axiom-ios-games
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ChineseiOS 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 agent or (physics bitmasks, draw call waste, node accumulation, action memory leaks, coordinate confusion, touch handling, missing object pooling, missing debug overlays)
spritekit-auditor/axiom:audit spritekit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 Agent或执行(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)
spritekit-auditor/axiom:audit spritekitSceneKit (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
- Building/designing a 2D SpriteKit game? → axiom-spritekit
- How to use a specific SpriteKit API? → axiom-spritekit-ref
- SpriteKit broken or performing badly? → axiom-spritekit-diag
- Maintaining existing SceneKit code? → axiom-scenekit
- SceneKit API reference or migration mapping? → axiom-scenekit-ref
- Building new 3D game or experience? → axiom-realitykit
- How to use a specific RealityKit API? → axiom-realitykit-ref
- RealityKit entity not visible, gestures broken, performance? → axiom-realitykit-diag
- Migrating SceneKit to RealityKit? → axiom-scenekit (migration tree) + axiom-scenekit-ref (mapping table)
- Building AR game? → axiom-realitykit
- Physics contacts not working (SpriteKit)? → axiom-spritekit-diag (Symptom 1)
- Frame rate dropping (SpriteKit)? → axiom-spritekit-diag (Symptom 3)
- Coordinate/position confusion (SpriteKit)? → axiom-spritekit-diag (Symptom 6)
- Need the complete action list? → axiom-spritekit-ref (Part 3)
- Physics body setup reference? → axiom-spritekit-ref (Part 2)
- Entity not visible (RealityKit)? → axiom-realitykit-diag (Symptom 1)
- Gesture not responding (RealityKit)? → axiom-realitykit-diag (Symptom 3)
- Want automated SpriteKit code scan? → spritekit-auditor (Agent)
- 正在构建/设计2D SpriteKit游戏?→ axiom-spritekit
- 需要使用特定SpriteKit API的用法?→ axiom-spritekit-ref
- SpriteKit运行异常或性能差?→ axiom-spritekit-diag
- 维护现有SceneKit代码?→ axiom-scenekit
- 需要SceneKit API参考或迁移映射?→ axiom-scenekit-ref
- 构建新的3D游戏或体验?→ axiom-realitykit
- 需要使用特定RealityKit API的用法?→ axiom-realitykit-ref
- RealityKit实体不可见、手势失效、性能问题?→ axiom-realitykit-diag
- 从SceneKit迁移到RealityKit?→ axiom-scenekit(迁移树)+ axiom-scenekit-ref(映射表)
- 构建AR游戏?→ axiom-realitykit
- 物理接触不生效(SpriteKit)?→ axiom-spritekit-diag(症状1)
- SpriteKit帧率下降?→ axiom-spritekit-diag(症状3)
- 坐标/位置混淆(SpriteKit)?→ axiom-spritekit-diag(症状6)
- 需要完整的动作列表?→ axiom-spritekit-ref(第3部分)
- 物理刚体配置参考?→ axiom-spritekit-ref(第2部分)
- 实体不可见(RealityKit)?→ axiom-realitykit-diag(症状1)
- 手势未响应(RealityKit)?→ axiom-realitykit-diag(症状3)
- 需要自动化SpriteKit代码扫描?→ spritekit-auditor(Agent)
Anti-Rationalization
误区纠正
| Thought | Reality |
|---|---|
| "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 causes phantom collisions)
0xFFFFFFFF - Camera node pattern for viewport + HUD separation
- SKShapeNode pre-render-to-texture conversion
- in all
[weak self]closuresSKAction.run - 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 trending
showsNodeCount
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(默认会导致意外碰撞)
0xFFFFFFFF - 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
- 所有闭包中使用
SKAction.run[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
- 通过趋势诊断内存增长
showsNodeCount
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-spritekitUser: "My physics contacts aren't firing"
→ Invoke:
/skill axiom-spritekit-diagUser: "How do I create a physics body from a texture?"
→ Invoke:
/skill axiom-spritekit-refUser: "Frame rate is dropping in my game"
→ Invoke:
/skill axiom-spritekit-diagUser: "How do I set up SpriteKit with SwiftUI?"
→ Invoke:
/skill axiom-spritekitUser: "What action types are available?"
→ Invoke:
/skill axiom-spritekit-refUser: "Objects pass through walls"
→ Invoke:
/skill axiom-spritekit-diagUser: "I need to build a 3D game"
→ Invoke:
/skill axiom-realitykitUser: "How do I add a 3D model to my SwiftUI app?"
→ Invoke:
/skill axiom-realitykitUser: "My RealityKit entity isn't showing up"
→ Invoke:
/skill axiom-realitykit-diagUser: "How do I set up physics in RealityKit?"
→ Invoke:
/skill axiom-realitykit-refUser: "I'm migrating from SceneKit to RealityKit"
→ Invoke: +
/skill axiom-scenekit/skill axiom-scenekit-refUser: "What's the RealityKit equivalent of SCNNode?"
→ Invoke:
/skill axiom-scenekit-refUser: "Should I use SceneKit for my new 3D project?"
→ Invoke:
/skill axiom-scenekitUser: "Tap gestures don't work on my RealityKit entity"
→ Invoke:
/skill axiom-realitykit-diagUser: "How do I set up ECS in RealityKit?"
→ Invoke:
/skill axiom-realitykitUser: "My AR content isn't tracking"
→ Invoke:
/skill axiom-realitykit-diagUser: "What materials are available in RealityKit?"
→ Invoke:
/skill axiom-realitykit-refUser: "How do I animate entities in RealityKit?"
→ Invoke:
/skill axiom-realitykit-refUser: "Memory keeps growing during gameplay"
→ Invoke:
/skill axiom-spritekit-diagUser: "What particle emitter settings should I use for fire?"
→ Invoke:
/skill axiom-spritekit-refUser: "Can you scan my SpriteKit code for common issues?"
→ Invoke: agent
spritekit-auditor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: agent
spritekit-auditor