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Liquid Glass

openai/liquid-glass

Implement and review macOS SwiftUI Liquid Glass UI. Use when adopting system glass, removing conflicting custom chrome, or building glass surfaces.

2k tokens
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the whole folder, loaded on every use
2
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instructions only
0
copies elsewhere
how many repositories repackaged it
4915
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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/openai/plugins --skill liquid-glass

What comes with it

327 bytes besides the instruction
agents/openai.yaml

The instruction itself

11 sections, as written by the author

Liquid Glass

Overview

Use this skill to bring a macOS SwiftUI app into the modern macOS design system

with the least custom chrome possible. Start with standard app structure,

toolbars, search placement, sheets, and controls, then add custom Liquid Glass

only where the app needs a distinctive surface.

Prefer system-provided glass and adaptive materials over bespoke blur, opaque

backgrounds, or custom toolbar/sidebar skins. Audit existing UI for extra fills,

scrims, and clipping before adding more effects.

Workflow

  • Read the relevant scene or root view and identify the structural pattern:

NavigationSplitView, TabView, sheet presentation, detail/inspector

layout, toolbar, or custom floating controls.

  • Remove custom backgrounds or darkening layers behind system sheets,

sidebars, and toolbars unless the product explicitly needs them. These can

obscure Liquid Glass and interfere with the automatic scroll-edge effect.

  • Update standard SwiftUI structure and controls first.
  • Add custom glassEffect surfaces only for app-specific UI that standard

controls do not cover.

  • Validate that glass grouping, transitions, icon treatment, and foreground

activation are visually coherent and still usable with pointer and keyboard.

  • If the UI change also affects launch behavior for a SwiftPM GUI app, use

build-run-debug so the app runs as a foreground .app bundle rather

than as a raw executable.

App Structure

  • Prefer NavigationSplitView for hierarchy-driven macOS layouts. Let the

sidebar use the system Liquid Glass material instead of painting over it.

  • For hero artwork or large media adjacent to a floating sidebar, use

backgroundExtensionEffect so the visual can extend beyond the safe area

without clipping the subject.

  • Keep inspectors visually associated with the current selection and avoid

giving them a heavier custom background than the content they inspect.

  • If the app uses tabs, keep TabView for persistent top-level sections and

preserve each tab's local navigation state.

  • Do not force iPhone-only tab bar minimize/accessory behavior onto a Mac app.

On macOS, prefer a conventional top toolbar and native tab/search placement.

  • If a sheet already uses presentationBackground purely to imitate frosted

material, consider removing it and letting the system's new material render.

  • For sheet transitions that should visually originate from a toolbar button,

make the presenting item the source of a navigation zoom transition and mark

the sheet content as the destination.

Toolbars

  • Assume toolbar items are rendered on a floating Liquid Glass surface and are

grouped automatically.

  • Use ToolbarSpacer to communicate grouping:
  • fixed spacing to split related actions into a distinct group,
  • flexible spacing to push a leading action away from a trailing group.
  • Use sharedBackgroundVisibility when an item should stand alone without the

shared glass background, for example a profile/avatar item.

  • Add badge to toolbar item content for notification or status indicators.
  • Expect monochrome icon rendering in more toolbar contexts. Use tint only to

convey semantic meaning such as a primary action or alert state, not as pure

decoration.

  • If content underneath a toolbar has extra darkening, blur, or custom

background layers, remove them before judging the new automatic scroll-edge

effect.

  • For dense windows with many floating elements, tune the content's scroll-edge

treatment with scrollEdgeEffectStyle instead of building a custom bar

background.

  • For a search field that applies across a whole split-view hierarchy, attach

searchable to the NavigationSplitView, not to just one column.

  • When search is secondary and a compact affordance is better, use

searchToolbarBehavior instead of hand-rolling a toolbar button and a

separate field.

  • For a dedicated search page in a multi-tab app, assign the search role to one

tab and place searchable on the TabView.

  • Make most of the app's content discoverable from search when the field lives

in the top-trailing toolbar location.

  • On iPad and Mac, expect the dedicated search tab to show a centered field

above browsing suggestions rather than a bottom search bar.

Controls

  • Prefer standard SwiftUI controls before creating custom glass components.
  • Expect bordered buttons to default to a capsule shape at larger sizes. On

macOS, mini/small/medium controls preserve a rounded-rectangle shape for

denser layouts.

  • Use buttonBorderShape when a button shape needs to be explicit.
  • Use controlSize to preserve density in inspectors and popovers, and reserve

extra-large sizing for truly prominent actions.

  • Use the system glass and glass-prominent button styles for primary actions

instead of recreating a translucent button background by hand.

  • For sliders with discrete values, pass step to get automatic tick marks or

provide specific ticks in a ticks closure.

  • For sliders that should expand left and right around a baseline, set

neutralValue.

  • Use Label or standard control initializers for menu items so icons are

consistently placed on the leading edge across platforms.

  • For custom shapes that must align concentrically with a sheet, card, or

window corner, use a concentric rectangle shape with the

containerConcentric corner configuration instead of guessing a radius.

Custom Liquid Glass

  • Use glassEffect for custom glass surfaces. The default shape is capsule-like

and text foregrounds are automatically made vibrant and legible against

changing content underneath.

  • Pass an explicit shape to glassEffect when a capsule is not the right fit.
  • Add tint only when color carries meaning, such as a status or call to

action.

  • Use glassEffect(... .interactive()) for custom controls or containers with

interactive elements so they scale, bounce, and shimmer like system glass.

  • Wrap nearby custom glass elements in one GlassEffectContainer. This is a

visual correctness rule, not just organization: separate containers cannot

sample each other's glass and can produce inconsistent refraction.

  • Use glassEffectID with a local @Namespace when matching glass elements

should morph between collapsed and expanded states.

Review Checklist

  • Standard structures and controls were updated first before adding custom

glass.

  • Opaque backgrounds, dark scrims, and custom toolbar/sheet fills that fight the

system material were removed unless intentionally required.

  • searchable is attached at the correct container level for the intended

search scope.

  • Toolbar grouping uses ToolbarSpacer, sharedBackgroundVisibility, and

badge instead of one-off hand-built chrome.

  • Icon tint is semantic, not decorative.
  • Custom glass elements that sit near each other share a

GlassEffectContainer.

  • Morphing glass transitions use glassEffectID with a namespace and stable

identity.

  • Any SwiftPM GUI app used to test the result is launched as a .app bundle,

not as a raw executable.

Guardrails

  • Do not rebuild system sidebars, toolbars, sheets, or controls from scratch if

standard SwiftUI APIs already provide the modern macOS behavior.

  • Do not apply custom opaque backgrounds behind a NavigationSplitView

sidebar, system toolbar, or sheet just because an older version needed

one.

  • Do not scatter related glass elements across multiple

GlassEffectContainers.

  • Do not tint every icon or glass surface for visual variety alone.
  • Do not assume an iPhone tab/search behavior is the right answer on macOS.

Prefer desktop-native toolbar, split-view, and inspector placement.

  • Do not leave a GUI SwiftPM app launching as a bare executable when reviewing

Liquid Glass behavior; missing foreground activation can make a design bug

look like a rendering bug.

When To Use Other Skills

  • Use swiftui-patterns when the main question is scene architecture,

sidebar/detail layout, commands, or settings rather than Liquid Glass-specific

treatment.

  • Use view-refactor when the main issue is file structure, state

ownership, and extracting large views before design changes.

  • Use appkit-interop when the design requires window, panel, responder-chain,

or AppKit-only control behavior.

  • Use build-run-debug when you need to launch, verify, or inspect logs

for the app after the visual update.

How to use it

Copy the folder

Take openai/liquid-glass from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.