coordinate-external-ag…
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Design, implement, review, and validate SwiftUI Liquid Glass interfaces across iOS and macOS. Use when choosing native glass effects, grouped glass surfaces, glass button styles, morphing transitions, availability fallbacks, or removing conflicting custom chrome.
$ npx -y skills add gaelic-ghost/socket --skill swiftui-liquid-glass --agent claude-codeHow it fires
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/swiftui-liquid-glassContext preview
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Design, implement, review, and validate SwiftUI Liquid Glass interfaces across iOS and macOS. Use when choosing native glass effects, grouped glass surfaces, glass button styles, morphing transitions, availability fallbacks, or removing conflicting custom chrome.
name: swiftui-liquid-glass description: Design, implement, review, and validate SwiftUI Liquid Glass interfaces across iOS and macOS. Use when choosing native glass effects, grouped glass surfaces, glass button styles, morphing transitions, availability fallbacks, or removing conflicting custom chrome.
Use the platform's native glass system deliberately rather than reproducing it with custom blur, opaque fills, or ad hoc material layers. Liquid Glass is a visual-system contract: this workflow owns where it belongs, how related surfaces group, and how earlier systems retain a clear fallback; it does not own a feature's state or navigation architecture.
1. Apply the Apple docs gate through `explore-apple-swift-docs`. Confirm the current platform API, deployment target, and availability before selecting a glass treatment. 2. Inspect the existing hierarchy, materials, toolbars, controls, backgrounds, shapes, and interaction model. Identify the few semantic surfaces that need emphasis rather than applying glass to every container. 3. Classify the work: system-chrome cleanup, one glass surface, a related group of glass controls, interactive action, morphing transition, or cross-version fallback. 4. Read `references/glass-composition-and-fallbacks.md` for composition and availability patterns and `references/review-and-validation.md` for visual, accessibility, and performance review. 5. Prefer native controls, system materials, and standard toolbars before adding custom glass. Apply glass after the layout and visual modifiers that define the surface. 6. Use `GlassEffectContainer` only for genuinely related nearby glass elements. Keep shapes, spacing, and tint roles consistent; use interactive glass only for actual controls. 7. Use `glassEffectID` and a namespace only when the hierarchy changes and a morphing relationship makes the transition clearer. Do not introduce glass IDs as decorative animation noise. 8. Gate version-sensitive APIs and provide an intentional non-glass fallback that preserves hierarchy, affordance, contrast, and touch/keyboard access. 9. Read `references/os26-os27-beta-availability.md` before treating an OS 27 beta toolbar feature as a Liquid Glass API change. Core custom-glass APIs remain the OS 26 baseline; OS 27 beta toolbar composition features need their own availability gates and visual validation. 10. Validate in Light and Dark appearance, compact and regular windows where relevant, reduced-motion and accessibility settings, keyboard/pointer interaction, the oldest supported OS fallback, and OS 27 beta toolbar overflow/visibility behavior when used.
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