axiom-spritekit-diag

axiom-spritekit-diag is a skill for Claude Code, Codex from ComeOnOliver/skillshub. It costs 38 tokens per session (3,789 once invoked), scanned A, original, MIT.

A troubleshooting guide for SpriteKit, Apple’s framework for 2D games, focused on physics, input, rendering, memory, coordinates, and scene transitions.

In plain words
What is it for?
Use it to diagnose missing physics contacts, objects passing through walls, slow frame rates, unregistered touches, memory growth, coordinate errors, and transition crashes.
Why use it?
It provides a structured way to identify why gameplay objects, contacts, touches, or scenes behave incorrectly.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to diagnose missing physics contacts, objects passing through walls, slow frame rates, unregistered touches, memory growth, coordinate errors, and transition crashes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/comeonoliver/skillshub/axiom-spritekit-diag
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add ComeOnOliver/skillshub --skill axiom-spritekit-diag
Clone the repo
git clone --depth 1 https://github.com/ComeOnOliver/skillshub

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for axiom-spritekit-diag

README.md
[![agentmods](https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-spritekit-diag/github.svg)](https://agentmods.dev/skills/comeonoliver/skillshub/axiom-spritekit-diag)
Your own site
<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-spritekit-diag"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-spritekit-diag/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for axiom-spritekit-diag

Your own site · 80×15
<a href="https://agentmods.dev/skills/comeonoliver/skillshub/axiom-spritekit-diag"><img src="https://agentmods.dev/badge/skills/comeonoliver/skillshub/axiom-spritekit-diag.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,789 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00038 $0.03789
Opus 5 $0.00019 $0.01895
Sonnet 5 $0.00008 $0.00758
Haiku 4.5 $0.00004 $0.00379

Measured 9d ago against content hash 7714d8c2fada, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

axiom-spritekit-diag scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/CharlesWiltgen/Axiom/axiom-spritekit-diag/SKILL.md · 385 lines

How it starts

The opening of the file, as written. The whole thing — 385 lines — stays where its author put it; the contents beside it link to each section on GitHub.

SpriteKit Diagnostics

Systematic diagnosis for common SpriteKit issues with time-cost annotations.

When to Use This Diagnostic Skill

Use this skill when:

  • Physics contacts never fire (didBegin not called)
  • Objects pass through walls (tunneling)
  • Frame rate drops below 60fps
  • Touches don't register on nodes
  • Memory grows continuously during gameplay
  • Positions and coordinates seem wrong
  • App crashes during scene transitions

Mandatory First Step: Enable Debug Overlays

Time cost: 10 seconds setup vs hours of blind debugging

if let view = self.view as? SKView {
    view.showsFPS = true
    view.showsNodeCount = true
    view.showsDrawCount = true
    view.showsPhysics = true
}

If showsPhysics doesn't show expected physics body outlines, your physics bodies aren't configured correctly. Stop and fix bodies before debugging contacts.

For SpriteKit architecture patterns and best practices, see axiom-spritekit. For API reference, see axiom-spritekit-ref.


Symptom 1: Physics Contacts Not Firing

Time saved: 30-120 min → 2-5 min

didBegin(_:) never called
│
├─ Is physicsWorld.contactDelegate set?
│   └─ NO → Set in didMove(to:):
│        physicsWorld.contactDelegate = self
│        ✓ This alone fixes ~30% of contact issues
│
├─ Does the class conform to SKPhysicsContactDelegate?
│   └─ NO → Add conformance:
│        class GameScene: SKScene, SKPhysicsContactDelegate
│
├─ Does body A have contactTestBitMask that includes body B's category?
│   ├─ Print: "A contact: \(bodyA.contactTestBitMask), B cat: \(bodyB.categoryBitMask)"
│   ├─ Result should be: (A.contactTestBitMask & B.categoryBitMask) != 0
│   └─ FIX: Set contactTestBitMask to include the other body's category
│        player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
│
├─ Is categoryBitMask set (not default 0xFFFFFFFF)?
│   ├─ Default category means everything matches — but in unexpected ways
│   └─ FIX: Always set explicit categoryBitMask for each body type
│
├─ Do the bodies actually overlap? (Check showsPhysics)
│   ├─ Bodies too small or offset from sprite → Fix physics body size
│   └─ Bodies never reach each other → Check collisionBitMask isn't blocking
│
└─ Are you modifying the world inside didBegin?
    ├─ Removing nodes inside didBegin can cause missed callbacks
    └─ FIX: Flag nodes for removal, process in update(_:)

Read the full file on GitHub · 385 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 385 lines · 38 tokens per session scan A 7714d8c2fada

Subscribe to this mod's changes

axiom-spritekit-diag is a skill published in the GitHub repository ComeOnOliver/skillshub (63 stars, last pushed 2mo ago), licensed MIT. It adds 38 tokens to every session and 3,789 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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