Skip to content
Skill Authoring
Skill

/swiftui-animation

This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and

From plugin
jamesrochabrun-skills
19424 skills
Install
$ npx -y skills add jamesrochabrun/skills --skill swiftui-animation --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-animation

Context preview

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

This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and

SKILL.md

swiftui-animation.SKILL.md
name: swiftui-animation
description: This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.

SwiftUI Animation Expert

Expert guidance for implementing advanced SwiftUI animations and Metal shader integration. Covers animation curves, springs, transitions, matched geometry effects, PhaseAnimator, KeyframeAnimator, and GPU-accelerated shader effects.

When to Use This Skill

  • Understanding motion design principles and when to use animation
  • Making animations accessible and platform-appropriate
  • Implementing animations in SwiftUI (springs, easing, keyframes)
  • Creating view transitions (fade, slide, scale, custom)
  • Building hero animations with matchedGeometryEffect
  • Adding GPU-accelerated effects with Metal shaders
  • Optimizing animation performance
  • Creating multi-phase orchestrated animations

Quick Reference

Animation Basics

// Explicit animation (preferred)
withAnimation(.spring(response: 0.4, dampingFraction: 0.75)) {
    isExpanded.toggle()
}

// iOS 17+ spring presets
withAnimation(.snappy) { ... }  // Fast, small bounce
withAnimation(.smooth) { ... }  // Gentle, no bounce
withAnimation(.bouncy) { ... }  // More bounce

Common Transitions

// Basic
.transition(.opacity)
.transition(.scale)
.transition(.slide)
.transition(.move(edge: .bottom))

// Combined
.transition(.move(edge: .trailing).combined(with: .opacity))

// Asymmetric
.transition(.asymmetric(
    insertion: .move(edge: .bottom),
    removal: .opacity
))

Matched Geometry Effect

@Namespace var namespace

// Source view
ThumbnailView()
    .matchedGeometryEffect(id: "hero", in: namespace)

// Destination view
DetailView()
    .matchedGeometryEffect(id: "hero", in: namespace)

Metal Shader Effects (iOS 17+)

// Color manipulation
.colorEffect(ShaderLibrary.invert())

// Pixel displacement
.distortionEffect(
    ShaderLibrary.wave(.float(time)),
    maxSampleOffset: CGSize(width: 20, height: 20)
)

// Full layer access
.layerEffect(ShaderLibrary.blur(.float(radius)), maxSampleOffset: .zero)

Reference Materials

Detailed documentation is available in `references/`:

  • **motion-guidelines.md** - HIG Motion design principles
  • Purpose-driven motion philosophy
  • Accessibility requirements
  • Platform-specific considerations (iOS, visionOS, watchOS)
  • Animation anti-patterns to avoid
  • **animations.md** - Complete animation API guide
  • Implicit vs explicit animations
  • Spring parameters and presets
  • Animation modifiers (speed, delay, repeat)
  • PhaseAnimator for multi-step sequences
  • KeyframeAnimator for property-specific timelines
  • Custom animatable properties
  • **transitions.md** - View transition guide
  • Built-in transitions (opacity, scale, slide, move)
  • Combined and asymmetric transitions
  • Matched geometry effect implementation
  • Hero animation patterns
  • Content transitions (iOS 17+)
  • Custom transition creation
  • **metal-shaders.md** - GPU shader integration
  • SwiftUI shader modifiers (colorEffect, distortionEffect, layerEffect)
  • Writing Metal shader functions
  • Embedding MTKView with UIViewRepresentable
  • Cross-platform Metal integration (iOS/macOS)
  • Performance considerations

Common Patterns

Expandable Card

struct ExpandableCard: View {
    @State private var isExpanded = false

    var body: some View {
        VStack {
            RoundedRectangle(cornerRadius: isExpanded ? 20 : 12)
                .fill(.blue)
                .frame(
                    width: isExpanded ? 300 : 150,
                    height: isExpanded ? 400 : 100
                )
        }
        .onTapGesture {
            withAnimation(.spring(response: 0.35, dampingFraction: 0.75)) {
                isExpanded.toggle()
            }
        }
    }
}

List Item Appearance

ForEach(Array(items.enumerated()), id: \.element.id) { index, item in
    ItemRow(item: item)
        .transition(.asymmetric(
            insertion: .move(edge: .trailing).combined(with: .opacity),
            removal: .move(edge: .leading).combined(with: .opacity)
        ))
        .animation(.spring().delay(Double(index) * 0.05), value: items)
}

Pulsing Indicator

Circle()
    .fill(.blue)
    .frame(width: 20, height: 20)
    .scaleEffect(isPulsing ? 1.2 : 1.0)
    .opacity(isPulsing ? 0.6 : 1.0)
    .onAppear {
        withAnimation(.easeInOut(duration: 1.0).repeatForever(autoreverses: true)) {
            isPulsing = true
        }
    }

Best Practices

1. **Motion should be purposeful** - Don't add animation for its own sake; support the experience without overshadowing it 2. **Make motion optional** - Supplement with haptics and audio; never use motion as the only way to communicate 3. **Aim for brevity** - Brief, precise animations feel lightweight and convey information effectively 4. **Prefer explicit animations** - Use `withAnimation` over `.animation()` modifier for clarity 5. **Use spring animations** - They feel more natural and iOS-native 6. **Start with `.spring(response: 0.35, dampingFraction: 0.8)`** - Good default for most interactions 7. **Keep animations under 400ms** - Longer feels sluggish 8. **Let people cancel motion** - Don't force users to wait for animations to complete 9. **Test on device** - Simulator animation timing differs 10. **Profile shader performance** - GPU time matters for complex effects

Troubleshooting

Animation not working

  • Ensure state change is wrapped in `withAnimation`
  • Check that the property is animatable
  • Verify the view is actually changing

Matched geometry jumps

  • Both views must use the same ID and namespace
  • Use explicit `withAnimation` when toggling
  • Check `zIndex`
Read more
Ships withjamesrochabrun-skills

A comprehensive plugin and marketplace for Claude Code containing 24 custom skills across engineering, Apple development, product management, design, content, trading, database, QA, educational, and AI architecture domains.

Get the whole plugin