/liquid-glass
Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects.
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Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects.
SKILL.md
liquid-glass.SKILL.mdname: liquid-glass
description: Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects.
allowed-tools: [Read, Write, Edit, Glob, Grep, AskUserQuestion]
last_verified: 2026-07-16
review_by: 2027-06-22
os_version: iOS 27 / macOS 27
Liquid Glass Design
Implement Apple's Liquid Glass design language across all Apple UI frameworks. Covers SwiftUI (`.glassEffect()`), AppKit (`NSGlassEffectView`), UIKit (`UIGlassEffect` + `UIVisualEffectView`), and WidgetKit (rendering modes, accented content, glass elements in widgets).
When This Skill Activates
- User wants glass/blur effects on views
- User asks about Liquid Glass or modern Apple design
- User needs transparent, interactive UI elements
- User wants morphing transitions between views
- User is implementing glass effects in UIKit with `UIVisualEffectView`
- User needs `UIGlassEffect` or `UIGlassContainerEffect`
- User asks about scroll view edge effects in UIKit
- User wants Liquid Glass in widgets (WidgetKit)
- User needs to support accented rendering mode in widgets
- User asks about widget textures or mounting styles on visionOS
Design Rules (WWDC25)
Liquid Glass is the material of the **navigation layer** — bars, toolbars, floating controls — never the content layer (tables, lists, rows in a scroll view).
| Rule | Detail | |------|--------| | **Never glass on glass** | Don't stack glass. Elements sitting ON glass don't get the material again — style them with fills and vibrancy. | | **Two variants — never mix them** | **Regular** (default): works at any size, over anything, with adaptive legibility. **Clear**: only when ALL three hold — media-rich content underneath, a dimming layer is acceptable, and bold bright content sits above. Clear has no adaptive behaviors. One variant per interface. | | **Tint only primary actions** | "When every element is tinted, nothing stands out." | | **No steady-state intersections** | In resting layouts, content shouldn't sit half-under a glass element — reposition or scale the content instead. | | **Strip decorated bars** | Remove customized bar backgrounds and borders; build hierarchy through layout and grouping, not decoration. Never group a symbol with a text label in one toolbar group. Action sheets spring from their source element. |
**Scroll edge effects** keep floating elements separated from scrolling content: soft (gradual fade — the iOS default) vs hard (denser, with a dividing line — mostly macOS). One per view edge, and they're not decorative — don't add one where no floating UI elements exist.
**Shape system** — let containers do the math:
| Shape | Radius | Use | |-------|--------|-----| | Fixed | Constant | Standalone elements | | Capsule | Half the element height | Phone-scale controls — add extra margin from the screen edge | | Concentric | Parent radius minus padding | Nested containers (inner radii auto-calculate); iPad/Mac elements concentric with the window edge |
**Accessibility comes free at the system level**: Reduced Motion decreases lensing and elastic effects; Increased Contrast renders glass elements black/white with a contrasting border. (Lensing is how glass appears — it materializes by modulating how it bends light, and adaptive shadows flip small elements light/dark for legibility over any content.)
Quick Start (SwiftUI)
Basic Glass Effect
import SwiftUI
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Capsule shape by defaultCustom Shape
Text("Hello")
.padding()
.glassEffect(in: .rect(cornerRadius: 16))
// Available shapes:
// .capsule (default)
// .rect(cornerRadius: CGFloat)
// .rect(corner: .containerConcentric) — radius derived from the container, keeps nested shapes concentric
// .circleInteractive Glass
Button("Tap Me") {
// action
}
.padding()
.glassEffect(.regular.interactive())Tinted Glass
Text("Important")
.padding()
.glassEffect(.regular.tint(.blue))Glass Configuration Options
| Option | Description | Example | |--------|-------------|---------| | `.regular` | Standard glass effect | `.glassEffect(.regular)` | | `.tint(Color)` | Add color tint | `.glassEffect(.regular.tint(.orange))` | | `.interactive()` | Scale, bounce, and shimmer on touch/hover | `.glassEffect(.regular.interactive())` |
Multiple Glass Effects
GlassEffectContainer
When using multiple glass elements, wrap them in `GlassEffectContainer` for:
- Better rendering performance
- Proper blending between effects
- Morphing transitions
This is correctness, not just performance: glass can not sample other glass, so nearby glass elements must share ONE container to render and blend correctly.
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "star.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "heart.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
}
}**Spacing Parameter:**
- Controls when effects merge
- Smaller spacing = views must be closer to merge
- Larger spacing = effects merge at greater distances
Uniting Glass Effects
Combine views into a single glass effect using `glassEffectUnion`:
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {
HStack(spacing: 20.0) {
ForEach(items.indices, id: \.self) { index in
Image(systemName: items[index])
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectUnion(
id: index < 2 ? "group1" : "group2",
namespace: namespace
)
}
}
}Morphing Transitions
Create fluid morphing effects whe
Read more
name: liquid-glass description: Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects. allowed-tools: [Read, Write, Edit, Glob, Grep, AskUserQuestion] last_verified: 2026-07-16 review_by: 2027-06-22 os_version: iOS 27 / macOS 27
Liquid Glass Design
Implement Apple's Liquid Glass design language across all Apple UI frameworks. Covers SwiftUI (`.glassEffect()`), AppKit (`NSGlassEffectView`), UIKit (`UIGlassEffect` + `UIVisualEffectView`), and WidgetKit (rendering modes, accented content, glass elements in widgets).
When This Skill Activates
- User wants glass/blur effects on views
- User asks about Liquid Glass or modern Apple design
- User needs transparent, interactive UI elements
- User wants morphing transitions between views
- User is implementing glass effects in UIKit with `UIVisualEffectView`
- User needs `UIGlassEffect` or `UIGlassContainerEffect`
- User asks about scroll view edge effects in UIKit
- User wants Liquid Glass in widgets (WidgetKit)
- User needs to support accented rendering mode in widgets
- User asks about widget textures or mounting styles on visionOS
Design Rules (WWDC25)
Liquid Glass is the material of the **navigation layer** — bars, toolbars, floating controls — never the content layer (tables, lists, rows in a scroll view).
| Rule | Detail | |------|--------| | **Never glass on glass** | Don't stack glass. Elements sitting ON glass don't get the material again — style them with fills and vibrancy. | | **Two variants — never mix them** | **Regular** (default): works at any size, over anything, with adaptive legibility. **Clear**: only when ALL three hold — media-rich content underneath, a dimming layer is acceptable, and bold bright content sits above. Clear has no adaptive behaviors. One variant per interface. | | **Tint only primary actions** | "When every element is tinted, nothing stands out." | | **No steady-state intersections** | In resting layouts, content shouldn't sit half-under a glass element — reposition or scale the content instead. | | **Strip decorated bars** | Remove customized bar backgrounds and borders; build hierarchy through layout and grouping, not decoration. Never group a symbol with a text label in one toolbar group. Action sheets spring from their source element. |
**Scroll edge effects** keep floating elements separated from scrolling content: soft (gradual fade — the iOS default) vs hard (denser, with a dividing line — mostly macOS). One per view edge, and they're not decorative — don't add one where no floating UI elements exist.
**Shape system** — let containers do the math:
| Shape | Radius | Use | |-------|--------|-----| | Fixed | Constant | Standalone elements | | Capsule | Half the element height | Phone-scale controls — add extra margin from the screen edge | | Concentric | Parent radius minus padding | Nested containers (inner radii auto-calculate); iPad/Mac elements concentric with the window edge |
**Accessibility comes free at the system level**: Reduced Motion decreases lensing and elastic effects; Increased Contrast renders glass elements black/white with a contrasting border. (Lensing is how glass appears — it materializes by modulating how it bends light, and adaptive shadows flip small elements light/dark for legibility over any content.)
Quick Start (SwiftUI)
Basic Glass Effect
import SwiftUI
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Capsule shape by defaultCustom Shape
Text("Hello")
.padding()
.glassEffect(in: .rect(cornerRadius: 16))
// Available shapes:
// .capsule (default)
// .rect(cornerRadius: CGFloat)
// .rect(corner: .containerConcentric) — radius derived from the container, keeps nested shapes concentric
// .circleInteractive Glass
Button("Tap Me") {
// action
}
.padding()
.glassEffect(.regular.interactive())Tinted Glass
Text("Important")
.padding()
.glassEffect(.regular.tint(.blue))Glass Configuration Options
| Option | Description | Example | |--------|-------------|---------| | `.regular` | Standard glass effect | `.glassEffect(.regular)` | | `.tint(Color)` | Add color tint | `.glassEffect(.regular.tint(.orange))` | | `.interactive()` | Scale, bounce, and shimmer on touch/hover | `.glassEffect(.regular.interactive())` |
Multiple Glass Effects
GlassEffectContainer
When using multiple glass elements, wrap them in `GlassEffectContainer` for:
- Better rendering performance
- Proper blending between effects
- Morphing transitions
This is correctness, not just performance: glass can not sample other glass, so nearby glass elements must share ONE container to render and blend correctly.
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "star.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "heart.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
}
}**Spacing Parameter:**
- Controls when effects merge
- Smaller spacing = views must be closer to merge
- Larger spacing = effects merge at greater distances
Uniting Glass Effects
Combine views into a single glass effect using `glassEffectUnion`:
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {
HStack(spacing: 20.0) {
ForEach(items.indices, id: \.self) { index in
Image(systemName: items[index])
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectUnion(
id: index < 2 ? "group1" : "group2",
namespace: namespace
)
}
}
}Morphing Transitions
Create fluid morphing effects whe
A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.
Repo: rshankras/claude-code-apple-skills
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