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.
Best use case
liquid-glass is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
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.
Teams using liquid-glass should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
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 | Not specified | 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.
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
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