axiom-ios-games

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iOS Games Router

iOS游戏路由指南

You MUST use this skill for ANY game development, SpriteKit, SceneKit, RealityKit, or interactive simulation work.
所有游戏开发、SpriteKit、SceneKit、RealityKit或交互仿真相关工作必须使用本技能。

When to Use

使用场景

Use this router when:
  • Building a new SpriteKit game or prototype (2D)
  • Building a 3D game with SceneKit or RealityKit
  • Implementing physics (collisions, contacts, forces, joints)
  • Setting up game architecture (scenes, layers, cameras, ECS)
  • Debugging SpriteKit, SceneKit, or RealityKit issues
  • Optimizing game performance (draw calls, node counts, entity counts, batching)
  • Managing game loop, delta time, or pause handling
  • Implementing touch/input handling in a game context
  • Integrating SpriteKit or RealityKit with SwiftUI
  • Working with particle effects, texture atlases, or 3D models
  • Looking up SpriteKit, SceneKit, or RealityKit API details
  • Migrating from SceneKit to RealityKit
  • Building AR games with RealityKit
满足以下条件时使用本路由:
  • 构建全新的SpriteKit游戏或原型(2D)
  • 使用SceneKit或RealityKit构建3D游戏
  • 实现物理效果(碰撞、接触、力、关节)
  • 搭建游戏架构(场景、层级、相机、ECS)
  • 调试SpriteKit、SceneKit或RealityKit相关问题
  • 优化游戏性能(绘制调用、节点数量、实体数量、批处理)
  • 管理游戏循环、时间增量或暂停处理逻辑
  • 在游戏场景中实现触控/输入处理
  • 将SpriteKit或RealityKit与SwiftUI集成
  • 处理粒子效果、纹理图集或3D模型相关需求
  • 查阅SpriteKit、SceneKit或RealityKit的API细节
  • 从SceneKit迁移到RealityKit
  • 使用RealityKit构建AR游戏

Routing Logic

路由逻辑

SpriteKit (2D)

SpriteKit (2D)

Architecture, patterns, and best practices
/skill axiom-spritekit
  • Scene graph model, coordinate systems, anchor points
  • Physics engine: bitmask discipline, contact detection, body types
  • Actions system: sequencing, grouping, named actions, timing
  • Input handling: touches, coordinate conversion
  • Performance: draw calls, batching, object pooling, SKShapeNode trap
  • Game loop: frame cycle, delta time, pause handling
  • Scene transitions and data passing
  • SwiftUI integration (SpriteView, UIViewRepresentable)
  • Metal integration (SKRenderer)
  • Anti-patterns and code review checklist
  • Pressure scenarios with push-back templates
API reference and lookup
/skill axiom-spritekit-ref
  • All 16 node types with properties and performance notes
  • SKPhysicsBody creation methods and properties
  • Complete SKAction catalog (movement, rotation, scaling, fading, composition, physics)
  • Texture and atlas management
  • SKConstraint types and SKRange
  • SKView configuration and scale modes
  • SKEmitterNode properties and presets
  • SKRenderer setup and SKShader syntax
Troubleshooting and diagnostics
/skill axiom-spritekit-diag
  • Physics contacts not firing (6-branch decision tree)
  • Objects tunneling through walls (5-branch)
  • Poor frame rate (4 top branches, 12 leaves)
  • Touches not registering (6-branch)
  • Memory spikes and crashes (5-branch)
  • Coordinate confusion (5-branch)
  • Scene transition crashes (5-branch)
Automated scanning → Launch
spritekit-auditor
agent or
/axiom:audit spritekit
(physics bitmasks, draw call waste, node accumulation, action memory leaks, coordinate confusion, touch handling, missing object pooling, missing debug overlays)
架构、模式与最佳实践
/skill axiom-spritekit
  • 场景图模型、坐标系、锚点
  • 物理引擎:位掩码规范、接触检测、刚体类型
  • 动作系统:序列、组合、命名动作、时序控制
  • 输入处理:触控、坐标转换
  • 性能优化:绘制调用、批处理、对象池、SKShapeNode陷阱
  • 游戏循环:帧周期、时间增量、暂停处理
  • 场景转场与数据传递
  • SwiftUI集成(SpriteView、UIViewRepresentable)
  • Metal集成(SKRenderer)
  • 反模式与代码评审检查清单
  • 驳回不合理需求的应对模板
API参考与查询
/skill axiom-spritekit-ref
  • 全部16种节点类型的属性与性能说明
  • SKPhysicsBody创建方法与属性
  • 完整SKAction目录(移动、旋转、缩放、淡入淡出、组合、物理相关)
  • 纹理与图集管理
  • SKConstraint类型与SKRange
  • SKView配置与缩放模式
  • SKEmitterNode属性与预设
  • SKRenderer配置与SKShader语法
故障排查与诊断
/skill axiom-spritekit-diag
  • 物理接触未触发(6分支决策树)
  • 物体穿墙(5分支决策树)
  • 帧率偏低(4个顶级分支,12个叶子节点)
  • 触控未响应(6分支决策树)
  • 内存峰值与崩溃(5分支决策树)
  • 坐标混淆(5分支决策树)
  • 场景转场崩溃(5分支决策树)
自动化扫描 → 启动
spritekit-auditor
Agent或执行
/axiom:audit spritekit
(检测物理位掩码、无效绘制调用、节点堆积、动作内存泄漏、坐标混淆、触控处理问题、缺失对象池、缺失调试覆盖层)

SceneKit (3D — Deprecated)

SceneKit (3D — 已弃用)

SceneKit is soft-deprecated as of iOS 26. Use for maintenance of existing code only. New 3D projects should use RealityKit.
Maintenance and migration planning
/skill axiom-scenekit
  • Scene graph architecture, coordinate system, transforms
  • Rendering: SCNView, SceneView (deprecated), SCNViewRepresentable
  • Geometry, PBR materials, shader modifiers
  • Lighting, animation (SCNAction, SCNTransaction, CAAnimation bridge)
  • Physics: bodies, collision categories, contact delegate
  • Asset pipeline: Model I/O, USD/DAE/SCN formats
  • ARKit integration (legacy ARSCNView)
  • Migration decision tree (when to migrate vs maintain)
  • Anti-patterns and pressure scenarios
API reference and migration mapping
/skill axiom-scenekit-ref
  • Complete SceneKit → RealityKit concept mapping table
  • Scene graph API: SCNScene, SCNNode, SCNGeometry
  • Materials: lighting models, PBR properties, shader modifiers
  • Lighting: all light types with properties
  • Camera: SCNCamera properties
  • Physics: body types, shapes, joints
  • Animation: SCNAction catalog, timing functions
  • Constraints: all constraint types
SceneKit从iOS 26开始进入软弃用状态,仅用于现有代码维护,新的3D项目请使用RealityKit。
维护与迁移规划
/skill axiom-scenekit
  • 场景图架构、坐标系、变换
  • 渲染:SCNView、SceneView(已弃用)、SCNViewRepresentable
  • 几何体、PBR材质、着色器修改器
  • 光照、动画(SCNAction、SCNTransaction、CAAnimation桥接)
  • 物理:刚体、碰撞分类、接触代理
  • 资产管线:Model I/O、USD/DAE/SCN格式
  • ARKit集成(旧版ARSCNView)
  • 迁移决策树(何时迁移/何时维护)
  • 反模式与不合理需求应对方案
API参考与迁移映射
/skill axiom-scenekit-ref
  • 完整的SceneKit→RealityKit概念映射表
  • 场景图API:SCNScene、SCNNode、SCNGeometry
  • 材质:光照模型、PBR属性、着色器修改器
  • 光照:所有光照类型与属性
  • 相机:SCNCamera属性
  • 物理:刚体类型、形状、关节
  • 动画:SCNAction目录、时序函数
  • 约束:所有约束类型

RealityKit (3D — Modern)

RealityKit (3D — 现代化方案)

For non-game 3D content display (product viewers, AR try-on, spatial computing), the ios-graphics router also routes to these RealityKit skills.
Architecture, ECS, and best practices
/skill axiom-realitykit
  • Entity-Component-System mental model and paradigm shift
  • Entity hierarchy, transforms, world-space queries
  • Built-in and custom components, component lifecycle
  • System protocol, update ordering, event handling
  • SwiftUI integration: RealityView, Model3D, attachments
  • AR on iOS: AnchorEntity types, SpatialTrackingSession
  • Interaction: ManipulationComponent, gestures, hit testing
  • Materials: SimpleMaterial, PBR, Unlit, Occlusion, ShaderGraph, Custom
  • Physics: collision shapes, groups/filters, events, forces
  • Animation: transform, USD playback, playback control
  • Audio: spatial, ambient, channel
  • Performance: instancing, component churn, shape optimization
  • Multiplayer: synchronization, ownership
  • Anti-patterns and code review checklist
  • Pressure scenarios
API reference and lookup
/skill axiom-realitykit-ref
  • Entity API: properties, hierarchy, subclasses
  • Complete component catalog with all properties
  • MeshResource generators
  • ShapeResource types and performance
  • System protocol and EntityQuery
  • Scene events catalog
  • RealityView API: initializers, content, gestures
  • Model3D API
  • Material system: all types with full property listings
  • Animation timing functions and playback control
  • Audio components and playback
  • RealityRenderer (Metal integration)
Troubleshooting and diagnostics
/skill axiom-realitykit-diag
  • Entity not visible (8-branch decision tree)
  • Anchor not tracking (6-branch)
  • Gesture not responding (6-branch)
  • Performance problems (7-branch)
  • Material looks wrong (6-branch)
  • Physics not working (6-branch)
  • Multiplayer sync issues (5-branch)
对于非游戏类3D内容展示(产品查看器、AR试穿、空间计算),ios-graphics路由也会指向这些RealityKit技能。
架构、ECS与最佳实践
/skill axiom-realitykit
  • Entity-Component-System思维模型与范式转换
  • 实体层级、变换、世界空间查询
  • 内置与自定义组件、组件生命周期
  • System协议、更新顺序、事件处理
  • SwiftUI集成:RealityView、Model3D、附件
  • iOS端AR:AnchorEntity类型、SpatialTrackingSession
  • 交互:ManipulationComponent、手势、命中测试
  • 材质:SimpleMaterial、PBR、Unlit、Occlusion、ShaderGraph、自定义材质
  • 物理:碰撞形状、分组/过滤器、事件、力
  • 动画:变换、USD播放、播放控制
  • 音频:空间音频、环境音、声道
  • 性能:实例化、组件 churn、形状优化
  • 多人游戏:同步、所有权
  • 反模式与代码评审检查清单
  • 不合理需求应对方案
API参考与查询
/skill axiom-realitykit-ref
  • Entity API:属性、层级、子类
  • 完整组件目录与所有属性
  • MeshResource生成器
  • ShapeResource类型与性能说明
  • System协议与EntityQuery
  • 场景事件目录
  • RealityView API:初始化器、内容、手势
  • Model3D API
  • 材质系统:所有类型与完整属性列表
  • 动画时序函数与播放控制
  • 音频组件与播放
  • RealityRenderer(Metal集成)
故障排查与诊断
/skill axiom-realitykit-diag
  • 实体不可见(8分支决策树)
  • 锚点未追踪(6分支决策树)
  • 手势未响应(6分支决策树)
  • 性能问题(7分支决策树)
  • 材质显示异常(6分支决策树)
  • 物理效果不生效(6分支决策树)
  • 多人同步问题(5分支决策树)

Decision Tree

决策树

  1. Building/designing a 2D SpriteKit game? → axiom-spritekit
  2. How to use a specific SpriteKit API? → axiom-spritekit-ref
  3. SpriteKit broken or performing badly? → axiom-spritekit-diag
  4. Maintaining existing SceneKit code? → axiom-scenekit
  5. SceneKit API reference or migration mapping? → axiom-scenekit-ref
  6. Building new 3D game or experience? → axiom-realitykit
  7. How to use a specific RealityKit API? → axiom-realitykit-ref
  8. RealityKit entity not visible, gestures broken, performance? → axiom-realitykit-diag
  9. Migrating SceneKit to RealityKit? → axiom-scenekit (migration tree) + axiom-scenekit-ref (mapping table)
  10. Building AR game? → axiom-realitykit
  11. Physics contacts not working (SpriteKit)? → axiom-spritekit-diag (Symptom 1)
  12. Frame rate dropping (SpriteKit)? → axiom-spritekit-diag (Symptom 3)
  13. Coordinate/position confusion (SpriteKit)? → axiom-spritekit-diag (Symptom 6)
  14. Need the complete action list? → axiom-spritekit-ref (Part 3)
  15. Physics body setup reference? → axiom-spritekit-ref (Part 2)
  16. Entity not visible (RealityKit)? → axiom-realitykit-diag (Symptom 1)
  17. Gesture not responding (RealityKit)? → axiom-realitykit-diag (Symptom 3)
  18. Want automated SpriteKit code scan? → spritekit-auditor (Agent)
  1. 正在构建/设计2D SpriteKit游戏?→ axiom-spritekit
  2. 需要使用特定SpriteKit API的用法?→ axiom-spritekit-ref
  3. SpriteKit运行异常或性能差?→ axiom-spritekit-diag
  4. 维护现有SceneKit代码?→ axiom-scenekit
  5. 需要SceneKit API参考或迁移映射?→ axiom-scenekit-ref
  6. 构建新的3D游戏或体验?→ axiom-realitykit
  7. 需要使用特定RealityKit API的用法?→ axiom-realitykit-ref
  8. RealityKit实体不可见、手势失效、性能问题?→ axiom-realitykit-diag
  9. 从SceneKit迁移到RealityKit?→ axiom-scenekit(迁移树)+ axiom-scenekit-ref(映射表)
  10. 构建AR游戏?→ axiom-realitykit
  11. 物理接触不生效(SpriteKit)?→ axiom-spritekit-diag(症状1)
  12. SpriteKit帧率下降?→ axiom-spritekit-diag(症状3)
  13. 坐标/位置混淆(SpriteKit)?→ axiom-spritekit-diag(症状6)
  14. 需要完整的动作列表?→ axiom-spritekit-ref(第3部分)
  15. 物理刚体配置参考?→ axiom-spritekit-ref(第2部分)
  16. 实体不可见(RealityKit)?→ axiom-realitykit-diag(症状1)
  17. 手势未响应(RealityKit)?→ axiom-realitykit-diag(症状3)
  18. 需要自动化SpriteKit代码扫描?→ spritekit-auditor(Agent)

Anti-Rationalization

误区纠正

ThoughtReality
"SpriteKit is simple, I don't need a skill"Physics bitmasks default to 0xFFFFFFFF and cause phantom collisions. The bitmask checklist catches this in 2 min.
"I'll just use SKShapeNode, it's quick"Each SKShapeNode is a separate draw call. 50 of them = 50 draw calls. axiom-spritekit has the pre-render-to-texture pattern.
"I can figure out the coordinate system"SpriteKit uses bottom-left origin (opposite of UIKit). Anchor points add another layer. axiom-spritekit-diag Symptom 6 resolves in 5 min.
"Physics is straightforward"Three different bitmask properties, modification rules inside callbacks, and tunneling edge cases. axiom-spritekit Section 3 covers all gotchas.
"The performance is fine on my device"Performance varies dramatically across devices. axiom-spritekit Section 6 has the debug overlay checklist.
"SceneKit is fine for our new project"SceneKit is soft-deprecated iOS 26. No new features, only security patches. axiom-scenekit has the migration decision tree.
"I'll learn RealityKit later"Every line of SceneKit is migration debt. axiom-scenekit-ref has the concept mapping table so the transition is concrete, not abstract.
"ECS is overkill for a simple 3D app"You're already using ECS — Entity + ModelComponent. axiom-realitykit shows how to scale from simple to complex.
"I don't need collision shapes for taps"RealityKit gestures require CollisionComponent. axiom-realitykit-diag diagnoses this in 2 min vs 30 min guessing.
"I'll just use a Timer for game updates"Timer-based updates miss frames and aren't synchronized with rendering. axiom-realitykit has the System pattern.
错误想法实际情况
"SpriteKit很简单,我不需要用这个技能"物理位掩码默认值是0xFFFFFFFF,会导致意外碰撞,位掩码检查清单可以在2分钟内排查出这类问题。
"我用SKShapeNode就行,很快"每个SKShapeNode都是单独的绘制调用,50个SKShapeNode就会产生50次绘制调用,axiom-spritekit提供了预渲染为纹理的优化方案。
"我自己能搞清楚坐标系"SpriteKit使用左下角为原点(和UIKit相反),锚点又增加了一层复杂度,axiom-spritekit-diag的症状6可以在5分钟内解决坐标问题。
"物理系统很直观,不用看教程"存在三种不同的位掩码属性、回调内的修改规则、穿墙边界情况,axiom-spritekit第3节覆盖了所有坑点。
"在我的设备上性能没问题"不同设备的性能差异很大,axiom-spritekit第6节提供了调试覆盖层检查清单。
"SceneKit很适合我们的新项目"SceneKit从iOS 26开始软弃用,不会再新增功能,仅会推送安全补丁,axiom-scenekit提供了迁移决策树。
"我以后再学RealityKit就行"你写的每一行SceneKit代码都是迁移债务,axiom-scenekit-ref提供了概念映射表,让迁移过程更具体不抽象。
"简单的3D应用用ECS太浪费了"你其实已经在用ECS了——Entity + ModelComponent,axiom-realitykit会教你如何从简单场景平滑扩展到复杂场景。
"点击不需要碰撞形状"RealityKit手势要求必须有CollisionComponent,axiom-realitykit-diag可以在2分钟内诊断出这个问题,而自己瞎猜要花30分钟。
"我用Timer做游戏更新就行"基于Timer的更新会丢帧,而且和渲染不同步,axiom-realitykit提供了System模式来处理更新。

Critical Patterns

核心模式

axiom-spritekit:
  • PhysicsCategory struct with explicit bitmasks (default
    0xFFFFFFFF
    causes phantom collisions)
  • Camera node pattern for viewport + HUD separation
  • SKShapeNode pre-render-to-texture conversion
  • [weak self]
    in all
    SKAction.run
    closures
  • Delta time with spiral-of-death clamping
axiom-spritekit-ref:
  • Complete node type table (16 types with batching behavior)
  • Physics body creation methods (circle cheapest, texture most expensive)
  • Full action catalog with composition patterns
  • SKView debug overlays and scale mode matrix
axiom-spritekit-diag:
  • 5-step bitmask checklist (2 min vs 30-120 min guessing)
  • Debug overlays as mandatory first diagnostic step
  • Tunneling prevention flowchart
  • Memory growth diagnosis via
    showsNodeCount
    trending
axiom-scenekit:
  • Migration decision tree (new project → RealityKit, existing → maintain or migrate)
  • USDZ asset conversion before migration (
    xcrun scntool
    )
  • SceneView deprecation and SCNViewRepresentable replacement
  • Pressure scenarios for "just use SceneKit" rationalization
axiom-scenekit-ref:
  • Complete SceneKit → RealityKit concept mapping table
  • All material lighting models and properties
  • Full constraint catalog
axiom-realitykit:
  • ECS mental shift table (scene graph thinking → ECS thinking)
  • Custom component registration (
    registerComponent()
    )
  • Read-modify-write pattern for component updates
  • CollisionComponent required for all interaction
  • System-based updates instead of timers
axiom-realitykit-ref:
  • Complete component catalog with all properties
  • MeshResource generators and ShapeResource types
  • Scene events catalog
  • Material system with all PBR properties
axiom-realitykit-diag:
  • Entity visibility checklist (8 branches, 2-5 min vs 30-60 min)
  • Gesture debugging (CollisionComponent first check)
  • Performance diagnosis (entity count, resource sharing, component churn)
  • Physics constraint: entities must share an anchor
axiom-spritekit:
  • 带显式位掩码的PhysicsCategory结构体(默认
    0xFFFFFFFF
    会导致意外碰撞)
  • 用于视口+HUD分离的相机节点模式
  • SKShapeNode预渲染为纹理的转换方案
  • 所有
    SKAction.run
    闭包中使用
    [weak self]
  • 带死亡螺旋限制的时间增量处理
axiom-spritekit-ref:
  • 完整节点类型表(16种类型的批处理行为说明)
  • 物理刚体创建方法(圆形成本最低,纹理成本最高)
  • 完整动作目录与组合模式
  • SKView调试覆盖层与缩放模式矩阵
axiom-spritekit-diag:
  • 5步位掩码检查清单(2分钟排查,比瞎猜省30-120分钟)
  • 调试覆盖层作为强制第一步诊断手段
  • 穿墙预防流程图
  • 通过
    showsNodeCount
    趋势诊断内存增长
axiom-scenekit:
  • 迁移决策树(新项目→RealityKit,现有项目→维护或迁移)
  • 迁移前将资产转换为USDZ(
    xcrun scntool
  • SceneView弃用与SCNViewRepresentable替代方案
  • 应对“就用SceneKit”这类不合理需求的方案
axiom-scenekit-ref:
  • 完整SceneKit→RealityKit概念映射表
  • 所有材质光照模型与属性
  • 完整约束目录
axiom-realitykit:
  • ECS思维转换表(场景图思维→ECS思维)
  • 自定义组件注册(
    registerComponent()
  • 组件更新的读-改-写模式
  • 所有交互都需要CollisionComponent
  • 基于System的更新替代Timer
axiom-realitykit-ref:
  • 完整组件目录与所有属性
  • MeshResource生成器与ShapeResource类型
  • 场景事件目录
  • 材质系统与所有PBR属性
axiom-realitykit-diag:
  • 实体可见性检查清单(8分支,2-5分钟排查,比瞎猜省30-60分钟)
  • 手势调试(首先检查CollisionComponent)
  • 性能诊断(实体数量、资源共享、组件 churn)
  • 物理约束:实体必须共享同一个锚点

Example Invocations

调用示例

User: "I'm building a SpriteKit game" → Invoke:
/skill axiom-spritekit
User: "My physics contacts aren't firing" → Invoke:
/skill axiom-spritekit-diag
User: "How do I create a physics body from a texture?" → Invoke:
/skill axiom-spritekit-ref
User: "Frame rate is dropping in my game" → Invoke:
/skill axiom-spritekit-diag
User: "How do I set up SpriteKit with SwiftUI?" → Invoke:
/skill axiom-spritekit
User: "What action types are available?" → Invoke:
/skill axiom-spritekit-ref
User: "Objects pass through walls" → Invoke:
/skill axiom-spritekit-diag
User: "I need to build a 3D game" → Invoke:
/skill axiom-realitykit
User: "How do I add a 3D model to my SwiftUI app?" → Invoke:
/skill axiom-realitykit
User: "My RealityKit entity isn't showing up" → Invoke:
/skill axiom-realitykit-diag
User: "How do I set up physics in RealityKit?" → Invoke:
/skill axiom-realitykit-ref
User: "I'm migrating from SceneKit to RealityKit" → Invoke:
/skill axiom-scenekit
+
/skill axiom-scenekit-ref
User: "What's the RealityKit equivalent of SCNNode?" → Invoke:
/skill axiom-scenekit-ref
User: "Should I use SceneKit for my new 3D project?" → Invoke:
/skill axiom-scenekit
User: "Tap gestures don't work on my RealityKit entity" → Invoke:
/skill axiom-realitykit-diag
User: "How do I set up ECS in RealityKit?" → Invoke:
/skill axiom-realitykit
User: "My AR content isn't tracking" → Invoke:
/skill axiom-realitykit-diag
User: "What materials are available in RealityKit?" → Invoke:
/skill axiom-realitykit-ref
User: "How do I animate entities in RealityKit?" → Invoke:
/skill axiom-realitykit-ref
User: "Memory keeps growing during gameplay" → Invoke:
/skill axiom-spritekit-diag
User: "What particle emitter settings should I use for fire?" → Invoke:
/skill axiom-spritekit-ref
User: "Can you scan my SpriteKit code for common issues?" → Invoke:
spritekit-auditor
agent
用户:"我正在做一个SpriteKit游戏" → 调用:
/skill axiom-spritekit
用户:"我的物理接触没有触发" → 调用:
/skill axiom-spritekit-diag
用户:"怎么从纹理创建物理刚体?" → 调用:
/skill axiom-spritekit-ref
用户:"我的游戏帧率在下降" → 调用:
/skill axiom-spritekit-diag
用户:"怎么把SpriteKit和SwiftUI集成?" → 调用:
/skill axiom-spritekit
用户:"有哪些可用的动作类型?" → 调用:
/skill axiom-spritekit-ref
用户:"物体会穿墙" → 调用:
/skill axiom-spritekit-diag
用户:"我要做一个3D游戏" → 调用:
/skill axiom-realitykit
用户:"怎么把3D模型加到我的SwiftUI应用里?" → 调用:
/skill axiom-realitykit
用户:"我的RealityKit实体不显示" → 调用:
/skill axiom-realitykit-diag
用户:"怎么在RealityKit里配置物理效果?" → 调用:
/skill axiom-realitykit-ref
用户:"我正在从SceneKit迁移到RealityKit" → 调用:
/skill axiom-scenekit
+
/skill axiom-scenekit-ref
用户:"RealityKit里和SCNNode对应的是什么?" → 调用:
/skill axiom-scenekit-ref
用户:"我的新3D项目应该用SceneKit吗?" → 调用:
/skill axiom-scenekit
用户:"我的RealityKit实体上的点击手势不生效" → 调用:
/skill axiom-realitykit-diag
用户:"怎么在RealityKit里配置ECS?" → 调用:
/skill axiom-realitykit
用户:"我的AR内容没有被追踪" → 调用:
/skill axiom-realitykit-diag
用户:"RealityKit里有哪些材质可用?" → 调用:
/skill axiom-realitykit-ref
用户:"怎么在RealityKit里给实体加动画?" → 调用:
/skill axiom-realitykit-ref
用户:"游戏运行时内存一直在涨" → 调用:
/skill axiom-spritekit-diag
用户:"火焰效果的粒子发射器应该怎么配置?" → 调用:
/skill axiom-spritekit-ref
用户:"你能扫描我的SpriteKit代码找常见问题吗?" → 调用:
spritekit-auditor
agent