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SplatKit React Native agents

This repository is the generated distribution of packages/react-native-splatkit from the SplatKit monorepo. Do not make real changes here: the mirror overwrites this tree on every merge, so edit the package upstream and let the mirror regenerate it. Read CONTRIBUTING.md before editing, and keep GPU internals native.

Integration

  • README - public API, props, events and commands.
  • Android adapter - Kotlin adapter, host tests and lifecycle rules.

Layout

  • src/ - the JavaScript surface: contracts.ts, performance.ts, index.ts and the Codegen spec in src/specs/SplatViewNativeComponent.ts.
  • tests/ - Node contract tests for the JavaScript surface and both adapters.
  • android/ - Kotlin Fabric adapter over the Android SDK; android/verification/ holds its host tests.
  • ios/ - Objective-C++ Fabric adapter over SKSplatEngine; SplatKitCore.xcframework is fetched at prepack, not committed.
  • scripts/ - Codegen and XCFramework fetch, SplatKitReactNative.podspec, react-native.config.js.

Verify

npm ci
npm run check

npm run check is typecheck, the tests/ suite and Fabric Codegen, and the contract workflow runs it on every pull request. Native adapter changes are verified upstream in SplatKit, where the adapter host tests and the React Native example live:

apps/react-native/android/gradlew -p packages/react-native-splatkit/android/verification \
  :adapter:compileDebugKotlin :adapter:testDebugUnitTest

Invariants

  • One policy contract, parsed identically in JavaScript, Kotlin, Objective-C++ and C++.
  • Keep rendering decisions in native code; do not move GPU work or policy evaluation into JavaScript.
  • The Codegen spec is the source of truth for props, events and commands; change it and regenerate rather than editing generated output.
  • Props commit once per Fabric transaction; a world change with settings or a policy configures the new engine exactly once.
  • Contracts belong beside the code they constrain, in short docstrings or the relevant README.

Evidence

Report skipped checks, approximation limits and emulator versus physical-device provenance explicitly. A simulator or emulator run does not establish GPU behavior. Never present a partial or approximated result as a complete one.