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Integrate Game Center features using GameKit.
Passed 21 of 23 test cases with the skill, and 17 of 23 without it.
and 2 more in the full report
4 fixed17 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 4 test cases the skill fixed. Same model, same prompt, with and without the skill.
When packaging serialized game state into Data before calling endTurn on a turn-based Game Center match, what property should be checked to prevent data payload overflow?
| Checked | Without skill | With skill |
|---|---|---|
| The state data size is checked against matchDataMaximumSize. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
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
}
test cases passed, vs 17 / 23 without
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