Game Technologies for Apple Watch
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1 Graphics and Games #WWDC16 Game Technologies for Apple Watch Session 612 Christy Warren Game Technologies Engineer Fatima Broom Game Technologies Engineer Tyler Casella Game Technologies Engineer 2016 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple.
2 ios Fantastic platform for games
3 ios and watchos Fantastic platform for games
4 Games on Your Wrist What you will learn Input and feedback Graphics frameworks Social gaming Tools and best practices
5 Games on Your Wrist What you will learn Input and feedback Graphics frameworks Social gaming Tools and best practices
6 Available Technologies WatchKit 3 SpriteKit SceneKit Game Center Notification Glances Complications Watch Connectivity
7 Available Technologies WatchKit 3 SpriteKit SceneKit Game Center
8 Game Technologies NEW WatchKit Interfaces Input Gesture recognizers Digital Crown Accelerometer Haptic feedback
9 Game Technologies NEW SpriteKit and SceneKit Graphics Audio
10 Game Technologies NEW Game Center Social gaming Achievements Leaderboards Multiplayer
11 Demo Puzzle 3D
12 Demo Puzzle 3D
13 Input and Feedback
14 User Interaction At a glance Crown Touch Gestures Motion Haptic Feedback
15 Touch Gestures Types Tap Pan Swipe Long press
16 Touch Gestures Tap Target selection Move to position
17 Touch Gestures Tap Target selection Move to position
18 Touch Gestures Pan Scrolling Movement
19 Touch Gestures Pan Scrolling Movement
20 Touch Gestures Pan Scrolling Movement
21 Touch Gestures Pan Scrolling Movement
22 Touch Gestures Swipe Navigation Push Pop
23 Touch Gestures Swipe Navigation Push Pop
24 Touch Gestures Swipe Navigation Push Pop
25 Touch Gestures Long press Bring up menu
26 Touch Gestures Long press Bring up menu
27 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer
28 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer
29 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer
30 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer
31 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer Swipe WKSwipeGestureRecognizer
32 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer Swipe WKSwipeGestureRecognizer
33 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer Swipe WKSwipeGestureRecognizer Long Press WKLongPressGestureRecognizer
34 Gesture Recognizers Four new classes Gesture Class Tap WKTapGestureRecognizer Pan WKPanGestureRecognizer Swipe WKSwipeGestureRecognizer Long Press WKLongPressGestureRecognizer
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40 Touch Gestures Conflicts
41 Touch Gestures Conflicts
42 Touch Gestures Conflicts
43 Touch Gestures Swipe vs. tap vs. pan Versus
44 Touch Gestures Swipe yields
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46 WKGestureRecognizer Handling gestures Associate recognizer with action method IBAction func handlegesture(recognizer : WKGestureRecognizer?)
47 WKGestureRecognizer Handling gestures Associate recognizer with action method IBAction func handlegesture(recognizer : WKGestureRecognizer?) Recognizer properties func locationinobject() -> CGPoint func objectbounds() -> CGRect var state : WKGestureRecognizerState
48 // Adopting Touch Gestures // Handle pan func handlepan(pangesture: WKPanGestureRecognizer) { let location = pangesture.locationinobject() let bounds = pangesture.objectbounds() switch pangesture.state { case.begin: self.setuprotation(withlocation: location, bounds) case.changed,.ended,.cancelled: self.updaterotation(withlocation: location, bounds) } }
49 // Adopting Touch Gestures // Handle pan func handlepan(pangesture: WKPanGestureRecognizer) { let location = pangesture.locationinobject() let bounds = pangesture.objectbounds() switch pangesture.state { case.begin: self.setuprotation(withlocation: location, bounds) case.changed,.ended,.cancelled: self.updaterotation(withlocation: location, bounds) } }
50 // Adopting Touch Gestures // Handle pan func handlepan(pangesture: WKPanGestureRecognizer) { let location = pangesture.locationinobject() let bounds = pangesture.objectbounds() switch pangesture.state { case.begin: self.setuprotation(withlocation: location, bounds) case.changed,.ended,.cancelled: self.updaterotation(withlocation: location, bounds) } }
51 // Adopting Touch Gestures // Handle pan func handlepan(pangesture: WKPanGestureRecognizer) { let location = pangesture.locationinobject() let bounds = pangesture.objectbounds() switch pangesture.state { case.begin: self.setuprotation(withlocation: location, bounds) case.changed,.ended,.cancelled: self.updaterotation(withlocation: location, bounds) } }
52 Touch Gestures Considerations Short interactions Keep content visible Discoverable
53 Touch Gestures Considerations Short interactions Keep content visible Discoverable
54 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
55 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
56 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
57 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
58 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
59 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
60 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
61 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
62 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
63 Digital Crown Analog control Simple analog control Selection Scrolling Game paddle
64 WKCrownSequencer Direct access to crown events Object that reports state of digital crown Accessed through property on controller public var crownsequencer: WKCrownSequencer
65 WKCrownSequencer Direct access to crown events Object that reports state of digital crown Accessed through property on controller public var crownsequencer: WKCrownSequencer Current state var rotationspersecond : Double var isidle : Bool
66 WKCrownSequencer Direct access to crown events Object that reports state of digital crown Accessed through property on controller public var crownsequencer: WKCrownSequencer Current state var rotationspersecond : Double var isidle : Bool WKCrownDelegate Reports change deltas
67 WKCrownDelegate Protocol to track events optional func crowndidrotate(sequencer : WKCrownSequencer?, rotationaldelta: Double)
68 WKCrownDelegate Protocol to track events optional func crowndidrotate(sequencer : WKCrownSequencer?, rotationaldelta: Double) Direction of reported values + away from user - towards user True for left or right wrist
69 WKCrownDelegate Protocol to track events optional func crowndidrotate(sequencer : WKCrownSequencer?, rotationaldelta: Double) Direction of reported values + away from user - towards user True for left or right wrist optional func crowndidbecomeidle(sequencer : WKCrownSequencer?)
70 Digital Crown Recap Great for games Easy to adopt
71 Accelerometer CoreMotion Enhances other interactions Tilt on a pinball game Add spin to a pool shot
72 Accelerometer CoreMotion Enhances other interactions Tilt on a pinball game Add spin to a pool shot
73 Accelerometer CoreMotion Available through CMMotionManger()
74 Accelerometer CoreMotion Available through CMMotionManger() Considerations Screen may turn off due to user motion App put in background
75 Accelerometer CoreMotion Available through CMMotionManger() Considerations Screen may turn off due to user motion App put in background Recommendation Background processing NSProcessInfo performexpiringactivitywithreason(_:,usingblock:)
76 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
77 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
78 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
79 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
80 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
81 // Adopting Accelerometer let motionmanager = CMMotionManager() override func willactivate() { super.willactivate() if motionmanager.isaccelerometeravailable { // set a sampling rate motionmanager.accelerometerupdateinterval = 1.0/30.0 } } // start getting updates motionmanager.startaccelerometerupdates(to: OperationQueue.current()!, withhandler: { (data: CMAccelerometerData?, error: NSError?) -> Void in if let data = data { self.gamescene.didreceiveaccelerometerupdate(accelerometerdata: data) } }) override func diddeactivate() { super.diddeactivate() motionmanager.stopaccelerometerupdates() }
82 Accelerometer Recap Enhances other interactions Screen blanking Use when needed
83 Haptic Feedback Makes game feel real Combination of vibration and tone
84 Haptic Feedback Makes game feel real Combination of vibration and tone
85 Haptic Feedback Makes game feel real Combination of vibration and tone Nine types Up/down Start/stop Success/failure/retry Notification Click
86 Haptic Feedback Notification
87 Haptic Feedback Notification
88 Haptic Feedback Direction down
89 Haptic Feedback Direction down
90 Haptic Feedback Direction up
91 Haptic Feedback Direction up
92 Haptic Feedback Start
93 Haptic Feedback Start
94 Haptic Feedback Stop
95 Haptic Feedback Stop
96 Haptic Feedback Success
97 Haptic Feedback Success
98 Haptic Feedback Failure
99 Haptic Feedback Failure
100 Haptic Feedback Click
101 Haptic Feedback Click
102 Click Open a lock
103 Click Open a lock
104 // Haptic Feedback // Example WKInterfaceDevice.currentDevice().play(.success)
105 // Haptic Feedback // Example WKInterfaceDevice.currentDevice().play(.success) enum WKHapticType : Int { case notification case directionup case directiondown case success case failure case retry case start case stop case click }
106 Haptic Feedback Considerations Distinct events Exercise restraint
107 Input and Feedback Recap Crown Touch Gestures Motion Haptic Feedback
108 Graphics Frameworks Fatima Broom Game Technologies Engineer
109 SpriteKit and SceneKit 2D and 3D graphics frameworks for games Super easy to use Integrated tools and editors Available on macos, ios, tvos, and watchos SpriteKit SceneKit
110 SpriteKit and SceneKit GPU-accelerated, real-time rendering
111 SpriteKit and SceneKit GPU-accelerated, real-time rendering
112 Features
113 Animations SpriteKit SceneKit
114 Animations SpriteKit SceneKit
115 Particles SpriteKit SceneKit
116 Particles SpriteKit SceneKit
117 Physics SpriteKit SceneKit
118 Physics SpriteKit SceneKit
119 Lighting SpriteKit SceneKit
120 Lighting SpriteKit SceneKit
121 Camera SpriteKit SceneKit
122 Camera SpriteKit SceneKit
123 Shapes and Text SpriteKit SceneKit
124 Shapes and Text SpriteKit SceneKit
125 Shaders SpriteKit SceneKit
126 Shaders SpriteKit SceneKit
127 SpriteKit Scene Graph
128 SpriteKit Scene Graph SKView
129 SpriteKit Scene Graph SKView SKScene
130 SpriteKit Scene Graph SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
131 SpriteKit Scene Graph SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
132 SpriteKit Scene Graph WKInterfaceSKScene SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
133 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
134 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode SKShader SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
135 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKShader SKTileMapNode SKAudioNode SKLightNode SKEmitterNode
136 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKShader SKTileMapNode SKAction SKLightNode SKEmitterNode playsoundfilename
137 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKShader SKTileMapNode SKAudioNode SKAction SKLightNode SKEmitterNode playsoundfilename
138 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode WKInterfaceMovie SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKShader SKTileMapNode SKAudioNode SKAction SKLightNode SKEmitterNode playsoundfilename
139 SpriteKit Scene Graph WKInterfaceSKScene SKView SKScene SKSpriteNode SKFieldNode SKShapeNode WKInterfaceMovie SKVideoNode SKCameraNode SKCropNode SKLabelNode SKShapeNode CIFilter SKShader SKTileMapNode SKAudioNode SKAction SKLightNode SKEmitterNode playsoundfilename
140 Summary ios watchos SpriteKit SKView WKInterfaceSKScene SKAudioNode CIFilter SKVideoNode/AVPlayer SKAction playsoundfilenamed SKShader WKInterfaceMovie, WKInterfaceInlineMovie
141 Summary ios watchos SpriteKit SKView WKInterfaceSKScene SKAudioNode CIFilter SKVideoNode/AVPlayer SKAction playsoundfilenamed SKShader WKInterfaceMovie, WKInterfaceInlineMovie SceneKit SCNView WKInterfaceSCNScene SCNAudioSource (Positional) SCNAudioSource (Standard) CIFilter SCNShadable (Shader Modifiers)
142 Getting Started
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161 // Interface Controller class InterfaceController: WKInterfaceController var skinterface: WKInterfaceSKScene! override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // Configure interface objects here. // Load the SKScene from 'GameScene.sks' if let scene = GameScene(fileNamed: "GameScene") { // Set the scale mode to scale to fit the window scene.scalemode =.aspectfill // Present the scene self.skinterface.presentscene(scene) } } } // Use a value that will maintain a consistent frame rate self.skinterface.preferredframespersecond = 30
162 // Interface Controller class InterfaceController: WKInterfaceController var skinterface: WKInterfaceSKScene! override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // Configure interface objects here. // Load the SKScene from 'GameScene.sks' if let scene = GameScene(fileNamed: "GameScene") { // Set the scale mode to scale to fit the window scene.scalemode =.aspectfill // Present the scene self.skinterface.presentscene(scene) } } } // Use a value that will maintain a consistent frame rate self.skinterface.preferredframespersecond = 30
163 // Interface Controller class InterfaceController: WKInterfaceController var skinterface: WKInterfaceSKScene! override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // Configure interface objects here. // Load the SKScene from 'GameScene.sks' if let scene = GameScene(fileNamed: "GameScene") { // Set the scale mode to scale to fit the window scene.scalemode =.aspectfill // Present the scene self.skinterface.presentscene(scene) } } } // Use a value that will maintain a consistent frame rate self.skinterface.preferredframespersecond = 30
164 // Interface Controller class InterfaceController: WKInterfaceController var skinterface: WKInterfaceSKScene! override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // Configure interface objects here. // Load the SKScene from 'GameScene.sks' if let scene = GameScene(fileNamed: "GameScene") { // Set the scale mode to scale to fit the window scene.scalemode =.aspectfill // Present the scene self.skinterface.presentscene(scene) } } } // Use a value that will maintain a consistent frame rate self.skinterface.preferredframespersecond = 30
165 Game Center Christy Warren Game Technologies Engineer
166 Game Center Introduction Social gaming Achievements Leaderboards Turn-based Multiplayer
167 Turn Based Multiplayer A good match Brief interaction Asynchronous Details Documentation and past sessions
168 Getting Started Authentication Adoption is similar to ios Streamlined Sign in on companion No view controller
169 // Authentication Implementation class InterfaceController: WKInterfaceController { override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // setup Game Center Authenticate Handler GKLocalPlayer.localPlayer().authenticateHandler = {(error) in if (error == nil) { print("success!") // give feedback user that they are signed in } else { print("failed \(error)") // give feedback that game center failed to sign in } } } }
170 // Authentication Implementation class InterfaceController: WKInterfaceController { override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // setup Game Center Authenticate Handler GKLocalPlayer.localPlayer().authenticateHandler = {(error) in if (error == nil) { print("success!") // give feedback user that they are signed in } else { print("failed \(error)") // give feedback that game center failed to sign in } } } }
171 Turn-Based Multiplayer Finding players Automatch Invite recent players
172 Turn-Based Multiplayer Automatch Pick Players Programmatic (Automatch) GKMatchRequest GKTurnBasedMatch.find(for: )
173 Turn-Based Multiplayer Automatch Pick Players Programmatic (Automatch) GKMatchRequest GKTurnBasedMatch.find(for: )
174 Turn-Based Multiplayer Automatch Pick Players Programmatic (Automatch) GKMatchRequest GKTurnBasedMatch.find(for: ) myturnbasedmatch
175 Automatch Quick and easy GKMatchRequest GKTurnBasedMatch
176 Automatch Quick and easy GKMatchRequest GKTurnBasedMatch let request = GKMatchRequest() matchrequest.maxplayers = 2 GKTurnBasedMatch.find(for: request, withcompletionhandler: { (match, error) in if (error == nil) { self.startgame(withmatch: match) } } else { // give feedback that game center failed to find a match }
177 Automatch Quick and easy GKMatchRequest GKTurnBasedMatch let request = GKMatchRequest() matchrequest.maxplayers = 2 GKTurnBasedMatch.find(for: request, withcompletionhandler: { (match, error) in if (error == nil) { self.startgame(withmatch: match) } } else { // give feedback that game center failed to find a match }
178 Automatch Quick and easy GKMatchRequest GKTurnBasedMatch let request = GKMatchRequest() matchrequest.maxplayers = 2 GKTurnBasedMatch.find(for: request, withcompletionhandler: { (match, error) in if (error == nil) { self.startgame(withmatch: match) } } else { // give feedback that game center failed to find a match }
179 Programmatic Invites Sending the invite GKMatchRequest GKTurnBasedMatch let request = GKMatchRequest() matchrequest.maxplayers = 2 request.recipients = self.availableplayers GKTurnBasedMatch.find(for: request, withcompletionhandler: { (match, error) in if (error == nil) { self.startgame(withmatch: match) } } else { // give feedback that game center failed to find a match }
180 Programmatic Invites Sending the invite GKMatchRequest GKTurnBasedMatch let request = GKMatchRequest() matchrequest.maxplayers = 2 request.recipients = self.availableplayers GKTurnBasedMatch.find(for: request, withcompletionhandler: { (match, error) in if (error == nil) { self.startgame(withmatch: match) } } else { // give feedback that game center failed to find a match }
181 // Programmatic Invites // Loading recent players class PlayerPickerInterface: WKInterfaceController { override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // if we are not authenticated authenticate first GKLocalPlayer.localPlayer().loadRecentPlayers {(players, error) in if (error == nil) { self.availableplayers = players } else { print("failed \(error)") // give feedback that game center failed to sign in } } } }
182 // Programmatic Invites // Loading recent players class PlayerPickerInterface: WKInterfaceController { override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // if we are not authenticated authenticate first GKLocalPlayer.localPlayer().loadRecentPlayers {(players, error) in if (error == nil) { self.availableplayers = players } else { print("failed \(error)") // give feedback that game center failed to sign in } } } }
183 // Programmatic Invites // Loading recent players class PlayerPickerInterface: WKInterfaceController { override func awake(withcontext context: AnyObject?) { super.awake(withcontext: context) // if we are not authenticated authenticate first GKLocalPlayer.localPlayer().loadRecentPlayers {(players, error) in if (error == nil) { self.availableplayers = players } else { print("failed \(error)") // give feedback that game center failed to sign in } } } }
184 HelloGameKit Sample Turn-based game Based on SpriteKit template Uses gesture recognizers
185 HelloGameKit Walkthrough
186 HelloGameKit Walkthrough
187 HelloGameKit Walkthrough
188 HelloGameKit Walkthrough
189 HelloGameKit Walkthrough
190 HelloGameKit Walkthrough
191 HelloGameKit Walkthrough
192 HelloGameKit Walkthrough
193 HelloGameKit Walkthrough
194 HelloGameKit Walkthrough
195 HelloGameKit Walkthrough
196 HelloGameKit Resources
197 Turn-Based Gaming Recap Streamlined authentication Programmatic API Sample app
198 Tools and Best Practices Tyler Casella Game Technologies Engineer
199 Game Tools for Apple Watch Scene editor SpriteKit SceneKit
200 Game Tools for Apple Watch Action editor SpriteKit SceneKit
201 Game Tools for Apple Watch Particle editor SpriteKit SceneKit
202 Game Tools for Apple Watch Texture atlas cave_destroyed.png big_tree_base.png cave_base.png big_tree_middle.png cave_top.png minionsplort.png big_tree_top.png
203 Game Tools for Apple Watch Texture atlas
204 Game Tools for Apple Watch Texture atlas
205 FPS Performance Gauge Real-time performance
206 FPS Performance Gauge Real-time performance
207 FPS Performance Gauge Real-time performance Frame rate GPU utilization CPU / GPU frame time
208 FPS Performance Gauge Real-time performance Frame rate
209 FPS Performance Gauge Real-time performance Frame rate GPU utilization
210 FPS Performance Gauge Real-time performance Frame rate GPU utilization
211 FPS Performance Gauge Real-time performance Frame rate GPU utilization CPU / GPU frame time
212 FPS Performance Gauge Real-time performance Frame rate GPU utilization CPU / GPU frame time
213 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
214 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
215 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
216 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
217 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
218 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
219 FPS Performance Gauge Real-time performance Breakdown of update loop Render Client update Actions Physics Easy to identify bottlenecks
220 Best Practices Performance Avoid continuous updates Preload assets to avoid bottlenecks Maintain consistent frame rate If experiencing performance issues Reduce particle count Reduce asset details Reduce object count
221 Best Practices Game considerations Lightweight interactions See progress at a glance On the go Concise interface Avoid busy scenes Large touch targets Visual continuity Tint color Black background
222 Summary Exciting year for Apple Watch developers New input and feedback Powerful graphics frameworks Easy social gaming integration Full suite of tools
223 More Information
224 Related Sessions Quick Interaction Techniques for watchos Presidio Wednesday 11:00AM Visual Debugging with Xcode Presidio Wednesday 4:00PM Advances in SceneKit Rendering Mission Thursday 11:00AM What s New in SpriteKit Presidio Thursday 5:00PM What s New in Game Center Mission Friday 10:00AM
225 Labs watchos Graphics and Games Lab Xcode Open Hours Graphics, Games, and Media Lab B Developer Tools Lab B Friday 4:00PM Friday 3:00PM
226
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