| name | shareplay-activities |
| description | Build shared real-time experiences using GroupActivities and SharePlay. Use when implementing shared media playback, collaborative app features, synchronized game state, or any FaceTime, Messages, AirDrop, or nearby visionOS group activity on iOS, macOS, tvOS, or visionOS. |
GroupActivities / SharePlay
Build shared real-time experiences using the GroupActivities framework. SharePlay
connects people over FaceTime, Messages, AirDrop, and nearby visionOS sharing,
synchronizing media playback, app state, or custom data.
Contents
Setup
Capability
Add the Group Activities capability to the app target in Xcode. Xcode adds
the required entitlement and updates the provisioning profile:
<key>com.apple.developer.group-session</key>
<true/>
Configure this only for app targets. Group Activities are not available in
widgets, extensions, or App Clips.
Checking Eligibility
import GroupActivities
let observer = GroupStateObserver()
if observer.isEligibleForGroupSession {
showSharePlayButton()
}
Observe changes reactively:
for await isEligible in observer.$isEligibleForGroupSession.values {
showSharePlayButton(isEligible)
}
Defining a GroupActivity
Conform to GroupActivity and provide metadata:
import GroupActivities
struct WatchTogetherActivity: GroupActivity {
let movieID: String
let movieTitle: String
var metadata: GroupActivityMetadata {
var meta = GroupActivityMetadata()
meta.title = movieTitle
meta.type = .watchTogether
meta.fallbackURL = URL(string: "https://example.com/movie/\(movieID)")
return meta
}
}
Activity Types
| Type | Use Case |
|---|
.generic | Default for custom activities |
.watchTogether | Video playback |
.listenTogether | Audio playback |
.createTogether | Collaborative creation (drawing, editing) |
.exploreTogether | Shared browsing, planning, or exploration |
.learnTogether | Shared learning or studying |
.readTogether | Shared reading |
.shopTogether | Shared shopping |
.workoutTogether | Shared fitness sessions |
GroupActivity is Codable; stored activity data must be codable. Add
Transferable only for SwiftUI ShareLink, SharePlay over AirDrop, or
AppKit/UIKit share sheets. Keep payloads minimal: use identifiers or URLs
instead of large data.
Session Lifecycle
Listening for Sessions
Set up a long-lived task to receive sessions when another participant starts
the activity:
@Observable
@MainActor
final class SharePlayManager {
private var session: GroupSession<WatchTogetherActivity>?
private var messenger: GroupSessionMessenger?
private var sessionTasks: [Task<Void, Never>] = []
func observeSessions() {
Task {
for await session in WatchTogetherActivity.sessions() {
self.configureSession(session)
}
}
}
private func configureSession(
_ session: GroupSession<WatchTogetherActivity>
) {
self.session = session
self.messenger = GroupSessionMessenger(session: session)
let stateTask = Task {
for await state in session.$state.values {
handleState(state)
}
}
sessionTasks.append(stateTask)
let participantTask {
participants session..values {
handleParticipants(participants)
}
}
sessionTasks.append(participantTask)
session.join()
}
() {
sessionTasks.forEach { .cancel() }
sessionTasks.removeAll()
session
messenger
}
}
Session States
| State | Description |
|---|
.waiting | Session exists but local participant has not joined |
.joined | Local participant is actively in the session |
.invalidated(reason:) | Session ended (check reason for details) |
Handling State Changes
private func handleState(_ state: GroupSession<WatchTogetherActivity>.State) {
switch state {
case .waiting:
print("Waiting to join")
case .joined:
print("Joined session")
loadActivity(session?.activity)
case .invalidated(let reason):
print("Session ended: \(reason)")
cleanUp()
@unknown default:
break
}
}
private func handleParticipants(_ participants: Set<Participant>) {
print("Active participants: \(participants.count)")
}
Leaving and Ending
session?.leave()
session?.end()
Sending and Receiving Messages
Use GroupSessionMessenger to sync small, time-sensitive app state between
participants.
Defining Messages
Messages must be Codable; keep each message under 256 KB.
struct SyncMessage: Codable {
let action: String
let timestamp: Date
let data: [String: String]
}
Sending
func sendSync(_ message: SyncMessage) async throws {
guard let messenger else { return }
try await messenger.send(message, to: .all)
}
try await messenger.send(message, to: .only(participant))
Receiving
func observeMessages() {
guard let messenger else { return }
Task {
for await (message, context) in messenger.messages(of: SyncMessage.self) {
let sender = context.source
handleReceivedMessage(message, from: sender)
}
}
}
Delivery Modes
let reliableMessenger = GroupSessionMessenger(
session: session,
deliveryMode: .reliable
)
let unreliableMessenger = GroupSessionMessenger(
session: session,
deliveryMode: .unreliable
)
Use .reliable for state-changing actions such as selections or turns. Use
.unreliable for high-frequency ephemeral data such as cursor positions,
drawing strokes, and reactions.
Coordinated Media Playback
For video/audio, use AVPlaybackCoordinator with AVPlayer:
import AVFoundation
import GroupActivities
func configurePlayback(
session: GroupSession<WatchTogetherActivity>,
player: AVPlayer
) {
let coordinator = player.playbackCoordinator
coordinator.coordinateWithSession(session)
}
Once connected, AVFoundation synchronizes play/pause, seeking, rate, playback speed,
and time. Do not put AVPlayer transport fields in messenger messages or snapshots,
including late-joiner snapshots; use custom messages only for state outside playback.
Starting SharePlay from Your App
Using GroupActivitySharingController (UIKit)
import GroupActivities
import UIKit
func startSharePlay() async throws {
let activity = WatchTogetherActivity(
movieID: "123",
movieTitle: "Great Movie"
)
switch await activity.prepareForActivation() {
case .activationPreferred:
_ = try await activity.activate()
case .activationDisabled:
startLocalExperience()
case .cancelled:
break
@unknown default:
break
}
}
When no conversation is active (i.e., isEligibleForGroupSession is false),
use GroupActivitySharingController to let the user pick contacts first:
let controller = try GroupActivitySharingController(activity)
present(controller, animated: true)
Use the shareplay SF Symbol for custom controls. Treat GroupActivityMetadata
as discovery copy: concise title, subtitle, image, and type aligned with the
entry point. Keep sibling domains out: GameKit owns auth, matchmaking,
leaderboards, achievements, and voice/chat; TabletopKit owns seats, board
equipment, spatial placement, turns, rules, and authoritative tabletop state;
AVKit owns playback UI. SharePlay owns invitations, lifecycle, participants, and
coordination handoffs. See references/shareplay-patterns.md for SwiftUI ShareLink, AirDrop, and direct activation patterns.
GroupSessionJournal: File Transfer
For larger, non-time-sensitive attachments, use GroupSessionJournal instead
of GroupSessionMessenger. Journal items must conform to Transferable, are
available to late joiners, and are limited to 100 MB. It requires iOS/iPadOS/tvOS
17+, macOS 14+, or visionOS 1+. For larger/protected assets, share a pointer or manifest and use server storage or app-managed file transfer.
import GroupActivities
let journal = GroupSessionJournal(session: session)
let attachment = try await journal.add(sharedImageItem)
Task {
for await attachments in journal.attachments {
for attachment in attachments {
let data = try await attachment.load(Data.self)
handleReceivedFile(data)
}
}
}
Common Mistakes
DON'T: Forget to call session.join()
Configure the stored session, messenger, and observers, then call join(). The
canonical long-lived manager in Session Lifecycle shows the required order.
DON'T: Forget to leave or end sessions
func viewDidDisappear() {
}
func viewDidDisappear() {
session?.leave()
session = nil
messenger = nil
}
DON'T: Assume all participants have the same state
func onJoin() {
}
func handleParticipants(_ participants: Set<Participant>) {
let newParticipants = participants.subtracting(knownParticipants)
for participant in newParticipants {
Task {
try await messenger?.send(currentState, to: .only(participant))
}
}
knownParticipants = participants
}
DON'T: Use SharePlay transports for large/protected assets
let imageData = try Data(contentsOf: imageURL)
try await messenger.send(imageData, to: .all)
let journal = GroupSessionJournal(session: session)
try await journal.add(sharedImageItem)
DON'T: Send redundant messages for media playback
func play() {
player.play()
try await messenger.send(PlayMessage(), to: .all)
}
player.playbackCoordinator.coordinateWithSession(session)
player.play()
DON'T: Observe sessions in a view that gets recreated
Own the sessions() listener in a long-lived manager, not a recreatable view.
Use the manager lifecycle shown above and cancel its child tasks on invalidation.
Review Checklist
References