TL;DR, If you are interested in building a spatial game (or just about any immersive experience), you'll probably want to implement an architecture like TabletopKit.
We are creating a game called The Green Spurt that is primarily a shared, spatial, and immersive escape room experience. With a background in iOS development, some experience with RealityKit, and invested in visionOS, TabletopKit seemed to be something worth taking advantage of, at least on paper.
TabletopKit was introduced this year at WWDC24 in a "lightweight" package of one session accompanied by a sample code project and the relative documentation. At first sight (maybe because the name), it appeared specialized in tabletop games, and we were not exactly doing that by constructing an escape room-like experience, so we had to evaluate it more in depth. Starting with simple questions like how many players, how many tabletops, game rules validation... to more platform (XR) related ones like object layout, ownership, physics, meshes, ... and surprisingly, one by one, our expectations were met.
TabletopKit fascinated us with its structured approach to abstracting common interactions. It provides a state-driven layout with an excellent concept for decoupling and validating sequences of gestures, making it considerably simpler to arrange and interact with objects spatially.