dpearson2699/swiftui-liquid-glass
Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design.
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-liquid-glass
Liquid Glass is the dynamic translucent material introduced across Apple platforms
26. Standard SwiftUI bars and presentations adopt it automatically when built with
the current SDK. Reserve custom glass for functional controls and navigation surfaces,
not general content backgrounds.
See references/liquid-glass.md for the full API reference with additional examples.
Choose the path that matches the request:
GlassEffectContainer..glassEffect() after layout and appearance modifiers..interactive() only to tappable/focusable elements.glassEffectID(_:in:) where the view hierarchychanges with animation. Put glassEffectTransition(_:) on the inserted or
removed glass child, not on the always-present container, and choose the style
using Morphing & Transitions.
if #available(iOS 26, *) and provide a fallback for earlier versions..glassEffect().GlassEffectContainer for blending and performance..buttonStyle(.glass), .buttonStyle(.glassProminent), or configurable styles such as .buttonStyle(.glass(.clear)). Use .glass(_:) when the button needs a specific tint or variant; reserve .glassProminent for high-emphasis primary actions.Trace each effect through content/control ownership, layout order, container scope, interactivity, transitions, availability, accessibility settings, and fallback. Restore the same UI fixture and rerun the checklist after each correction.
Applies Liquid Glass behind a view. Default: .regular variant in a Capsule shape.
nonisolated func glassEffect(
_ glass: Glass = .regular,
in shape: some Shape = DefaultGlassEffectShape()
) -> some View
| Property / Method | Purpose |
|---|---|
| .regular | Standard glass material |
| .clear | Clear variant; add dimming/contrast treatment when legibility needs it |
| .identity | No visual effect (pass-through) |
| .tint(_:) | Add a color tint for prominence |
| .interactive(_:) | React to touch and pointer interactions |
Chain them: .regular.tint(.blue).interactive()
Wraps multiple glass views for shared rendering, blending, and morphing.
GlassEffectContainer(spacing: 24) {
// child views with .glassEffect()
}
The spacing controls when nearby glass shapes begin to blend. Match or exceed
the interior layout spacing so shapes merge during animated transitions but remain
separate at rest.
| Modifier | Purpose |
|---|---|
| glassEffectID(_:in:) | Stable identity for morphing during view hierarchy changes |
| glassEffectUnion(id:namespace:) | Merge multiple views into one glass shape |
| glassEffectTransition(_:) | Control how glass appears/disappears |
Transition decision: use .matchedGeometry for nearby effects inside the container's
spacing; use .materialize for distant insertion/removal or when no geometry match
should occur; use .identity only when no transition animation is wanted.
Button("Action") { }
.buttonStyle(.glass) // standard glass button
Button("Primary") { }
.buttonStyle(.glassProminent) // prominent glass button
Button("Media") { }
.buttonStyle(.glass(.clear)) // configurable variant; verify contrast
| API | Use |
|---|---|
| scrollEdgeEffectStyle | Configure a scroll boundary's visual treatment. |
| backgroundExtensionEffect | Extend one background under safe-area edges with mirrored blur. |
| ToolbarSpacer | Create a visual break between toolbar items. |
See the corresponding sections in
references/liquid-glass.md for signatures and examples.
if #available(iOS 26, *) {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.glass)
} else {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.bordered)
}
let symbols = ["pencil", "eraser.fill", "lasso"]
GlassEffectContainer(spacing: 24) {
HStack(spacing: 24) {
ForEach(symbols, id: \.self) { symbol in
Image(systemName: symbol)
.frame(width: 56, height: 56)
.glassEffect()
}
}
}
@State private var isExpanded = false
@Namespace private var ns
var body: some View {
GlassEffectContainer(spacing: 40) {
HStack(spacing: 40) {
Image(systemName: "pencil")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("pencil", in: ns)
if isExpanded {
Image(systemName: "eraser.fill")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("eraser", in: ns)
.glassEffectTransition(.matchedGeometry)
}
}
}
Button("Toggle") {
withAnimation { isExpanded.toggle() }
}
.buttonStyle(.glass)
}
@Namespace private var ns
GlassEffectContainer(spacing: 20) {
HStack(spacing: 20) {
ForEach(items.indices, id: \.self) { i in
Image(systemName: items[i])
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectUnion(id: i < 2 ? "group1" : "group2", namespace: ns)
}
}
}
struct GlassIconControl: View {
let icon: String
let tint: Color
let action: () -> Void
var body: some View {
Button(action: action) {
Image(systemName: icon)
.font(.title2)
.padding()
}
.buttonStyle(.glass(.regular.tint(tint)))
}
}
if #available(iOS 26, *) {
ZStack {
Capsule()
.fill(.black.opacity(0.28))
Button {
playRecap()
} label: {
Label("Play", systemImage: "play.fill")
.font(.headline)
.padding(.horizontal, 8)
}
.buttonStyle(.glass(.clear))
}
.fixedSize()
} else {
Button("Play", systemImage: "play.fill") { playRecap() }
.buttonStyle(.borderedProminent)
}
Use clear glass only when the background still leaves labels and symbols readable.
On bright or busy backgrounds, add a subtle dimming layer or choose a more opaque
button style.
VStack(spacing: 8) {
Text("24")
.font(.headline.monospacedDigit())
.accessibilityLabel("24 options expiring")
Text("Options Expiring")
.font(.subheadline)
.foregroundStyle(.secondary)
}
// Keep read-only status out of toolbar control slots and do not add .interactive().
| Mistake | Fix |
|---|---|
| Glass decorates static content | Keep it in the controls/navigation layer. |
| Read-only status uses .interactive() or an action slot | Present status as content, or make the whole badge one real accessible action. |
| Related effects use nested containers | Use one GlassEffectContainer per related blending/morphing group. |
| .glassEffect() precedes padding/frame/style | Apply layout and appearance first, then glass. |
| Custom effects assume default accessibility settings | Test Reduce Transparency, Reduce Motion, contrast, and legibility. |
| No pre-iOS 26 path | Gate the effect and preserve a functional fallback. |
if #available(iOS 26, *) present with fallback UI.GlassEffectContainer..glassEffect() applied after layout/appearance modifiers..interactive() used only where user interaction exists.glassEffectID used with @Namespace for morphing animations..matchedGeometry for nearby effects; .materialize for distant ones, applied to the conditional glass child..glass, .glassProminent, or configurable .glass(_:) used for buttons; .glass(_:) is primary when a tint or clear variant is required.glassEffectID / glassEffectUnion are Sendable; MainActor-annotated Liquid Glass APIs stay in SwiftUI UI code.Take dpearson2699/swiftui-liquid-glass from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.