gamekit
GameKit
Integrate Game Center features into iOS 26+ games using GameKit and Swift 6.3. Provides player authentication, leaderboards, achievements, multiplayer matchmaking, access point, dashboard, challenges, and saved games.
Contents
- Authentication
- Access Point
- Dashboard
- Leaderboards
- Achievements
- Real-Time Multiplayer
- Turn-Based Multiplayer
- Common Mistakes
- Review Checklist
- References
Authentication
All GameKit features require the local player to authenticate first. Set the
authenticateHandler on GKLocalPlayer.local early in the app lifecycle.
GameKit calls the handler multiple times during initialization.
import GameKit
func authenticatePlayer() {
GKLocalPlayer.local.authenticateHandler = { viewController, error in
if let viewController {
// Present so the player can sign in or create an account.
present(viewController, animated: true)
return
}
if let error {
// Player could not sign in. Disable Game Center features.
disableGameCenter()
return
}
// Player authenticated. Check restrictions before starting.
let player = GKLocalPlayer.local
if player.isUnderage {
hideExplicitContent()
}
if player.isMultiplayerGamingRestricted {
disableMultiplayer()
}
if player.isPersonalizedCommunicationRestricted {
disableInGameChat()
}
configureAccessPoint()
}
}
Guard on GKLocalPlayer.local.isAuthenticated before calling any GameKit API.
For server-side identity verification, see references/gamekit-patterns.md.
Access Point
GKAccessPoint displays a Game Center control in a corner of the screen. When
tapped, it opens the Game Center dashboard. Configure it after authentication.
func configureAccessPoint() {
GKAccessPoint.shared.location = .topLeading
GKAccessPoint.shared.showHighlights = true
GKAccessPoint.shared.isActive = true
}
Hide the access point during gameplay and show it on menu screens:
GKAccessPoint.shared.isActive = false // Hide during active gameplay
GKAccessPoint.shared.isActive = true // Show on pause or menu
Open the dashboard to a specific state programmatically:
// Open directly to a leaderboard
GKAccessPoint.shared.trigger(
leaderboardID: "com.mygame.highscores",
playerScope: .global,
timeScope: .allTime
) { }
// Open directly to achievements
GKAccessPoint.shared.trigger(state: .achievements) { }
Dashboard
Present the Game Center dashboard using GKGameCenterViewController. The
presenting object must conform to GKGameCenterControllerDelegate.
final class GameViewController: UIViewController, GKGameCenterControllerDelegate {
func showDashboard() {
let vc = GKGameCenterViewController(state: .dashboard)
vc.gameCenterDelegate = self
present(vc, animated: true)
}
func showLeaderboard(_ leaderboardID: String) {
let vc = GKGameCenterViewController(
leaderboardID: leaderboardID,
playerScope: .global,
timeScope: .allTime
)
vc.gameCenterDelegate = self
present(vc, animated: true)
}
func gameCenterViewControllerDidFinish(
_ gameCenterViewController: GKGameCenterViewController
) {
gameCenterViewController.dismiss(animated: true)
}
}
Dashboard states: .dashboard, .leaderboards, .achievements, .localPlayerProfile.
Leaderboards
Configure leaderboards in App Store Connect before submitting scores. Supports classic (persistent) and recurring (time-limited, auto-resetting) types.
Submitting Scores
Submit to one or more leaderboards using the class method:
func submitScore(_ score: Int, leaderboardIDs: [String]) async throws {
try await GKLeaderboard.submitScore(
score,
context: 0,
player: GKLocalPlayer.local,
leaderboardIDs: leaderboardIDs
)
}
Loading Entries
func loadTopScores(
leaderboardID: String,
count: Int = 10
) async throws -> (GKLeaderboard.Entry?, [GKLeaderboard.Entry]) {
let leaderboards = try await GKLeaderboard.loadLeaderboards(
IDs: [leaderboardID]
)
guard let leaderboard = leaderboards.first else { return (nil, []) }
let (localEntry, entries, _) = try await leaderboard.loadEntries(
for: .global,
timeScope: .allTime,
range: 1...count
)
return (localEntry, entries)
}
GKLeaderboard.Entry provides player, rank, score, formattedScore,
context, and date. For recurring leaderboard timing, leaderboard images,
and leaderboard sets, see references/gamekit-patterns.md.
Achievements
Configure achievements in App Store Connect. Each achievement has a unique identifier, point value, and localized title/description.
Reporting Progress
Set percentComplete from 0.0 to 100.0. GameKit only accepts increases;
setting a lower value than previously reported has no effect.
func reportAchievement(identifier: String, percentComplete: Double) async throws {
let achievement = GKAchievement(identifier: identifier)
achievement.percentComplete = percentComplete
achievement.showsCompletionBanner = true
try await GKAchievement.report([achievement])
}
// Unlock an achievement completely
func unlockAchievement(_ identifier: String) async throws {
try await reportAchievement(identifier: identifier, percentComplete: 100.0)
}
Loading Player Achievements
func loadPlayerAchievements() async throws -> [GKAchievement] {
try await GKAchievement.loadAchievements() ?? []
}
If an achievement is not returned, the player has no progress on it yet. Create
a new GKAchievement(identifier:) to begin reporting. Use
GKAchievement.resetAchievements() to reset all progress during testing.
Real-Time Multiplayer
Real-time multiplayer connects players in a peer-to-peer network for
simultaneous gameplay. Players exchange data directly through GKMatch.
Matchmaking with GameKit UI
Use GKMatchmakerViewController for the standard matchmaking interface:
func presentMatchmaker() {
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 4
request.inviteMessage = "Join my game!"
guard let matchmakerVC = GKMatchmakerViewController(matchRequest: request) else {
return
}
matchmakerVC.matchmakerDelegate = self
present(matchmakerVC, animated: true)
}
Implement GKMatchmakerViewControllerDelegate:
extension GameViewController: GKMatchmakerViewControllerDelegate {
func matchmakerViewController(
_ viewController: GKMatchmakerViewController,
didFind match: GKMatch
) {
viewController.dismiss(animated: true)
match.delegate = self
startGame(with: match)
}
func matchmakerViewControllerWasCancelled(
_ viewController: GKMatchmakerViewController
) {
viewController.dismiss(animated: true)
}
func matchmakerViewController(
_ viewController: GKMatchmakerViewController,
didFailWithError error: Error
) {
viewController.dismiss(animated: true)
}
}
Exchanging Data
Send and receive game state through GKMatch and GKMatchDelegate:
extension GameViewController: GKMatchDelegate {
func sendAction(_ action: GameAction, to match: GKMatch) throws {
let data = try JSONEncoder().encode(action)
try match.sendData(toAllPlayers: data, with: .reliable)
}
func match(_ match: GKMatch, didReceive data: Data, fromRemotePlayer player: GKPlayer) {
guard let action = try? JSONDecoder().decode(GameAction.self, from: data) else {
return
}
handleRemoteAction(action, from: player)
}
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
switch state {
case .connected:
checkIfReadyToStart(match)
case .disconnected:
handlePlayerDisconnected(player)
default:
break
}
}
}
Data modes: .reliable (TCP-like, ordered, guaranteed) and .unreliable
(UDP-like, faster, no guarantee). Use .reliable for critical game state and
.unreliable for frequent position updates. Register the local player as a
listener (GKLocalPlayer.local.register(self)) to receive invitations through
GKInviteEventListener. For programmatic matchmaking and custom match UI, see
references/gamekit-patterns.md.
Turn-Based Multiplayer
Turn-based games store match state on Game Center servers. Players take turns asynchronously and do not need to be online simultaneously.
Starting a Match
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 4
let matchmakerVC = GKTurnBasedMatchmakerViewController(matchRequest: request)
matchmakerVC.turnBasedMatchmakerDelegate = self
present(matchmakerVC, animated: true)
Taking Turns
Encode game state into Data, end the turn, and specify the next participants:
func endTurn(match: GKTurnBasedMatch, gameState: GameState) async throws {
let data = try JSONEncoder().encode(gameState)
// Build next participants list: remaining active players
let nextParticipants = match.participants.filter {
$0.matchOutcome == .none && $0 != match.currentParticipant
}
try await match.endTurn(
withNextParticipants: nextParticipants,
turnTimeout: GKTurnTimeoutDefault,
match: data
)
}
Ending the Match
Set outcomes for all participants, then end the match:
func endMatch(_ match: GKTurnBasedMatch, winnerIndex: Int, data: Data) async throws {
for (index, participant) in match.participants.enumerated() {
participant.matchOutcome = (index == winnerIndex) ? .won : .lost
}
try await match.endMatchInTurn(withMatch: data)
}
Listening for Turn Events
Register as a listener and implement GKTurnBasedEventListener:
GKLocalPlayer.local.register(self)
extension GameViewController: GKTurnBasedEventListener {
func player(_ player: GKPlayer, receivedTurnEventFor match: GKTurnBasedMatch,
didBecomeActive: Bool) {
// Load match data and update UI
loadAndDisplayMatch(match)
}
func player(_ player: GKPlayer, matchEnded match: GKTurnBasedMatch) {
showMatchResults(match)
}
}
Match Data Size
matchDataMaximumSize is 64 KB. Store larger state externally and keep only
references in match data.
Common Mistakes
Not authenticating before using GameKit APIs
// DON'T
func submitScore() {
GKLeaderboard.submitScore(100, context: 0, player: GKLocalPlayer.local,
leaderboardIDs: ["scores"]) { _ in }
}
// DO
func submitScore() async throws {
guard GKLocalPlayer.local.isAuthenticated else { return }
try await GKLeaderboard.submitScore(
100, context: 0, player: GKLocalPlayer.local, leaderboardIDs: ["scores"]
)
}
Setting authenticateHandler multiple times
// DON'T: Set handler on every scene transition
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
GKLocalPlayer.local.authenticateHandler = { vc, error in /* ... */ }
}
// DO: Set the handler once, early in the app lifecycle
Ignoring multiplayer restrictions
// DON'T
func showMultiplayerMenu() { presentMatchmaker() }
// DO
func showMultiplayerMenu() {
guard !GKLocalPlayer.local.isMultiplayerGamingRestricted else { return }
presentMatchmaker()
}
Not setting match delegate immediately
// DON'T: Set delegate in dismiss completion -- misses early messages
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
vc.dismiss(animated: true) { match.delegate = self }
}
// DO: Set delegate before dismissing
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
match.delegate = self
vc.dismiss(animated: true)
}
Not calling finishMatchmaking for programmatic matches
// DON'T
let match = try await GKMatchmaker.shared().findMatch(for: request)
startGame(with: match)
// DO
let match = try await GKMatchmaker.shared().findMatch(for: request)
GKMatchmaker.shared().finishMatchmaking(for: match)
startGame(with: match)
Not disconnecting from match
// DON'T
func returnToMenu() { showMainMenu() }
// DO
func returnToMenu() {
currentMatch?.disconnect()
currentMatch?.delegate = nil
currentMatch = nil
showMainMenu()
}
Review Checklist
-
GKLocalPlayer.local.authenticateHandlerset once at app launch -
isAuthenticatedchecked before any GameKit API call - Player restrictions checked (
isUnderage,isMultiplayerGamingRestricted,isPersonalizedCommunicationRestricted) - Game Center capability added in Xcode signing settings
- Leaderboards and achievements configured in App Store Connect
- Access point configured and toggled appropriately during gameplay
-
GKGameCenterControllerDelegatedismisses dashboard ingameCenterViewControllerDidFinish - Match delegate set immediately when match is found
-
finishMatchmaking(for:)called for programmatic matches;disconnect()and nil delegate on exit - Turn-based match data stays under 64 KB
- Turn-based participants have outcomes set before
endMatchInTurn - Invitation listener registered with
GKLocalPlayer.local.register(_:) - Data mode chosen appropriately:
.reliablefor state,.unreliablefor frequent updates -
NSMicrophoneUsageDescriptionset if using voice chat - Error handling for all async GameKit calls
References
- See references/gamekit-patterns.md for voice chat, saved games, custom match UI, leaderboard images, challenge handling, and rule-based matchmaking.
- GameKit documentation
- GKLocalPlayer
- GKAccessPoint
- GKLeaderboard
- GKAchievement
- GKMatch
- GKTurnBasedMatch