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/swiftui-liquid-glass

SwiftUI Liquid Glass: implement, adopt, refactor, review correctness/perf/design.

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agent-scripts
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$ npx -y skills add steipete/agent-scripts --skill swiftui-liquid-glass --agent claude-code

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  • 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-liquid-glass

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SwiftUI Liquid Glass: implement, adopt, refactor, review correctness/perf/design.

SKILL.md

swiftui-liquid-glass.SKILL.md
name: swiftui-liquid-glass
description: "SwiftUI Liquid Glass: implement, adopt, refactor, review correctness/perf/design."

SwiftUI Liquid Glass

_Attribution: copied from @Dimillian’s `Dimillian/Skills` (2025-12-31)._

Overview

Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (`glassEffect`, `GlassEffectContainer`, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.

Workflow Decision Tree

Choose the path that matches the request:

1) Review an existing feature

  • Inspect where Liquid Glass should be used and where it should not.
  • Verify correct modifier order, shape usage, and container placement.
  • Check for iOS 26+ availability handling and sensible fallbacks.

2) Improve a feature using Liquid Glass

  • Identify target components for glass treatment (surfaces, chips, buttons, cards).
  • Refactor to use `GlassEffectContainer` where multiple glass elements appear.
  • Introduce interactive glass only for tappable or focusable elements.

3) Implement a new feature using Liquid Glass

  • Design the glass surfaces and interactions first (shape, prominence, grouping).
  • Add glass modifiers after layout/appearance modifiers.
  • Add morphing transitions only when the view hierarchy changes with animation.

Core Guidelines

  • Prefer native Liquid Glass APIs over custom blurs.
  • Use `GlassEffectContainer` when multiple glass elements coexist.
  • Apply `.glassEffect(...)` after layout and visual modifiers.
  • Use `.interactive()` for elements that respond to touch/pointer.
  • Keep shapes consistent across related elements for a cohesive look.
  • Gate with `#available(iOS 26, *)` and provide a non-glass fallback.

Review Checklist

  • **Availability**: `#available(iOS 26, *)` present with fallback UI.
  • **Composition**: Multiple glass views wrapped in `GlassEffectContainer`.
  • **Modifier order**: `glassEffect` applied after layout/appearance modifiers.
  • **Interactivity**: `interactive()` only where user interaction exists.
  • **Transitions**: `glassEffectID` used with `@Namespace` for morphing.
  • **Consistency**: Shapes, tinting, and spacing align across the feature.

Implementation Checklist

  • Define target elements and desired glass prominence.
  • Wrap grouped glass elements in `GlassEffectContainer` and tune spacing.
  • Use `.glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...))` as needed.
  • Use `.buttonStyle(.glass)` / `.buttonStyle(.glassProminent)` for actions.
  • Add morphing transitions with `glassEffectID` when hierarchy changes.
  • Provide fallback materials and visuals for earlier iOS versions.

Quick Snippets

Use these patterns directly and tailor shapes/tints/spacing.

if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        Image(systemName: "scribble.variable")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
        Image(systemName: "eraser.fill")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
    }
}
Button("Confirm") { }
    .buttonStyle(.glassProminent)

Resources

  • Reference guide: `references/liquid-glass.md`
  • Prefer Apple docs for up-to-date API details.
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