| name | gamekit |
| description | Integrate Game Center features using GameKit. Use when authenticating GKLocalPlayer, checking player restrictions, submitting leaderboard scores, reporting achievements, implementing real-time or turn-based matchmaking, handling GKMatch data, showing the Game Center dashboard or access point, adding challenges and friend invitations, saving game data, or verifying player identity on a server. |
GameKit
Use GameKit for Game Center authentication, competition, matchmaking, social
surfaces, and saved-game handoffs; keep rendering, board logic, and full
SharePlay group-activity design in their owning framework skills.
Contents
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(viewController, animated: true)
return
}
if let error {
disableGameCenter()
return
}
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
GKAccessPoint.shared.isActive = true
Open the dashboard to a specific state programmatically. Specific leaderboard
access-point triggers require iOS 18+.
GKAccessPoint.shared.trigger(
leaderboardID: "com.mygame.highscores",
playerScope: .global,
timeScope: .allTime
) { }
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 include .dashboard, .leaderboards, .achievements, .challenges, .localPlayerProfile, and .localPlayerFriendsList.
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...100. The property type is Double, but Apple requires an integer value. GameKit only accepts increases.
func reportAchievement(identifier: String, percentComplete: Int) async throws {
let achievement = GKAchievement(identifier: identifier)
achievement.percentComplete = Double(min(max(percentComplete, 0), 100))
achievement.showsCompletionBanner = true
try await GKAchievement.report([achievement])
}
func unlockAchievement(_ identifier: String) async throws {
try await reportAchievement(identifier: identifier, percentComplete: 100)
}
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
) {
match.delegate = self
viewController.dismiss(animated: true)
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 sends until delivery succeeds or the connection times out; .unreliable sends once and may arrive out of order. Use .reliable for critical state and .unreliable for small, time-sensitive updates. Treat received match data as untrusted input. Register the local player as a listener (GKLocalPlayer.local.register(self)) to receive invitations. 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)
let nextParticipants = match.participants.filter {
$0.status != .done && $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. Prefer GKLocalPlayerListener when one object handles multiple Game Center event categories.
GKLocalPlayer.local.register(self)
extension GameViewController: GKLocalPlayerListener {
func player(_ player: GKPlayer, receivedTurnEventFor match: GKTurnBasedMatch,
didBecomeActive: Bool) {
loadAndDisplayMatch(match)
}
func player(_ player: GKPlayer, matchEnded match: GKTurnBasedMatch) {
showMatchResults(match)
}
}
Match Data Size
Check the match object's matchDataMaximumSize before ending a turn. Store larger state externally and keep only compact references in match data.
Common Mistakes
Not authenticating before using GameKit APIs
func submitScore() {
GKLeaderboard.submitScore(100, context: 0, player: GKLocalPlayer.local,
leaderboardIDs: ["scores"]) { _ in }
}
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
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
GKLocalPlayer.local.authenticateHandler = { vc, error in }
}
Ignoring multiplayer restrictions
func showMultiplayerMenu() { presentMatchmaker() }
func showMultiplayerMenu() {
guard !GKLocalPlayer.local.isMultiplayerGamingRestricted else { return }
presentMatchmaker()
}
Not setting match delegate immediately
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
vc.dismiss(animated: true) { match.delegate = self }
}
func matchmakerViewController(_ vc: GKMatchmakerViewController, didFind match: GKMatch) {
match.delegate = self
vc.dismiss(animated: true)
}
Not calling finishMatchmaking for programmatic matches
let match = try await GKMatchmaker.shared().findMatch(for: request)
startGame(with: match)
let match = try await GKMatchmaker.shared().findMatch(for: request)
GKMatchmaker.shared().finishMatchmaking(for: match)
startGame(with: match)
Not disconnecting from match
func returnToMenu() { showMainMenu() }
func returnToMenu() {
currentMatch?.disconnect()
currentMatch?.delegate = nil
currentMatch = nil
showMainMenu()
}
Review Checklist
References