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Core Motion

  • 2.6k installs
  • 944 repo stars
  • Updated July 15, 2026
  • dpearson2699/swift-ios-skills

core-motion is an iOS skill for accelerometer, gyroscope, device motion, pedometer, and activity recognition APIs.

About

The core-motion skill documents CoreMotion sensor APIs for fitness, navigation, and motion-driven interactions on iOS and watchOS targeting Swift 6.3 and iOS 26 plus. Setup requires NSMotionUsageDescription in Info.plist because missing keys crash on first access. Use one CMMotionManager per app; multiple instances degrade update rates. Accelerometer and gyroscope sections show interval configuration, main-queue handlers, and a polling pattern for games via display link reads. Device motion fuses sensors into CMDeviceMotion with attitude, userAcceleration, gravity, and heading, selecting attitude reference frames from availableAttitudeReferenceFrames with fallbacks when magnetic or true north frames need location. CMPedometer covers historical queries and live step, distance, floor, pace, and cadence updates with availability checks. CMMotionActivityManager detects walking, running, cycling, automotive, and stationary states with confidence levels plus historical queryActivityStarting. CMAltimeter, headphone motion, batched workout motion, and submersion depth are listed in the description for specialized flows. Battery guidance ties update intervals to power impact.

  • Requires NSMotionUsageDescription or the app crashes on motion access.
  • Use exactly one CMMotionManager instance per application.
  • Device motion picks an available attitude reference frame at runtime.
  • CMPedometer supports historical queries and live step or distance updates.
  • CMMotionActivityManager classifies walking, running, driving, and cycling.

Core Motion by the numbers

  • 2,609 all-time installs (skills.sh)
  • +114 installs in the week ending Jul 29, 2026 (Skillselion tracking)
  • Ranked #77 of 1,039 Mobile Development skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Jul 31, 2026 (Skillselion catalog sync)
At a glance

core-motion capabilities & compatibility

Capabilities
accelerometer and gyroscope streaming or polling · device motion attitude frames and heading access · pedometer historical and live updates with avail · activity recognition live and historical queries · plist, authorization, and battery interval guida
Use cases
frontend · ui design
Platforms
macOS
From the docs

What core-motion says it does

Without this key, the app crashes on first access.
SKILL.md
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill core-motion

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Listed on Skillselion
Installs2.6k
repo stars944
Security audit3 / 3 scanners passed
Last updatedJuly 15, 2026
Repositorydpearson2699/swift-ios-skills

How do I read motion sensors, steps, or activity states correctly in a Swift iOS app?

Read accelerometer, gyroscope, device motion, pedometer, activity, altitude, and related CoreMotion data on iOS and watchOS.

Who is it for?

iOS apps using motion sensors, step counts, activity detection, or tilt-based controls.

Skip if: Skip for Android sensor APIs or server-side motion analytics without on-device CoreMotion.

When should I use this skill?

User mentions CoreMotion, CMPedometer, CMMotionActivityManager, or device motion attitude.

What you get

Configured CoreMotion managers with proper plist keys, intervals, authorization checks, and stop cleanup.

  • SwiftUI motion service
  • CMMotionManager lifecycle implementation

Files

SKILL.mdMarkdownGitHub ↗

CoreMotion

Read device sensor data -- accelerometer, gyroscope, magnetometer, pedometer, activity recognition, altitude, headphone motion, batched motion, and submersion depth -- on iOS and watchOS. CoreMotion fuses raw sensor inputs into processed device-motion data and provides pedometer/activity APIs for fitness and navigation use cases. Targets Swift 6.3 / iOS 26+.

Contents

Setup

Info.plist

Add NSMotionUsageDescription to Info.plist with a user-facing string explaining why your app needs motion data. Without this key, the app crashes on first access.

<key>NSMotionUsageDescription</key>
<string>This app uses motion data to track your activity.</string>

Authorization

Use the matching manager's authorizationStatus() or authorizationStatus property when an API exposes one (CMPedometer, CMMotionActivityManager, CMAltimeter, headphone motion, batched sensors, and submersion). Raw CMMotionManager accelerometer/gyro/device-motion streams have no explicit authorization request API; still ship the usage string and handle errors from start/update callbacks.

import CoreMotion

let status = CMMotionActivityManager.authorizationStatus()
switch status {
case .notDetermined:
    // Will prompt on first use
    break
case .authorized:
    break
case .restricted, .denied:
    // Direct user to Settings
    break
@unknown default:
    break
}

CMMotionManager: Sensor Data

Create exactly one CMMotionManager per app. Multiple instances degrade sensor update rates.

import CoreMotion

let motionManager = CMMotionManager()

Accelerometer Updates

guard motionManager.isAccelerometerAvailable else { return }

motionManager.accelerometerUpdateInterval = 1.0 / 60.0  // 60 Hz

motionManager.startAccelerometerUpdates(to: .main) { data, error in
    guard let acceleration = data?.acceleration else { return }
    print("x: \(acceleration.x), y: \(acceleration.y), z: \(acceleration.z)")
}

// When done:
motionManager.stopAccelerometerUpdates()

Gyroscope Updates

guard motionManager.isGyroAvailable else { return }

motionManager.gyroUpdateInterval = 1.0 / 60.0

motionManager.startGyroUpdates(to: .main) { data, error in
    guard let rotationRate = data?.rotationRate else { return }
    print("x: \(rotationRate.x), y: \(rotationRate.y), z: \(rotationRate.z)")
}

motionManager.stopGyroUpdates()

Polling Pattern (Games)

For games, start updates without a handler and poll the latest sample each frame:

motionManager.startAccelerometerUpdates()

// In your game loop / display link:
if let data = motionManager.accelerometerData {
    let tilt = data.acceleration.x
    // Move player based on tilt
}

Processed Device Motion

Device motion fuses accelerometer, gyroscope, and magnetometer into a single CMDeviceMotion object with attitude, user acceleration (gravity removed), rotation rate, and calibrated magnetic field.

When giving device-motion guidance, show the runtime frame check in the snippet instead of hard-coding a corrected, magnetic-north, or true-north frame. Fall back to .xArbitraryZVertical when the preferred frame is unavailable.

guard motionManager.isDeviceMotionAvailable else { return }

let availableFrames = CMMotionManager.availableAttitudeReferenceFrames()
let frame: CMAttitudeReferenceFrame = availableFrames.contains(.xArbitraryCorrectedZVertical)
    ? .xArbitraryCorrectedZVertical
    : .xArbitraryZVertical

motionManager.deviceMotionUpdateInterval = 1.0 / 60.0

motionManager.startDeviceMotionUpdates(
    using: frame,
    to: .main
) { motion, error in
    guard let motion else { return }

    let attitude = motion.attitude       // roll, pitch, yaw
    let userAccel = motion.userAcceleration
    let gravity = motion.gravity
    let heading = motion.heading         // degrees relative to the current frame

    print("Pitch: \(attitude.pitch), Roll: \(attitude.roll)")
}

motionManager.stopDeviceMotionUpdates()

Attitude Reference Frames

For simple tilt controls, use .xArbitraryZVertical or .xArbitraryCorrectedZVertical; they avoid magnetometer/location dependencies. Before requesting corrected, magnetic-north, or true-north frames, call CMMotionManager.availableAttitudeReferenceFrames() and fall back to an available frame.

FrameUse Case
.xArbitraryZVerticalDefault. Z is vertical, X arbitrary at start. Most games.
.xArbitraryCorrectedZVerticalSame as above, corrected for gyro drift over time.
.xMagneticNorthZVerticalX points to magnetic north. Requires magnetometer.
.xTrueNorthZVerticalX points to true north. Requires magnetometer + location.

Check available frames before use:

let available = CMMotionManager.availableAttitudeReferenceFrames()
if available.contains(.xTrueNorthZVertical) {
    // Safe to use true north
}

CMPedometer: Step and Distance Data

CMPedometer provides step counts, distance, pace, cadence, and floor counts.

let pedometer = CMPedometer()

guard CMPedometer.isStepCountingAvailable() else { return }

// Historical query
pedometer.queryPedometerData(
    from: Calendar.current.startOfDay(for: Date()),
    to: Date()
) { data, error in
    guard let data else { return }
    print("Steps today: \(data.numberOfSteps)")
    print("Distance: \(data.distance?.doubleValue ?? 0) meters")
    print("Floors up: \(data.floorsAscended?.intValue ?? 0)")
}

// Live updates
pedometer.startUpdates(from: Date()) { data, error in
    guard let data else { return }
    print("Steps: \(data.numberOfSteps)")
}

// Stop when done
pedometer.stopUpdates()

Availability Checks

MethodWhat It Checks
isStepCountingAvailable()Step counter hardware
isDistanceAvailable()Distance estimation
isFloorCountingAvailable()Barometric altimeter for floors
isPaceAvailable()Pace data
isCadenceAvailable()Cadence data

CMMotionActivityManager: Activity Recognition

Detects whether the user is stationary, walking, running, cycling, or in a vehicle.

let activityManager = CMMotionActivityManager()

guard CMMotionActivityManager.isActivityAvailable() else { return }

// Live activity updates
activityManager.startActivityUpdates(to: .main) { activity in
    guard let activity else { return }

    if activity.walking {
        print("Walking (confidence: \(activity.confidence.rawValue))")
    } else if activity.running {
        print("Running")
    } else if activity.automotive {
        print("In vehicle")
    } else if activity.cycling {
        print("Cycling")
    } else if activity.stationary {
        print("Stationary")
    }
}

activityManager.stopActivityUpdates()

Historical Activity Query

let yesterday = Calendar.current.date(byAdding: .day, value: -1, to: Date())!

activityManager.queryActivityStarting(
    from: yesterday,
    to: Date(),
    to: .main
) { activities, error in
    guard let activities else { return }
    for activity in activities {
        print("\(activity.startDate): walking=\(activity.walking)")
    }
}

CMAltimeter: Altitude Data

Altimeter access is covered by NSMotionUsageDescription; handle denied motion access through unavailable data and update-handler errors.

let altimeter = CMAltimeter()

guard CMAltimeter.isRelativeAltitudeAvailable() else { return }

altimeter.startRelativeAltitudeUpdates(to: .main) { data, error in
    guard let data else { return }
    print("Relative altitude: \(data.relativeAltitude) meters")
    print("Pressure: \(data.pressure) kPa")
}

altimeter.stopRelativeAltitudeUpdates()

Absolute altitude is altitude relative to sea level, not GPS-based altitude. First check availability. Absolute altitude is available only on supported hardware such as iPhone 12 or later and Apple Watch Series 6, Apple Watch SE, or later.

guard CMAltimeter.isAbsoluteAltitudeAvailable() else { return }

altimeter.startAbsoluteAltitudeUpdates(to: .main) { data, error in
    guard let data else { return }
    print("Altitude: \(data.altitude)m, accuracy: \(data.accuracy)m")
}

altimeter.stopAbsoluteAltitudeUpdates()

Update Intervals and Battery

IntervalHzUse CaseBattery Impact
1.0 / 10.010UI orientationLow
1.0 / 30.030Casual gamesModerate
1.0 / 60.060Action gamesHigh
1.0 / 100.0100Max rate (iPhone)Very High

Use the lowest frequency that meets your needs. Do not assume a fixed maximum sample rate across devices. For high-frequency workout motion, use CMBatchedSensorManager where supported and read its reported accelerometerDataFrequency or deviceMotionDataFrequency instead of assigning those read-only properties.

Common Mistakes

DON'T: Create multiple CMMotionManager instances

// WRONG -- degrades update rates for all instances
class ViewA { let motion = CMMotionManager() }
class ViewB { let motion = CMMotionManager() }

// CORRECT -- single instance, shared across the app
@Observable
final class MotionService {
    static let shared = MotionService()
    let manager = CMMotionManager()
}

DON'T: Skip sensor availability checks

// WRONG -- crashes on devices without gyroscope
motionManager.startGyroUpdates(to: .main) { data, _ in }

// CORRECT -- check first
guard motionManager.isGyroAvailable else {
    showUnsupportedMessage()
    return
}
motionManager.startGyroUpdates(to: .main) { data, _ in }

DON'T: Forget to stop updates

// WRONG -- updates keep running, draining battery
class MotionVC: UIViewController {
    override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        motionManager.startAccelerometerUpdates(to: .main) { _, _ in }
    }
    // Missing viewDidDisappear stop!
}

// CORRECT -- stop in the counterpart lifecycle method
override func viewDidDisappear(_ animated: Bool) {
    super.viewDidDisappear(animated)
    motionManager.stopAccelerometerUpdates()
}

DON'T: Use unnecessarily high update rates

// WRONG -- 100 Hz for a compass display
motionManager.deviceMotionUpdateInterval = 1.0 / 100.0

// CORRECT -- 10 Hz is more than enough for a compass
motionManager.deviceMotionUpdateInterval = 1.0 / 10.0

DON'T: Assume all CMMotionActivity properties are mutually exclusive

// WRONG -- checking only one property
if activity.walking { handleWalking() }

// CORRECT -- multiple can be true simultaneously; check confidence
if activity.walking && activity.confidence == .high {
    handleWalking()
} else if activity.automotive && activity.confidence != .low {
    handleDriving()
}

Review Checklist

  • [ ] NSMotionUsageDescription present in Info.plist with a clear explanation
  • [ ] Single CMMotionManager instance shared across the app
  • [ ] Sensor availability checked before starting updates (isAccelerometerAvailable, etc.)
  • [ ] Authorization status checked before pedometer/activity APIs
  • [ ] Update interval set to the lowest acceptable frequency
  • [ ] All start*Updates calls have matching stop*Updates in lifecycle counterparts
  • [ ] Handlers dispatched to appropriate queues (not blocking main for heavy processing)
  • [ ] CMMotionActivity.confidence checked before acting on activity type
  • [ ] Error parameters checked in update handlers
  • [ ] Device-motion snippets call CMMotionManager.availableAttitudeReferenceFrames() before requesting a specific attitude frame
  • [ ] Attitude reference frame chosen based on actual need (not defaulting to true north unnecessarily)

References

Related skills

FAQ

Why does motion access crash on launch?

Add NSMotionUsageDescription to Info.plist before calling motion APIs.

How should games read accelerometer data?

Start updates without a handler and poll accelerometerData each frame from one CMMotionManager.

Which attitude frame should I request?

Check availableAttitudeReferenceFrames and fall back when corrected or north-aligned frames are unavailable.

Is Core Motion safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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