = enemy.texture else { return }
enemy.physicsBody = SKPhysicsBody(texture: texture, size: enemy.size)
// Circle for performance (cheapest collision detection)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 5)
```
### Tunneling Prevention
Fast-moving objects can pass through thin walls. Fix:
```swift
// Enable precise collision detection for fast objects
bullet.physicsBody?.usesPreciseCollisionDetection = true
// Make walls thick enough (at least as wide as fastest object moves per frame)
// At 60fps, an object at velocity 600pt/s moves 10pt/frame
```
### Forces vs Impulses
```swift
// Force: continuous (applied per frame, accumulates)
body.applyForce(CGVector(dx: 0, dy: 100))
// Impulse: instant velocity change (one-time, like a jump)
body.applyImpulse(CGVector(dx: 0, dy: 50))
// Torque: continuous rotation
body.applyTorque(0.5)
// Angular impulse: instant rotation change
body.applyAngularImpulse(1.0)
```
---
## 4. Actions System
### Core Patterns
```swift
// Movement
let move = SKAction.move(to: CGPoint(x: 200, y: 300), duration: 1.0)
let moveBy = SKAction.moveBy(x: 100, y: 0, duration: 0.5)
// Rotation
let rotate = SKAction.rotate(byAngle: .pi * 2, duration: 1.0)
// Scale
let scale = SKAction.scale(to: 2.0, duration: 0.3)
// Fade
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
let fadeIn = SKAction.fadeIn(withDuration: 0.5)
```
### Sequencing and Grouping
```swift
// Sequence: one after another
let moveAndFade = SKAction.sequence([
SKAction.move(to: target, duration: 1.0),
SKAction.fadeOut(withDuration: 0.3),
SKAction.removeFromParent()
])
// Group: all at once
let spinAndGrow = SKAction.group([
SKAction.rotate(byAngle: .pi * 2, duration: 1.0),
SKAction.scale(to: 2.0, duration: 1.0)
])
// Repeat
let pulse = SKAction.repeatForever(SKAction.sequence([
SKAction.scale(to: 1.2, duration: 0.3),
SKAction.scale(to: 1.0, duration: 0.3)
]))
```
### Named Actions (Critical for Management)
```swift
// Use named actions so you can cancel/replace them
node.run(pulse, withKey: "pulse")
// Later, stop the pulse:
node.removeAction(forKey: "pulse")
// Check if running:
if node.action(forKey: "pulse") != nil {
// Still pulsing
}
```
### Custom Actions with Weak Self
```swift
// WRONG: Retain cycle risk
node.run(SKAction.run {
self.score += 1 // Strong capture of self
})
// CORRECT: Weak capture
node.run(SKAction.run { [weak self] in
self?.score += 1
})
// For repeating actions, always use weak self
let spawn = SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
]))
scene.run(spawn, withKey: "enemySpawner")
```
### Timing Modes
```swift
action.timingMode = .linear // Constant speed (default)
action.timingMode = .easeIn // Accelerate from rest
action.timingMode = .easeOut // Decelerate to rest
action.timingMode = .easeInEaseOut // Smooth start and end
```
### Actions vs Physics
**Never use actions to move physics-controlled nodes.** Actions override the physics simulation, causing jittering and missed collisions.
```swift
// WRONG: Action fights physics
playerNode.run(SKAction.moveTo(x: 200, duration: 0.5))
// CORRECT: Use forces/impulses for physics bodies
playerNode.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
// CORRECT: Use actions for non-physics nodes (UI, effects, decorations)
hudLabel.run(SKAction.scale(to: 1.5, duration: 0.2))
```
---
## 5. Input Handling
### Touch Handling
```swift
// CRITICAL: isUserInteractionEnabled must be true on the responding node
// SKScene has it true by default; other nodes default to false
class Player: SKSpriteNode {
init() {
super.init(texture: SKTexture(imageNamed: "player"), color: .clear, size: CGSize(width: 50, height: 50))
isUserInteractionEnabled = true // Required!
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Handle touch on this specific node
}
}
```
### Coordinate Space Conversion
```swift
// Touch location in SCENE coordinates (most common)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let locationInScene = touch.location(in: self)
// Touch location in a SPECIFIC NODE's coordinates
let locationInWorld = touch.location(in: worldNode)
// Hit test: what node was touched?
let touchedNodes = nodes(at: locationInScene)
}
```
**Common mistake**: Using `touch.location(in: self.view)` returns UIKit coordinates (Y-flipped). Always use `touch.location(in: self)` for scene coordinates.
### Game Controller Support
```swift
import GameController
func setupControllers() {
NotificationCenter.default.addObserver(
self, selector: #selector(controllerConnected),
name: .GCControllerDidConnect, object: nil
)
// Check already-connected controllers
for controller in GCController.controllers() {
configureController(controller)
}
}
```
---
## 6. Performance
### Performance Priorities
For detailed performance diagnosis, see `axiom-spritekit-diag` Symptom 3. Key priorities:
1. **Node count** — Remove offscreen nodes, use object pooling
2. **Draw calls** — Use texture atlases, replace SKShapeNode with pre-rendered textures
3. **Physics cost** — Prefer simple body shapes, limit `usesPreciseCollisionDetection`
4. **Particles** — Limit birth rate, set finite emission counts
### Debug Overlays (Always Enable During Development)
```swift
if let view = self.view as? SKView {
view.showsFPS = true
view.showsNodeCount = true
view.showsDrawCount = true
view.showsPhysics = true // Shows physics body outlines
// Performance: render order optimization
view.ignoresSiblingOrder = true
}
```
### Texture Atlas Batching
Sprites using textures from the same atlas render in a single draw call.
```swift
// Create atlas in Xcode: Assets → New Sprite Atlas
// Or use .atlas folder in project
let atlas = SKTextureAtlas(named: "Characters")
let texture = atlas.textureNamed("player_idle")
let sprite = SKSpriteNode(texture: texture)
// Preload atlas to avoid frame drops
SKTextureAtlas.preloadTextureAtlases([atlas]) {
// Atlas ready — present scene
}
```
### SKShapeNode Trap
**SKShapeNode generates one draw call per instance.** It cannot be batched. Use it for prototyping and debug visualization only.
```swift
// WRONG: 100 SKShapeNodes = 100 draw calls
for _ in 0..<100 {
let dot = SKShapeNode(circleOfRadius: 5)
addChild(dot)
}
// CORRECT: Pre-render to texture, use SKSpriteNode
let shape = SKShapeNode(circleOfRadius: 5)
shape.fillColor = .red
guard let texture = view?.texture(from: shape) else { return }
for _ in 0..<100 {
let dot = SKSpriteNode(texture: texture)
addChild(dot)
}
```
### Object Pooling
For frequently spawned/destroyed objects (bullets, particles, enemies):
```swift
class BulletPool {
private var available: [SKSpriteNode] = []
private let texture: SKTexture
init(texture: SKTexture, initialSize: Int = 20) {
self.texture = texture
for _ in 0..<initialSize {
available.append(createBullet())
}
}
private func createBullet() -> SKSpriteNode {
let bullet = SKSpriteNode(texture: texture)
bullet.physicsBody = SKPhysicsBody(circleOfRadius: 3)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.projectile
bullet.physicsBody?.collisionBitMask = PhysicsCategory.none
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
return bullet
}
func spawn() -> SKSpriteNode {
if available.isEmpty {
available.append(createBullet())
}
let bullet = available.removeLast()
bullet.isHidden = false
bullet.physicsBody?.isDynamic = true
return bullet
}
func recycle(_ bullet: SKSpriteNode) {
bullet.removeAllActions()
bullet.removeFromParent()
bullet.physicsBody?.isDynamic = false
bullet.physicsBody?.velocity = .zero
bullet.isHidden = true
available.append(bullet)
}
}
```
### Offscreen Node Removal
```swift
// Manual removal is faster than shouldCullNonVisibleNodes
override func update(_ currentTime: TimeInterval) {
enumerateChildNodes(withName: "bullet") { node, _ in
if !self.frame.intersects(node.frame) {
self.bulletPool.recycle(node as! SKSpriteNode)
}
}
}
```
---
## 7. Game Loop
### Frame Cycle (8 Phases)
```
1. update(_:) ← Your game logic here
2. didEvaluateActions() ← Actions completed
3. [Physics simulation] ← SpriteKit runs physics
4. didSimulatePhysics() ← Physics done, adjust results
5. [Constraint evaluation] ← SKConstraints applied
6. didApplyConstraints() ← Constraints done
7. didFinishUpdate() ← Last chance before render
8. [Rendering] ← Frame drawn
```
### Delta Time
```swift
private var lastUpdateTime: TimeInterval = 0
override func update(_ currentTime: TimeInterval) {
let dt: TimeInterval
if lastUpdateTime == 0 {
dt = 0
} else {
dt = currentTime - lastUpdateTime
}
lastUpdateTime = currentTime
// Clamp delta time to prevent spiral of death
// (when app returns from background, dt can be huge)
let clampedDt = min(dt, 1.0 / 30.0)
updatePlayer(deltaTime: clampedDt)
updateEnemies(deltaTime: clampedDt)
}
```
### Pause Handling
```swift
// Pause the scene (stops actions, physics, update loop)
scene.isPaused = true
// Pause specific subtree only
worldNode.isPaused = true // Game paused but HUD still animates
// Handle app backgrounding
NotificationCenter.default.addObserver(
self, selector: #selector(pauseGame),
name: UIApplication.willResignActiveNotification, object: nil
)
```
---
## 8. Particle Effects
### Emitter Best Practices
```swift
// Load from .sks file (designed in Xcode Particle Editor)
guard let emitter = SKEmitterNode(fileNamed: "Explosion") else { return }
emitter.position = explosionPoint
addChild(emitter)
// CRITICAL: Auto-remove after emission completes
let duration = TimeInterval(emitter.numParticlesToEmit) / TimeInterval(emitter.particleBirthRate)
+ TimeInterval(emitter.particleLifetime + emitter.particleLifetimeRange / 2)
emitter.run(SKAction.sequence([
SKAction.wait(forDuration: duration),
SKAction.removeFromParent()
]))
```
### Target Node for Trails
Without `targetNode`, particles move with the emitter. For trails (like rocket exhaust), set `targetNode` to the scene:
```swift
let trail = SKEmitterNode(fileNamed: "RocketTrail")!
trail.targetNode = scene // Particles stay where emitted
rocketNode.addChild(trail)
```
### Infinite Emitter Cleanup
```swift
// WRONG: Infinite emitter never cleaned up
let fire = SKEmitterNode(fileNamed: "Fire")!
fire.numParticlesToEmit = 0 // 0 = infinite
addChild(fire)
// Memory leak — particles accumulate forever
// CORRECT: Set emission limit or remove when done
fire.numParticlesToEmit = 200 // Stops after 200 particles
// Or manually stop and remove:
fire.particleBirthRate = 0 // Stop new particles
fire.run(SKAction.sequence([
SKAction.wait(forDuration: TimeInterval(fire.particleLifetime)),
SKAction.removeFromParent()
]))
```
---
## 9. SwiftUI Integration
### SpriteView (Recommended, iOS 14+)
The simplest way to embed SpriteKit in SwiftUI. Use this unless you need custom SKView configuration.
```swift
import SpriteKit
import SwiftUI
struct GameView: View {
var body: some View {
SpriteView(scene: {
let scene = GameScene(size: CGSize(width: 390, height: 844))
scene.scaleMode = .aspectFill
return scene
}(), debugOptions: [.showsFPS, .showsNodeCount])
.ignoresSafeArea()
}
}
```
### UIViewRepresentable (Advanced)
Use when you need full control over SKView configuration (custom frame rate, transparency, or multiple scenes).
```swift
import SwiftUI
import SpriteKit
struct SpriteKitView: UIViewRepresentable {
let scene: SKScene
func makeUIView(context: Context) -> SKView {
let view = SKView()
view.showsFPS = true
view.showsNodeCount = true
view.ignoresSiblingOrder = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
if view.scene == nil {
view.presentScene(scene)
}
}
}
```
### SKRenderer for Metal Hybrid
Use `SKRenderer` when SpriteKit is one layer in a Metal pipeline:
```swift
let renderer = SKRenderer(device: metalDevice)
renderer.scene = gameScene
// In your Metal render loop:
renderer.update(atTime: currentTime)
renderer.render(
withViewport: viewport,
commandBuffer: commandBuffer,
renderPassDescriptor: renderPassDescriptor
)
```
---
## 10. Anti-Patterns
### Anti-Pattern 1: Default Bitmasks
**Time cost**: 30-120 minutes debugging phantom collisions
```swift
// WRONG: Default collisionBitMask is 0xFFFFFFFF
let body = SKPhysicsBody(circleOfRadius: 10)
node.physicsBody = body
// Collides with EVERYTHING — even things it shouldn't
// CORRECT: Always set all three masks explicitly
body.categoryBitMask = PhysicsCategory.player
body.collisionBitMask = PhysicsCategory.ground
body.contactTestBitMask = PhysicsCategory.enemy
```
### Anti-Pattern 2: Missing contactTestBitMask
**Time cost**: 30-60 minutes wondering why didBegin never fires
```swift
// WRONG: contactTestBitMask defaults to 0 — no contacts ever fire
player.physicsBody?.categoryBitMask = PhysicsCategory.player
// Forgot contactTestBitMask!
// CORRECT: Both bodies need compatible masks
player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
```
### Anti-Pattern 3: Actions on Physics Bodies
**Time cost**: 1-3 hours of jittering and missed collisions
```swift
// WRONG: SKAction.move overrides physics position each frame
playerNode.run(SKAction.moveTo(x: 200, duration: 1.0))
// Physics body position is set by action, ignoring forces/collisions
// CORRECT: Use physics for physics-controlled nodes
playerNode.physicsBody?.applyForce(CGVector(dx: 100, dy: 0))
```
### Anti-Pattern 4: SKShapeNode for Gameplay
**Time cost**: Hours diagnosing frame drops
Each SKShapeNode is a separate draw call that cannot be batched. 50 shape nodes = 50 draw calls. See the pre-render-to-texture pattern in Section 6 (SKShapeNode Trap) for the fix.
### Anti-Pattern 5: Strong Self in Action Closures
**Time cost**: Memory leaks, eventual crash
```swift
// WRONG: Strong capture in repeating action
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { self.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
// CORRECT: Weak capture
node.run(SKAction.repeatForever(SKAction.sequence([
SKAction.run { [weak self] in self?.spawnEnemy() },
SKAction.wait(forDuration: 2.0)
])))
```
---
## 11. Code Review Checklist
### Physics
- [ ] Every physics body has explicit `categoryBitMask` (not default)
- [ ] Every physics body has explicit `collisionBitMask` (not `0xFFFFFFFF`)
- [ ] Bodies needing contact detection have `contactTestBitMask` set
- [ ] `physicsWorld.contactDelegate` is assigned
- [ ] No world modifications inside `didBegin`/`didEnd` callbacks
- [ ] Fast objects use `usesPreciseCollisionDetection`
### Actions
- [ ] No `SKAction.move`/`rotate` on physics-controlled nodes
- [ ] Repeating actions use `withKey:` for cancellation
- [ ] `SKAction.run` closures use `[weak self]`
- [ ] One-shot emitters are removed after emission
### Performance
- [ ] Debug overlays enabled during development
- [ ] `ignoresSiblingOrder = true` on SKView
- [ ] No SKShapeNode in gameplay sprites (use pre-rendered textures)
- [ ] Texture atlases used for related sprites
- [ ] Offscreen nodes removed manually
### Scene Management
- [ ] `willMove(from:)` cleans up actions, children, delegates
- [ ] Scene data passed via shared state, not node properties
- [ ] Camera used for viewport control
---
## 12. Pressure Scenarios
### Scenario 1: "Physics Contacts Don't Work — Ship Tonight"
**Pressure**: Deadline pressure to skip systematic debugging
**Wrong approach**: Randomly changing bitmask values, adding `0xFFFFFFFF` everywhere, or disabling physics
**Correct approach** (2-5 minutes):
1. Enable `showsPhysics` — verify bodies exist and overlap
2. Print all three bitmasks for both bodies
3. Verify `contactTestBitMask` on body A includes category of body B (or vice versa)
4. Verify `physicsWorld.contactDelegate` is set
5. Verify you're not modifying the world inside the callback
**Push-back template**: "Let me run the 5-step bitmask checklist. It takes 2 minutes and catches 90% of contact issues. Random changes will make it worse."
### Scenario 2: "Frame Rate Is Fine on My Device"
**Pressure**: Authority says "it runs at 60fps for me, ship it"
**Wrong approach**: Shipping without profiling on minimum-spec device
**Correct approach**:
1. Enable `showsFPS`, `showsNodeCount`, `showsDrawCount`
2. Test on oldest supported device
3. If >200 nodes or >30 draw calls, investigate
4. Check for SKShapeNode in gameplay
5. Verify offscreen nodes are being removed
**Push-back template**: "Performance varies by device. Let me check node count and draw calls — takes 30 seconds with debug overlays. If counts are low, we're safe to ship."
### Scenario 3: "Just Use SKShapeNode, It's Faster to Code"
**Pressure**: Sunk cost — already built with SKShapeNode, don't want to redo
**Wrong approach**: Shipping with 100+ SKShapeNodes causing frame drops
**Correct approach**:
1. Check `showsDrawCount` — each SKShapeNode adds a draw call
2. If >20 shape nodes in gameplay, pre-render to textures
3. Use `view.texture(from:)` to convert once, reuse as SKSpriteNode
4. Keep SKShapeNode only for debug visualization
**Push-back template**: "Each SKShapeNode is a separate draw call. Converting to pre-rendered textures is a 15-minute refactor that can double frame rate. SKSpriteNode from atlas = 1 draw call for all of them."
## Resources
**WWDC**: 2014-608, 2016-610, 2017-609, 2013-502
**Docs**: /spritekit, /spritekit/skscene, /spritekit/skphysicsbody, /spritekit/maximizing-node-drawing-performance
**Skills**: axiom-spritekit-ref, axiom-spritekit-diag
This skill helps you build and debug SpriteKit games for modern xOS platforms by focusing on scene graph architecture, physics, the actions system, and rendering performance. It distills battle-tested patterns for camera and layer setup, robust physics bitmasking, reliable input handling, and safe use of actions versus physics. Use it to avoid common traps and keep your game running smoothly at 60fps.
The skill inspects scene structure, node hierarchy, z-ordering, and camera patterns to recommend organization and transitions. It validates physics body configuration (category/collision/contact masks), contact delegate usage, and tunneling prevention strategies. It also audits action usage, naming, and lifetime, and gives practical guidance for touch coordinate conversion and integration with SwiftUI or Metal.
Why are contacts not triggering?
Most common cause is bitmask misconfiguration. Ensure each body has a categoryBitMask set, its contactTestBitMask includes the other category, and physicsWorld.contactDelegate is assigned.
Can I move physics bodies with SKAction?
No—actions bypass the physics simulation and cause missed collisions. Use applyForce/applyImpulse for physics bodies and reserve SKAction for non-physics UI or effects.