multiAI Summary Pending
liquid-glass
Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in SwiftUI UI, refactor to Liquid Glass, or review Liquid Glass usage.
231 stars
Installation
Claude Code / Cursor / Codex
$curl -o ~/.claude/skills/liquid-glass/SKILL.md --create-dirs "https://raw.githubusercontent.com/aiskillstore/marketplace/main/skills/patrickserrano/liquid-glass/SKILL.md"
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/liquid-glass/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How liquid-glass Compares
| Feature / Agent | liquid-glass | Standard Approach |
|---|---|---|
| Platform Support | multi | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in SwiftUI UI, refactor to Liquid Glass, or review Liquid Glass usage.
Which AI agents support this skill?
This skill is compatible with multi.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# SwiftUI Liquid Glass
## Overview
Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.
## Workflow Decision Tree
### 1) Review an existing feature
- Inspect where Liquid Glass should/shouldn't be used
- Verify correct modifier order, shape usage, container placement
- Check for iOS 26+ availability handling and fallbacks
### 2) Improve a feature using Liquid Glass
- Identify target components (surfaces, chips, buttons, cards)
- Refactor to use `GlassEffectContainer` for multiple glass elements
- Add interactive glass only for tappable/focusable elements
### 3) Implement a new feature using Liquid Glass
- Design glass surfaces and interactions first (shape, prominence, grouping)
- Add glass modifiers after layout/appearance modifiers
- Add morphing transitions only when 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
- Gate with `#available(iOS 26, *)` and provide 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 feature
## Implementation Checklist
- [ ] Define target elements and desired glass prominence
- [ ] Wrap grouped glass elements in `GlassEffectContainer` with 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 for earlier iOS versions
## Quick Snippets
### Basic Glass Effect with Fallback
```swift
if #available(iOS 26, *) {
Text("Hello")
.padding()
.glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
Text("Hello")
.padding()
.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
```
### Multiple Glass Elements
```swift
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()
}
}
```
### Glass Buttons
```swift
Button("Confirm") { }
.buttonStyle(.glassProminent)
Button("Cancel") { }
.buttonStyle(.glass)
```
### Morphing Transitions
```swift
@State private var isExpanded = false
@Namespace private var namespace
GlassEffectContainer(spacing: 40) {
HStack(spacing: 40) {
Image(systemName: "pencil")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("pencil", in: namespace)
if isExpanded {
Image(systemName: "eraser")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("eraser", in: namespace)
}
}
}
Button("Toggle") {
withAnimation {
isExpanded.toggle()
}
}
.buttonStyle(.glass)
```
### Customizing Glass
```swift
Text("Tinted Glass")
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .capsule)
```
### Uniting Glass Effects
```swift
@Namespace private var namespace
GlassEffectContainer(spacing: 20) {
HStack(spacing: 20) {
ForEach(items.indices, id: \.self) { index in
ItemView(item: items[index])
.glassEffect()
.glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace)
}
}
}
```
## Shape Options
- `.capsule` (default)
- `.rect(cornerRadius: CGFloat)`
- `.circle`
## Best Practices
1. **Container Usage**: Always use `GlassEffectContainer` for multiple glass views
2. **Modifier Order**: Apply `.glassEffect()` after appearance modifiers
3. **Spacing**: Choose spacing values carefully to control effect merging
4. **Animation**: Use animations when changing view hierarchies for smooth morphing
5. **Interactivity**: Add `.interactive()` only to touchable elements
6. **Consistency**: Maintain consistent shapes and styles across your app