/swiftui-liquid-glass
Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer,
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Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer,
SKILL.md
swiftui-liquid-glass.SKILL.mdname: swiftui-liquid-glass
description: "Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design."
SwiftUI Liquid Glass
Liquid Glass is the dynamic translucent material introduced across Apple platforms 26. Standard SwiftUI bars and presentations adopt it automatically when built with the current SDK. Reserve custom glass for functional controls and navigation surfaces, not general content backgrounds.
See [references/liquid-glass.md](references/liquid-glass.md) for the full API reference with additional examples.
Contents
- [Workflow](#workflow)
- [Core API Summary](#core-api-summary)
- [Code Examples](#code-examples)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Workflow
Choose the path that matches the request:
1. Implement a new feature with Liquid Glass
1. Identify target surfaces (floating controls, custom bars, transient controls). 2. Decide shape, prominence, and whether each element is a real control or static status. 3. Wrap grouped glass elements in a `GlassEffectContainer`. 4. Apply `.glassEffect()` **after** layout and appearance modifiers. 5. Add `.interactive()` only to tappable/focusable elements. 6. Add morphing transitions with `glassEffectID(_:in:)` where the view hierarchy changes with animation. Put `glassEffectTransition(_:)` on the inserted or removed glass child, not on the always-present container, and choose the style using [Morphing & Transitions](#morphing--transitions). 7. Gate with `if #available(iOS 26, *)` and provide a fallback for earlier versions.
2. Improve an existing feature with Liquid Glass
1. Find custom control or navigation backgrounds that can be replaced with `.glassEffect()`. 2. Wrap sibling glass elements in `GlassEffectContainer` for blending and performance. 3. Replace custom glass-like buttons with `.buttonStyle(.glass)`, `.buttonStyle(.glassProminent)`, or configurable styles such as `.buttonStyle(.glass(.clear))`. Use `.glass(_:)` when the button needs a specific tint or variant; reserve `.glassProminent` for high-emphasis primary actions. 4. Add morphing transitions where animated insertion/removal occurs.
3. Review existing Liquid Glass usage
Trace each effect through content/control ownership, layout order, container scope, interactivity, transitions, availability, accessibility settings, and fallback. Restore the same UI fixture and rerun the checklist after each correction.
Core API Summary
glassEffect(_:in:)
Applies Liquid Glass behind a view. Default: `.regular` variant in a `Capsule` shape.
nonisolated func glassEffect(
_ glass: Glass = .regular,
in shape: some Shape = DefaultGlassEffectShape()
) -> some ViewGlass struct
| Property / Method | Purpose | |---|---| | `.regular` | Standard glass material | | `.clear` | Clear variant; add dimming/contrast treatment when legibility needs it | | `.identity` | No visual effect (pass-through) | | `.tint(_:)` | Add a color tint for prominence | | `.interactive(_:)` | React to touch and pointer interactions |
Chain them: `.regular.tint(.blue).interactive()`
GlassEffectContainer
Wraps multiple glass views for shared rendering, blending, and morphing.
GlassEffectContainer(spacing: 24) {
// child views with .glassEffect()
}The `spacing` controls when nearby glass shapes begin to blend. Match or exceed the interior layout spacing so shapes merge during animated transitions but remain separate at rest.
Morphing & Transitions
| Modifier | Purpose | |---|---| | `glassEffectID(_:in:)` | Stable identity for morphing during view hierarchy changes | | `glassEffectUnion(id:namespace:)` | Merge multiple views into one glass shape | | `glassEffectTransition(_:)` | Control how glass appears/disappears |
Transition decision: use `.matchedGeometry` for nearby effects inside the container's spacing; use `.materialize` for distant insertion/removal or when no geometry match should occur; use `.identity` only when no transition animation is wanted.
Button Styles
Button("Action") { }
.buttonStyle(.glass) // standard glass button
Button("Primary") { }
.buttonStyle(.glassProminent) // prominent glass button
Button("Media") { }
.buttonStyle(.glass(.clear)) // configurable variant; verify contrastRelated iOS 26 APIs
| API | Use | |---|---| | `scrollEdgeEffectStyle` | Configure a scroll boundary's visual treatment. | | `backgroundExtensionEffect` | Extend one background under safe-area edges with mirrored blur. | | `ToolbarSpacer` | Create a visual break between toolbar items. |
See the corresponding sections in [references/liquid-glass.md](references/liquid-glass.md) for signatures and examples.
Code Examples
Glass button with availability gate
if #available(iOS 26, *) {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.glass)
} else {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.bordered)
}Grouped glass shapes in a container
let symbols = ["pencil", "eraser.fill", "lasso"]
GlassEffectContainer(spacing: 24) {
HStack(spacing: 24) {
ForEach(symbols, id: \.self) { symbol in
Image(systemName: symbol)
.frame(width: 56, height: 56)
.glassEffect()
}
}
}Nearby morphing transition
@State private var isExpanded = false
@Namespace private var ns
var body: some Vi
Read more
name: swiftui-liquid-glass description: "Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design."
SwiftUI Liquid Glass
Liquid Glass is the dynamic translucent material introduced across Apple platforms 26. Standard SwiftUI bars and presentations adopt it automatically when built with the current SDK. Reserve custom glass for functional controls and navigation surfaces, not general content backgrounds.
See [references/liquid-glass.md](references/liquid-glass.md) for the full API reference with additional examples.
Contents
- [Workflow](#workflow)
- [Core API Summary](#core-api-summary)
- [Code Examples](#code-examples)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
Workflow
Choose the path that matches the request:
1. Implement a new feature with Liquid Glass
1. Identify target surfaces (floating controls, custom bars, transient controls). 2. Decide shape, prominence, and whether each element is a real control or static status. 3. Wrap grouped glass elements in a `GlassEffectContainer`. 4. Apply `.glassEffect()` **after** layout and appearance modifiers. 5. Add `.interactive()` only to tappable/focusable elements. 6. Add morphing transitions with `glassEffectID(_:in:)` where the view hierarchy changes with animation. Put `glassEffectTransition(_:)` on the inserted or removed glass child, not on the always-present container, and choose the style using [Morphing & Transitions](#morphing--transitions). 7. Gate with `if #available(iOS 26, *)` and provide a fallback for earlier versions.
2. Improve an existing feature with Liquid Glass
1. Find custom control or navigation backgrounds that can be replaced with `.glassEffect()`. 2. Wrap sibling glass elements in `GlassEffectContainer` for blending and performance. 3. Replace custom glass-like buttons with `.buttonStyle(.glass)`, `.buttonStyle(.glassProminent)`, or configurable styles such as `.buttonStyle(.glass(.clear))`. Use `.glass(_:)` when the button needs a specific tint or variant; reserve `.glassProminent` for high-emphasis primary actions. 4. Add morphing transitions where animated insertion/removal occurs.
3. Review existing Liquid Glass usage
Trace each effect through content/control ownership, layout order, container scope, interactivity, transitions, availability, accessibility settings, and fallback. Restore the same UI fixture and rerun the checklist after each correction.
Core API Summary
glassEffect(_:in:)
Applies Liquid Glass behind a view. Default: `.regular` variant in a `Capsule` shape.
nonisolated func glassEffect(
_ glass: Glass = .regular,
in shape: some Shape = DefaultGlassEffectShape()
) -> some ViewGlass struct
| Property / Method | Purpose | |---|---| | `.regular` | Standard glass material | | `.clear` | Clear variant; add dimming/contrast treatment when legibility needs it | | `.identity` | No visual effect (pass-through) | | `.tint(_:)` | Add a color tint for prominence | | `.interactive(_:)` | React to touch and pointer interactions |
Chain them: `.regular.tint(.blue).interactive()`
GlassEffectContainer
Wraps multiple glass views for shared rendering, blending, and morphing.
GlassEffectContainer(spacing: 24) {
// child views with .glassEffect()
}The `spacing` controls when nearby glass shapes begin to blend. Match or exceed the interior layout spacing so shapes merge during animated transitions but remain separate at rest.
Morphing & Transitions
| Modifier | Purpose | |---|---| | `glassEffectID(_:in:)` | Stable identity for morphing during view hierarchy changes | | `glassEffectUnion(id:namespace:)` | Merge multiple views into one glass shape | | `glassEffectTransition(_:)` | Control how glass appears/disappears |
Transition decision: use `.matchedGeometry` for nearby effects inside the container's spacing; use `.materialize` for distant insertion/removal or when no geometry match should occur; use `.identity` only when no transition animation is wanted.
Button Styles
Button("Action") { }
.buttonStyle(.glass) // standard glass button
Button("Primary") { }
.buttonStyle(.glassProminent) // prominent glass button
Button("Media") { }
.buttonStyle(.glass(.clear)) // configurable variant; verify contrastRelated iOS 26 APIs
| API | Use | |---|---| | `scrollEdgeEffectStyle` | Configure a scroll boundary's visual treatment. | | `backgroundExtensionEffect` | Extend one background under safe-area edges with mirrored blur. | | `ToolbarSpacer` | Create a visual break between toolbar items. |
See the corresponding sections in [references/liquid-glass.md](references/liquid-glass.md) for signatures and examples.
Code Examples
Glass button with availability gate
if #available(iOS 26, *) {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.glass)
} else {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.bordered)
}Grouped glass shapes in a container
let symbols = ["pencil", "eraser.fill", "lasso"]
GlassEffectContainer(spacing: 24) {
HStack(spacing: 24) {
ForEach(symbols, id: \.self) { symbol in
Image(systemName: symbol)
.frame(width: 56, height: 56)
.glassEffect()
}
}
}Nearby morphing transition
@State private var isExpanded = false @Namespace private var ns var body: some Vi
86 agent skills optimized for iOS 26+ development with Swift 6.3 and modern Apple frameworks.
Repo: dpearson2699/swift-ios-skills
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