/sf-symbols
SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols,
$ npx -y skills add rshankras/claude-code-apple-skills --skill sf-symbols --agent claude-codeHow it fires
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/sf-symbols
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SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols,
SKILL.md
sf-symbols.SKILL.mdname: sf-symbols
description: SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols, animating symbol state changes, or rendering values as symbols.
allowed-tools: [Read, Write, Edit, Glob, Grep]
last_verified: 2026-07-16
review_by: 2027-06-22
SF Symbols
Over 7,000 system symbols with free platform consistency, Dynamic Type alignment, and accessibility — the default answer to "we need an icon." This skill covers using them well, authoring custom ones that behave like system ones, and the animation vocabulary. (Animation *implementation patterns* live in `design/animation-patterns` → symbol-effects.md; this skill owns selection, authoring, and rendering.)
When This Skill Activates
- Choosing icons for tabs, toolbars, buttons, widgets ("should this be an SF Symbol?" — usually yes)
- A needed glyph doesn't exist → authoring a custom symbol
- Rendering a changing value (signal, progress, volume) as a symbol
- Symbol state changes that should animate (mute/unmute, play/pause)
Using system symbols
- Prefer symbols over custom art for tab/toolbar icons — recognizability across the platform
for free, and they scale with text styles (`imageScale`, weights match adjacent text).
- Keep platform-conventional symbols conventional: share, trash, search mean one thing each.
- **Rendering modes**: Monochrome · Hierarchical (one color, opacity-derived depth) ·
Palette (2–3 explicit colors) · Multicolor (intrinsic colors). Pick per context — hierarchical shines in toolbars; multicolor in content.
- **Gradients** (SF Symbols 7-era): a smooth linear gradient generated from one source color,
available in all rendering modes — use where depth helps, keep flat in dense UI.
- **Variable value**: pass `variableValue` (0–1) to render magnitude — signal bars, progress.
Thresholds distribute evenly; 0% is the only "empty" state (a symbol reads "full" before 100%). **Variable Draw** (SF Symbols 7) renders the path at a percentage instead of activating layers — an alternative for progress/temperature; a symbol can carry both but renders one.
Animation vocabulary
Presets: **Bounce · Pulse · Variable Color · Scale · Appear · Disappear · Replace · Draw On/Off** (SF Symbols 7). Behavior classes: discrete (one-off), indefinite (until removed — always pair with removal logic), transition, content transition.
- Swap symbol states with `.contentTransition(.symbolEffect(.replace))` — and prefer **Magic
Replace** (preserves matching enclosures, uses Draw Off/On where supported) for state pairs like mute/unmute.
- Draw On/Off playback: By Layer (default) · Whole Symbol · Individually. Symbols define their
own drawing direction (wind draws left→right; symmetric symbols from center).
- Effects propagate down the view hierarchy — `.symbolEffectsRemoved()` blocks them on subviews.
- Full API patterns (SwiftUI `symbolEffect`, UIKit `addSymbolEffect`) in
`design/animation-patterns/symbol-effects.md`.
Authoring custom symbols
The workflow that makes a custom glyph behave like a system one:
1. **Start from the closest system symbol** (prefer an unfilled base) — SF Symbols app → Export Template. Never draw from a blank canvas. 2. **Draw three sources**: Ultralight-Small, Regular-Small, Black-Small — the system interpolates all **27 variants** (9 weights × 3 scales) from them. Get Regular-Small right first, then copy its paths and only *move* points — all sources must keep the **same number and order of paths and points** (move, never add/remove). 3. **Outline everything**: convert live strokes to outlined paths once the design settles; no open paths (can't fill), no gradients or drop shadows baked in (they break multicolor/ hierarchical rendering) — flat fills only. 4. **Annotate with unified annotation**: layers in explicit z-order; system colors for multicolor (they adapt to dark mode/contrast); primary→tertiary groups drive hierarchical and palette modes; `Erase` punches shapes out of layers behind; `Hidden` excludes a layer from a mode. For **variable color**, z-order = activation order (first-to-fill at bottom). 5. **Draw guide points** (SF Symbols 7 templates) for Draw On/Off: every path needs a start (open circle) and end (closed circle); corners marked with diamonds; annotate the Regular weight first (the only weight where guide points can be added/removed) and keep guide-point order identical across weights. 6. **Export the current template version** for Xcode. Legacy note: 2.0 templates are monochrome-only (needed only for very old deployment targets); 3.0+ carries all rendering modes; 4.0+ carries variable color.
❌ Common failures: baking effects into art (breaks rendering modes) · mismatched path counts across sources (kills interpolation) · re-ordering paths after annotation (forces re-annotation) · shipping a filled base variant as the only variant.
Output Format
For icon reviews: `Location | Current | Symbol exists? (name) | Mode/config | Action`. For custom-symbol requests: the 6-step authoring checklist above with per-step status.
References
- https://developer.apple.com/sf-symbols/ (the SF Symbols app)
- https://developer.apple.com/videos/play/wwdc2025/337/ (What's new in SF Symbols 7)
- https://developer.apple.com/videos/play/wwdc2021/10250/ (Create custom symbols)
- https://developer.apple.com/videos/play/wwdc2023/10258/ (Animate symbols)
- https://developer.apple.com/videos/play/wwdc2022/10158/ (Variable Color)
- https://developer.apple.com/design/human-interface-guidelines/sf-symbols
- Related skills: `design/animation-patterns` (symbol-effects implementation), `design/typography` (SF font pairing), `generators/app-icon-generator` (app icons are NOT symbols)
Read more
name: sf-symbols description: SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols, animating symbol state changes, or rendering values as symbols. allowed-tools: [Read, Write, Edit, Glob, Grep] last_verified: 2026-07-16 review_by: 2027-06-22
SF Symbols
Over 7,000 system symbols with free platform consistency, Dynamic Type alignment, and accessibility — the default answer to "we need an icon." This skill covers using them well, authoring custom ones that behave like system ones, and the animation vocabulary. (Animation *implementation patterns* live in `design/animation-patterns` → symbol-effects.md; this skill owns selection, authoring, and rendering.)
When This Skill Activates
- Choosing icons for tabs, toolbars, buttons, widgets ("should this be an SF Symbol?" — usually yes)
- A needed glyph doesn't exist → authoring a custom symbol
- Rendering a changing value (signal, progress, volume) as a symbol
- Symbol state changes that should animate (mute/unmute, play/pause)
Using system symbols
- Prefer symbols over custom art for tab/toolbar icons — recognizability across the platform
for free, and they scale with text styles (`imageScale`, weights match adjacent text).
- Keep platform-conventional symbols conventional: share, trash, search mean one thing each.
- **Rendering modes**: Monochrome · Hierarchical (one color, opacity-derived depth) ·
Palette (2–3 explicit colors) · Multicolor (intrinsic colors). Pick per context — hierarchical shines in toolbars; multicolor in content.
- **Gradients** (SF Symbols 7-era): a smooth linear gradient generated from one source color,
available in all rendering modes — use where depth helps, keep flat in dense UI.
- **Variable value**: pass `variableValue` (0–1) to render magnitude — signal bars, progress.
Thresholds distribute evenly; 0% is the only "empty" state (a symbol reads "full" before 100%). **Variable Draw** (SF Symbols 7) renders the path at a percentage instead of activating layers — an alternative for progress/temperature; a symbol can carry both but renders one.
Animation vocabulary
Presets: **Bounce · Pulse · Variable Color · Scale · Appear · Disappear · Replace · Draw On/Off** (SF Symbols 7). Behavior classes: discrete (one-off), indefinite (until removed — always pair with removal logic), transition, content transition.
- Swap symbol states with `.contentTransition(.symbolEffect(.replace))` — and prefer **Magic
Replace** (preserves matching enclosures, uses Draw Off/On where supported) for state pairs like mute/unmute.
- Draw On/Off playback: By Layer (default) · Whole Symbol · Individually. Symbols define their
own drawing direction (wind draws left→right; symmetric symbols from center).
- Effects propagate down the view hierarchy — `.symbolEffectsRemoved()` blocks them on subviews.
- Full API patterns (SwiftUI `symbolEffect`, UIKit `addSymbolEffect`) in
`design/animation-patterns/symbol-effects.md`.
Authoring custom symbols
The workflow that makes a custom glyph behave like a system one:
1. **Start from the closest system symbol** (prefer an unfilled base) — SF Symbols app → Export Template. Never draw from a blank canvas. 2. **Draw three sources**: Ultralight-Small, Regular-Small, Black-Small — the system interpolates all **27 variants** (9 weights × 3 scales) from them. Get Regular-Small right first, then copy its paths and only *move* points — all sources must keep the **same number and order of paths and points** (move, never add/remove). 3. **Outline everything**: convert live strokes to outlined paths once the design settles; no open paths (can't fill), no gradients or drop shadows baked in (they break multicolor/ hierarchical rendering) — flat fills only. 4. **Annotate with unified annotation**: layers in explicit z-order; system colors for multicolor (they adapt to dark mode/contrast); primary→tertiary groups drive hierarchical and palette modes; `Erase` punches shapes out of layers behind; `Hidden` excludes a layer from a mode. For **variable color**, z-order = activation order (first-to-fill at bottom). 5. **Draw guide points** (SF Symbols 7 templates) for Draw On/Off: every path needs a start (open circle) and end (closed circle); corners marked with diamonds; annotate the Regular weight first (the only weight where guide points can be added/removed) and keep guide-point order identical across weights. 6. **Export the current template version** for Xcode. Legacy note: 2.0 templates are monochrome-only (needed only for very old deployment targets); 3.0+ carries all rendering modes; 4.0+ carries variable color.
❌ Common failures: baking effects into art (breaks rendering modes) · mismatched path counts across sources (kills interpolation) · re-ordering paths after annotation (forces re-annotation) · shipping a filled base variant as the only variant.
Output Format
For icon reviews: `Location | Current | Symbol exists? (name) | Mode/config | Action`. For custom-symbol requests: the 6-step authoring checklist above with per-step status.
References
- https://developer.apple.com/sf-symbols/ (the SF Symbols app)
- https://developer.apple.com/videos/play/wwdc2025/337/ (What's new in SF Symbols 7)
- https://developer.apple.com/videos/play/wwdc2021/10250/ (Create custom symbols)
- https://developer.apple.com/videos/play/wwdc2023/10258/ (Animate symbols)
- https://developer.apple.com/videos/play/wwdc2022/10158/ (Variable Color)
- https://developer.apple.com/design/human-interface-guidelines/sf-symbols
- Related skills: `design/animation-patterns` (symbol-effects implementation), `design/typography` (SF font pairing), `generators/app-icon-generator` (app icons are NOT symbols)
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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