| title | For Cursor Claude |
|---|---|
| description | One-page operational hub for fast SDK work in Cursor |
| sidebar_position | 99 |
import SkillDownloads from '@site/src/components/SkillDownloads';
This page is a practical hub for AI-assisted development in this repository.
Use it as a fast checklist before implementing, debugging, or documenting.
:::warning Jeśli AI „nie rozumie” dokumentacji
- Wklej do czatu treść z Context for AI lub wskaż plik
AGENTS.mdw katalogu głównym repozytorium. - Zainstaluj skill:
.cursor/skills/veltokit/SKILL.md(już w repo) albo pobierz plik.mdponiżej. - Proś AI o czytanie
VeltoKit/GameInput.swiftiVeltoKit/MotionSDK.swift— to jest kontrakt API, nie tylko strony www. :::
:::info Po polsku — gdzie co jest
Wyszukiwarka dokumentacji: pole Search w prawym górnym rogu paska (⌘K / Ctrl+K).
Pobranie skilli Cursor / Claude: sekcja Download AI skills poniżej (przyciski Download), albo menu AI Skills w navbarze → ↓ Download Cursor (.md) / ↓ Download Claude (.md).
W klonie repo: website/static/skills/cursor-skill.md i claude-skill.md.
:::
Use the Search field in the top navbar (keyboard: ⌘K on macOS, Ctrl+K on Windows/Linux). It indexes all documentation pages and the homepage.
- AI ground truth: Context for AI · repo root
AGENTS.md - SDK core:
VeltoKit/ - Sample app:
app/ - Website docs:
website/docs/ - Triki UI navigation layer:
app/UI/TrikiUI/ - Input adapter (
MotionInputProvideralias):app/Platform/TrikiInputAdapter.swift
BLE packet -> MotionSDK / MotionEngine -> GameInput -> game update loop -> optional Triki UI layer
Quick references:
- SDK overview: VeltoKit SDK
- Motion facade API: MotionSDK API
- Output contract: GameInput
- UI navigation integration: Triki UI navigation
- End-to-end architecture: Architecture
| Goal | File |
|---|---|
| Understand main SDK facade | VeltoKit/MotionSDK.swift |
| Check frame processing logic | VeltoKit/MotionEngine.swift |
| Validate input shape used by games | VeltoKit/GameInput.swift |
| Debug BLE ingress/parsing | VeltoKit/BLE/BLEManager.swift, VeltoKit/BLEGyroParser.swift |
| Understand Triki screen lifecycle | app/UI/TrikiUI/TrikiUIComponents.swift |
| Understand focus/hold activation | app/UI/TrikiUI/TrikiUINavigator.swift, TrikiFocusGate.swift, TrikiHoldTracker.swift |
- Locate scope first (SDK core vs app integration vs docs).
- Read API docs + implementation before editing.
- Keep behavior stable: avoid renaming or logic rewrites unless requested.
- When changing public/internal APIs, update Swift
///docs immediately. - When changing user-visible behavior, update docs in
website/docs/. - Validate quickly: run lints/tests relevant to touched area.
Document all public/internal Swift APIs in the changed files using /// comments.
Do not change logic, names, or behavior. Include parameters, returns, side effects, and concise examples where useful.
Investigate Triki UI navigation: trikiUIScreen lifecycle, focus mapping, hold tracking, and activation callback flow.
Identify where focus is computed and where activation is fired, then propose minimal fixes.
Sync website docs with current SDK behavior. Update sdk/overview, sdk/motion-sdk, sdk/game-input, sdk/triki-ui, and affected game examples.
Prioritize developer-facing clarity and actionable examples.
- Keep docs concise and technical; avoid marketing wording.
- Prefer explicit field names (
posX,primaryAction,shotTriggered) in examples. - In game examples, always state
MotionModeand keyGameInputfields. - For Triki UI docs, always include lifecycle and side effects (
isActive,itemCount, HUD visibility).