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Apple HIG guidance for input methods and interaction patterns: gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system, remotes, spatial interactions, gyroscope, accelerometer, and nearby interactions. Use when asked about: "gesture design", "Apple Pencil", "keyboard shortcuts", "game controller", "pointer support", "mouse support", "trackpad", "Digital Crown", "eye tracking", "visionOS input", "focus system", "remote control", "gyroscope", "spatial interaction". Also use when the user says "what gestures should I support," "how do I add keyboard shortcuts," "how does input work on Apple TV," "should I support Apple Pencil," or asks about input device handling. Cross-references: hig-components-status, hig-components-system, hig-technologies for VoiceOver and Siri.

Use this Skill: https://skilld.dev/gh/raintree-technology/hig-doctor/hig-inputs

This session only. Nothing lands on disk.

referencesgame-controls.md

≈564 tokens on demand. Your agent reads this file only when SKILL.md points to it.

<!-- hig-doctor:attribution -->

Source: Apple Inc. Canonical content at https://developer.apple.com/design/human-interface-guidelines/game-controls. This file is a structured index of that content, snapshot 2025-02-02. Apple HIG text and imagery are © Apple Inc.; this repository provides organization and cross-referencing for AI agent consumption only.

Game controls

  • Even though all platforms except watchOS support physical game controllers, not every player might have access to one.

  • Players appreciate games that let them use the platform interaction method they’re most familiar with.

Touch controls

Determine whether it makes sense to display virtual controls on top of game content.

Place virtual buttons where they’re easy to access.

Make sure controls are large enough.

Always include visible and tactile press states.

Use symbols that communicate the actions they perform.

Show and hide virtual controls to reflect gameplay.

  • Visible control
  • Hidden control

Combine functionality into a single control.

Map movement and camera controls to predictable behavior.

Physical controllers

Support the platform’s default interaction method.

Tell people about game controller requirements.

Automatically detect whether a controller is paired.

Customize onscreen content to match the connected game controller.

Map controller buttons to expected UI behavior.

Support multiple connected controllers.

Prefer using symbols, not text, to refer to game controller elements.

Keyboards

Prioritize single-key commands.

Test key binding comfort game using an Apple keyboard.

Take the proximity of keys into account.

Let players customize key bindings.

Platform considerations

visionOS

Match spatial game controller behavior to hand input.


<!-- hig-doctor:canonical-footer -->

For the complete guidance, including worked examples and illustrations, see the canonical page: https://developer.apple.com/design/human-interface-guidelines/game-controls

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    No security risks identified. The skill consists exclusively of static markdown reference documentation for the Apple Human Interface Guidelines.

  • Socket16d

    No alerts

  • Snyk16d

    Risk: LOW · No issues

  • ZeroLeaks5mo

    Score: 93/100 · 2 sections analyzed

Signed by skilld at 5aac106. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 4 weeks ago.

Activeupdated 7 months ago
version
1.0.0

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