---
title: "Make your game great with touch"
description: "Design and implement adaptive, low-clutter iPhone and iPad game touch controls with Touch Controller, Game Controller, UIKit, and Metal."
shoutout: "Unofficial, made with love by Superwall - the best way to monetize your apps."
category: "Graphics & Games"
---

# Make your game great with touch


[Watch on Apple Developer](https://developer.apple.com/videos/play/wwdc2026/358/)

Design and implement adaptive, low-clutter iPhone and iPad game touch controls with Touch Controller, Game Controller, UIKit, and Metal.

## TL;DR

- Touch Controller builds on Game Controller: a TCTouchController appears as a GCController, so existing controller polling and value-changed input logic can often be reused.
- Use flexible layouts with anchors, offsets, sections, and UIKit safeAreaInsets so controls stay reachable and avoid the Dynamic Island, home indicator, rounded corners, and core gameplay space.
- Do not ship a one-to-one controller overlay: use contextual icons, hide irrelevant controls, replace overlays with direct touch controls, and redesign multi-button actions for two-finger play.
- Improve movement and camera feel with large collider shapes, tilt-magnitude sprint, TCTouchpad relative input, and clear visual feedback such as custom TCControlContents layers.

## Touch Controller builds on existing controller input

The session starts from a game that already supports physical controllers through the Game Controller framework. Touch Controller extends that model to touch input: when enabled, the touch controller appears as a GCController, allowing existing polling or value-changed handler code to keep driving game logic.

Setup has three parts: create a TCTouchController from a descriptor, connect it, forward UIKit touch events into the touch controller, and render controls through the Metal renderer.

- Use TCTouchControllerDescriptor with the game's MTKView.
- Call connect() to enable the touch controller and the controller input path.
- Forward touchesBegan, touchesMoved, and touchesEnded from UIView.
- Call render(using:) from the Metal rendering path.
- Map controls with labels such as TCControlLabel.buttonB so existing controller actions continue to work.

### Create, connect, render, and forward touches

A TCTouchController integrates with UIKit touch delivery, Metal rendering, and GCController-style input handlers.

```swift
private(set) var touchController: TCTouchController?

let descriptor = TCTouchControllerDescriptor(mtkView: mtkView)
if TCTouchController.isSupported {
    touchController = TCTouchController(descriptor: descriptor)
}

touchController?.connect()
touchController?.render(using: renderEncoder)

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        touchControls.handleTouchBegan(at: touch.location(in: view), index: touch.hash)
    }
}

buttonA?.valueChangedHandler = { button, value, pressed in
    // Existing game action logic
}
```

## Design adaptive layouts instead of fixed overlays

A good touch layout must work across iPhone and iPad screen sizes. Touch Controller provides nine layout anchors; controls can be placed with offsets relative to those anchors, and related controls can be grouped into sections that preserve size and distance as the device changes.

Fullscreen games must account for safe areas. UIKit safeAreaInsets should be applied to offsets so touch targets do not conflict with rounded corners, the home indicator, or the Dynamic Island. Frequently used controls should stay near the thumbs, less frequent controls can move toward the top, and the center should remain clear for gameplay.

- Anchor frequent actions near bottom-left and bottom-right thumb regions.
- Avoid expected movement and camera input regions unless a control is intentionally using those areas.
- Keep the player character and important play space unobscured.
- Use safeAreaInsets when calculating offsets for fullscreen placement.

### Add a safe-area-aware circular button

Controls are created through descriptors, mapped to controller labels, anchored, offset, given visual contents, and added to TCTouchController.

```swift
let buttonBDesc = TCButtonDescriptor()
buttonBDesc.label = TCControlLabel.buttonB
buttonBDesc.anchor = .bottomRight
buttonBDesc.offset = adjustedOffset(CGPoint(x: -35, y: -106), for: buttonBDesc.anchor)
buttonBDesc.contents = .buttonContents(
    forSystemImageNamed: "b.circle",
    size: buttonBDesc.size,
    shape: .circle,
    controller: touchController
)

touchController.addButton(descriptor: buttonBDesc)

func adjustedOffset(_ offset: CGPoint, for anchor: TCControlLayoutAnchor) -> CGPoint {
    var x = offset.x
    var y = offset.y
    switch anchor {
    case .bottomRight:
        x -= safeArea.right
        y -= safeArea.bottom
    default:
        break
    }
    return CGPoint(x: x, y: y)
}
```

## Make controls dynamic and contextual

A direct physical-controller mapping can clutter the screen and force players to interpret abstract button labels. Touch controls can communicate game state directly by changing their glyphs, appearing only when useful, and replacing non-touch-friendly overlays with actual touch targets.

The example changes Button B from a generic controller label to action-specific SF Symbols, updates that symbol when the selected power changes, hides thumbsticks when idle, shows a pickup button only near nearby items, and presents power choices as temporary touch controls instead of a separate overlay.

- Use action glyphs instead of physical-button names when that improves clarity.
- Update control contents when a button's meaning changes with game state.
- Set hidesWhenNotPressed for thumbsticks that should disappear when idle.
- Use isEnabled to show or hide controls with stable positions; add/remove controls when their position is dynamic.
- Auto-dismiss temporary controls such as a power picker if no selection is made.

### Update a button icon based on context

Dynamic contents let one touch button represent the currently available action instead of exposing multiple inactive buttons.

```swift
func setButtonBContents(symbolName: String) {
    for button in touchController.buttons where button.label == TCControlLabel.buttonB {
        button.contents = .buttonContents(
            forSystemImageNamed: symbolName,
            size: buttonSize,
            shape: .circle,
            controller: touchController
        )
    }
}

func cyclePower() {
    switch currentPower {
    case .strike:
        touchControls?.setButtonBContents(symbolName: "figure.fencing")
    case .fireball:
        touchControls?.setButtonBContents(symbolName: "flame.fill")
    case .waterBlaster:
        touchControls?.setButtonBContents(symbolName: "drop.fill")
    }
}
```

### Hide idle or unavailable controls

Remove or hide controls when they are not actionable to keep the play area clean.

```swift
let leftStickDesc = TCThumbstickDescriptor()
leftStickDesc.hidesWhenNotPressed = true

touchController.addThumbstick(descriptor: leftStickDesc)

func hidePickupButton() {
    for button in touchController.buttons where button.label == TCControlLabel.buttonY {
        touchController.removeControl(button)
    }
}
```

## Redesign interactions for touch, not for a controller diagram

The strongest guidance is to rethink interactions that require multiple simultaneous physical inputs. Touch players may only have two comfortable fingers available, so controller combinations should often become single, contextual actions.

For movement, the session expands hit areas beyond visible controls by using leftSide and rightSide collider shapes. Sprint no longer requires pressing a stick while moving; instead, the game checks left thumbstick tilt magnitude. Camera control moves from a virtual right thumbstick to a TCTouchpad that reports relative values across the right half of the screen.

- Use .leftSide or .rightSide colliderShape to make large, forgiving input areas.
- Trigger sprint from thumbstick magnitude instead of requiring a second input.
- Use TCTouchpad with reportsRelativeValues for camera gestures that feel direct and avoid over-rotation.
- Collapse quick-time-event button combinations into one event-specific touch button.
- For aim-and-release powers, hold one action button, drag to aim via raw touch delta, and release to fire.

### Use the left half of the screen for movement and magnitude for sprint

A large collider makes movement easier to start, while thumbstick tilt magnitude replaces a separate sprint button.

```swift
let leftStickDesc = TCThumbstickDescriptor()
leftStickDesc.colliderShape = .leftSide

touchController.addThumbstick(descriptor: leftStickDesc)

func pollInput() {
    if let gamePad = gameController.extendedGamepad {
        let gamePadLeft = gamePad.leftThumbstick
        let moveInput = simd_make_float2(gamePadLeft.xAxis.value, -gamePadLeft.yAxis.value)
        let magnitude = simd_length(moveInput)

        if magnitude > 0.8 {
            self.runModifier = 1.3
        }
        self.characterDirection = moveInput
    }
}
```

### Replace a virtual camera stick with a relative touchpad

A right-side TCTouchpad maps to existing right-thumbstick camera logic while using relative finger movement.

```swift
let touchpadDesc = TCTouchpadDescriptor()
touchpadDesc.label = TCControlLabel.rightThumbstick
touchpadDesc.colliderShape = .rightSide
touchpadDesc.reportsRelativeValues = true

touchController.addTouchpad(descriptor: touchpadDesc)
```

### Hold, drag, and release with one action button

Aiming is tracked from raw touch movement while the button is held; releasing the same button fires the power.

```swift
buttonB?.valueChangedHandler = { button, value, pressed in
    self.releasePower(pressed: pressed)
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let point = touch.location(in: metalView)
        if let gc = gameController, gc.isAiming {
            let prev = touch.previousLocation(in: metalView)
            gc.aimTouchDelta += simd_float2(Float(point.x - prev.x), Float(point.y - prev.y))
        }
    }
}
```

## Provide visible feedback for touch state

Touch controls need clear feedback because players cannot feel a physical button or stick. Touch Controller supplies default pressed states: buttons highlight when pressed and thumbsticks animate as they move.

Busy games may need stronger custom feedback. The session demonstrates adding a glowing halo around the left thumbstick when sprint is active by constructing TCControlContents from layered TCControlImage values, including a custom Metal texture, then swapping between normal and halo backgrounds.

- Every touch control should have an obvious pressed or active state.
- Use built-in highlighting and thumbstick animation where sufficient.
- Use custom TCControlContents when game state needs stronger feedback, such as sprint activation.

### Add a custom halo layer to thumbstick contents

TCControlContents can layer custom imagery with standard control art to reflect active gameplay states.

```swift
let haloLayer = TCControlImage(
    texture: haloTexture,
    size: haloSize,
    highlight: nil,
    offset: .zero,
    tintColor: tint
)

let normalBgImages = TCControlContents
    .thumbstickStickBackgroundContents(size: bgSize, controller: controller)
    .images

haloThumbstickBg = TCControlContents(images: [haloLayer] + normalBgImages)
thumbstick.backgroundContents = active ? haloThumbstickBg : normalThumbstickBg
```

## Related Sessions

- [Design great interfaces for handheld games](https://developer.apple.com/videos/play/meet-with-apple/243)
- [Level up with Apple game technologies](https://developer.apple.com/videos/play/meet-with-apple/240)

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