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 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
- 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-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.
1---2name: core-haptics-game-feedback-workflow3description: 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.4---56# Core Haptics Game Feedback Workflow78## Overview910Use this skill when game feedback depends on haptics, audio-haptic patterns, or controller rumble. Keep physical sensation claims behind real device or controller evidence.1112## Source Check1314Use 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:1516- [Core Haptics](https://developer.apple.com/documentation/corehaptics)17- [Playing Haptics on Game Controllers](https://developer.apple.com/documentation/corehaptics/playing-haptics-on-game-controllers)18- [Game Controller haptics](https://developer.apple.com/documentation/gamecontroller/gcdevicehaptics)19- [Playing haptics](https://developer.apple.com/design/human-interface-guidelines/playing-haptics)2021Apple sample guidance for controller haptics requires a physical device and Bluetooth-connected controller. Treat that as the evidence standard for controller haptic validation.2223## Workflow24251. Inspect feedback ownership:26 - `import CoreHaptics`27 - `CHHapticEngine`, `CHHapticPattern`, `CHHapticEvent`, `CHHapticParameter`, `CHHapticAdvancedPatternPlayer`28 - `GCDeviceHaptics`, controller localities, and Game Controller integration29 - audio-session, audio-engine, or sound-effect code that must synchronize with feedback302. Check capabilities before design commitments:31 - Device haptic support32 - Controller haptic localities33 - Audio-haptic needs34 - Interruptions, engine reset, app lifecycle, and background behavior35 - Accessibility, reduced motion, user settings, and alternate feedback paths363. Design patterns from gameplay meaning:37 - Impact, charge, rhythm, confirmation, warning, surface texture, failure, and reward feedback should be named by gameplay purpose.38 - Keep haptic pattern creation testable and data-driven when a game has many feedback events.39 - Avoid firing haptics from hidden side effects that make input or gameplay hard to reason about.404. Validate honestly:41 - Compile and run with the relevant Apple Dev execution workflow.42 - Use physical iPhone, iPad, Mac trackpad, or game controller evidence for sensation claims.43 - Report simulator-only or unsupported-device checks as compile/API validation, not physical haptic validation.4445## Handoffs4647- `game-controller-input-workflow` when controller lifecycle, mappings, or input events own the issue.48- `apple-dev-skills:avfaudio-session-workflow` when audio session configuration owns the failure.49- `apple-dev-skills:avaudio-engine-workflow` when AVAudioEngine graph behavior owns synchronized audio.50- `apple-dev-skills:xcode-build-run-workflow` for project membership, build, run, and device execution mechanics.5152## Output Shape5354Return the gameplay feedback purpose, haptic owner, capability checks, fallback or accessibility path, validation device/controller, and any sensation evidence that remains manual.