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Integrate Apple Pay payments and Wallet passes using PassKit.
Passed 22 of 22 test cases with the skill, and 14 of 22 without it.
and 7 more in the full report
8 fixed14 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
Which API method should be called to verify if the pass library is available before querying existing passes stored on the device with PKPassLibrary?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends calling PKPassLibrary.isPassLibraryAvailable() before pass library operations. | Passed | Passed |
| Differentiates PKPassLibrary.isPassLibraryAvailable() from PKAddPassesViewController.canAddPasses(). | Missed | Passed |
The instructions your model reads when the skill loads.
Accept Apple Pay payments for physical goods, real-world services, donations, and eligible recurring payments, and add passes to the user's Wallet. Covers payment buttons, payment requests, authorization, Wallet passes, and merchant configuration. Targets Swift 6.3 / iOS 26+.
For advanced Apple Pay flows, one PKPaymentRequest can set only one optional
advanced request type: recurring, automatic reload, deferred, Apple Pay Later
availability, or multi-token contexts. Use separate payment requests when a
checkout needs more than one of those modes.
merchant.com.example.app)Always verify the device can make payments before showing Apple Pay UI. If you
check for an active card with canMakePayments(usingNetworks:capabilities:),
Apple's HIG expects Apple Pay to be a primary, prominent payment option wherever
you use that check.
test cases passed, vs 14 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.