Skip to content
Development
Skill

/swiftui-liquid-glass

Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.

From plugin
coco
264174 skills37 agents41 commands
Install
$ npx -y skills add coco-research/coco --skill swiftui-liquid-glass --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/swiftui-liquid-glass

Context preview

The summary Claude sees to decide when to auto-load this skill.

Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.

SKILL.md

swiftui-liquid-glass.SKILL.md
name: swiftui-liquid-glass
description: Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.
domain: design

SwiftUI Liquid Glass

Overview

Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (`glassEffect`, `GlassEffectContainer`, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.

Workflow Decision Tree

Choose the path that matches the request:

1) Review an existing feature

  • Inspect where Liquid Glass should be used and where it should not.
  • Verify correct modifier order, shape usage, and container placement.
  • Check for iOS 26+ availability handling and sensible fallbacks.

2) Improve a feature using Liquid Glass

  • Identify target components for glass treatment (surfaces, chips, buttons, cards).
  • Refactor to use `GlassEffectContainer` where multiple glass elements appear.
  • Introduce interactive glass only for tappable or focusable elements.

3) Implement a new feature using Liquid Glass

  • Design the glass surfaces and interactions first (shape, prominence, grouping).
  • Add glass modifiers after layout/appearance modifiers.
  • Add morphing transitions only when the view hierarchy changes with animation.

Core Guidelines

  • Prefer native Liquid Glass APIs over custom blurs.
  • Use `GlassEffectContainer` when multiple glass elements coexist.
  • Apply `.glassEffect(...)` after layout and visual modifiers.
  • Use `.interactive()` for elements that respond to touch/pointer.
  • Keep shapes consistent across related elements for a cohesive look.
  • Gate with `#available(iOS 26, *)` and provide a non-glass fallback.

Review Checklist

  • **Availability**: `#available(iOS 26, *)` present with fallback UI.
  • **Composition**: Multiple glass views wrapped in `GlassEffectContainer`.
  • **Modifier order**: `glassEffect` applied after layout/appearance modifiers.
  • **Interactivity**: `interactive()` only where user interaction exists.
  • **Transitions**: `glassEffectID` used with `@Namespace` for morphing.
  • **Consistency**: Shapes, tinting, and spacing align across the feature.

Implementation Checklist

  • Define target elements and desired glass prominence.
  • Wrap grouped glass elements in `GlassEffectContainer` and tune spacing.
  • Use `.glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...))` as needed.
  • Use `.buttonStyle(.glass)` / `.buttonStyle(.glassProminent)` for actions.
  • Add morphing transitions with `glassEffectID` when hierarchy changes.
  • Provide fallback materials and visuals for earlier iOS versions.

Quick Snippets

Use these patterns directly and tailor shapes/tints/spacing.

if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        Image(systemName: "scribble.variable")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
        Image(systemName: "eraser.fill")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
    }
}
Button("Confirm") { }
    .buttonStyle(.glassProminent)

Resources

  • Reference guide: `references/liquid-glass.md`
  • Prefer Apple docs for up-to-date API details.
Read more
Ships withcoco

Meet Coco. A superintelligent agent framework powered by an advisory board of 389 world-class minds. Scale your AI assistant into a complete engineering department with 142 skills, 277 commands, and persistent state. Universal compatibility. Local privacy. Free and open source.

Get the whole plugin

Other skills on coco.