Skills swiftui-liquid-glass
Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.
install
source · Clone the upstream repo
git clone https://github.com/Dimillian/Skills
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/Dimillian/Skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/swiftui-liquid-glass" ~/.claude/skills/dimillian-skills-swiftui-liquid-glass && rm -rf "$T"
manifest:
swiftui-liquid-glass/SKILL.mdsource content
SwiftUI Liquid Glass
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
where multiple glass elements appear.GlassEffectContainer - 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
when multiple glass elements coexist.GlassEffectContainer - Apply
after layout and visual modifiers..glassEffect(...) - Use
for elements that respond to touch/pointer..interactive() - Keep shapes consistent across related elements for a cohesive look.
- Gate with
and provide a non-glass fallback.#available(iOS 26, *)
Review Checklist
- Availability:
present with fallback UI.#available(iOS 26, *) - Composition: Multiple glass views wrapped in
.GlassEffectContainer - Modifier order:
applied after layout/appearance modifiers.glassEffect - Interactivity:
only where user interaction exists.interactive() - Transitions:
used withglassEffectID
for morphing.@Namespace - Consistency: Shapes, tinting, and spacing align across the feature.
Implementation Checklist
- Define target elements and desired glass prominence.
- Wrap grouped glass elements in
and tune spacing.GlassEffectContainer - Use
as needed..glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) - Use
/.buttonStyle(.glass)
for actions..buttonStyle(.glassProminent) - Add morphing transitions with
when hierarchy changes.glassEffectID - 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.