liquid-glass-ios
Apple's Liquid Glass design system for iOS 26+ and iPadOS 26+. Use when building iOS 26+ UI with glassEffect, implementing GlassEffectContainer, working with glass morphing transitions, or migrating from UIKit to SwiftUI glass APIs.
Best use case
liquid-glass-ios is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Apple's Liquid Glass design system for iOS 26+ and iPadOS 26+. Use when building iOS 26+ UI with glassEffect, implementing GlassEffectContainer, working with glass morphing transitions, or migrating from UIKit to SwiftUI glass APIs.
Teams using liquid-glass-ios 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-ios/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How liquid-glass-ios Compares
| Feature / Agent | liquid-glass-ios | 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?
Apple's Liquid Glass design system for iOS 26+ and iPadOS 26+. Use when building iOS 26+ UI with glassEffect, implementing GlassEffectContainer, working with glass morphing transitions, or migrating from UIKit to SwiftUI glass APIs.
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
# Liquid Glass Design for iOS Implementation patterns for Apple's Liquid Glass design system in iOS 26+ and iPadOS 26+, covering SwiftUI glassEffect APIs and UIKit NSGlassEffectView integration. ## Overview Liquid Glass is Apple's next-generation frosted glass design pattern for iOS 26 and iPadOS 26+. It provides visual hierarchy, depth, and interactive feedback through translucent glass layers with tint and blur effects. Use glassEffect to create adaptive, accessible glass overlays that enhance UI without sacrificing readability. ## Rules See [rules index](rules/_sections.md) for detailed patterns covering: - Glass effect usage and proper layer placement - Accessibility with glass effects (contrast, readability, reduced transparency) - Fallback patterns for pre-iOS 26 versions - Performance optimization for glass rendering - Color and tint management ## References See [references/liquid-glass.md](references/liquid-glass.md) for comprehensive guidance organized by: - **Platform & Availability** - iOS 26+ version checking and fallbacks - **Navigation & UI Layer** - Proper layer placement for glass effects - **Variants & Styling** - Glass variants (regular, thin, clear) and color usage - **Container & Multi-Element Management** - GlassEffectContainer patterns and spacing - **Morphing & Animations** - Transition effects and identity management - **Performance & Limits** - Element constraints and optimization - **Accessibility** - VoiceOver and reduced transparency support - **UIKit Integration** - NSGlassEffectView patterns - **Framework Interoperability** - SwiftUI and UIKit mixing constraints ## Examples ### Positive Trigger User: "Implement iOS 26 glassEffect navigation with proper fallbacks." Expected behavior: Use `liquid-glass-ios` guidance, follow its workflow, and return actionable output. ### Non-Trigger User: "Implement Android Compose Material 3 bottom navigation." Expected behavior: Do not prioritize `liquid-glass-ios`; choose a more relevant skill or proceed without it. ## Troubleshooting ### Glass effect not showing on older iOS versions - Error: Glass effect does not render on iOS 24 and earlier devices. - Cause: glassEffect modifier requires iOS 26+; fallback pattern not implemented. - Solution: Use `@available(iOS 26, *)` or `if #available(iOS 26, *)` to check version before applying glass; provide solid color fallback for earlier versions. ### Accessibility: reduced transparency ignored - Error: Glass effect renders with full transparency even when reduced transparency is enabled in Settings. - Cause: Glass effect modifier not checking `accessibilityReduceTransparency` environment value. - Solution: Use `@Environment(\.accessibilityReduceTransparency)` to detect setting; switch to solid overlay when true. ### Glass effect performance degradation - Error: Frame rate drops or jank when scrolling list with multiple glass effect views. - Cause: Excessive glass rendering overhead; too many simultaneous glass layers. - Solution: Limit glass effects to 2-3 per screen; use `shouldRasterize` for static glass containers; benchmark with Instruments (Core Animation). ### Guidance Conflicts With Another Skill - Error: Instructions from multiple skills conflict in one task. - Cause: Overlapping scope across loaded skills. - Solution: State which skill is authoritative for the current step and apply that workflow first. ### Output Is Too Generic - Error: Result lacks concrete, actionable detail. - Cause: Task input omitted context, constraints, or target format. - Solution: Add specific constraints (environment, scope, format, success criteria) and rerun. ## Workflow 1. **Identify scope** — Confirm the request matches `liquid-glass-ios` (iOS 26+ UI, glassEffect, glass morphing, or UIKit glass migration). 2. **Check platform** — Determine iOS version target and whether fallback patterns are needed for iOS 24-25. 3. **Review rules** — Consult [rules/](rules/) for glass usage patterns, accessibility, performance, and color/tint management. 4. **Reference guidance** — Use [references/liquid-glass.md](references/liquid-glass.md) for layer placement, GlassEffectContainer patterns, and animation strategies. 5. **Apply and validate** — Implement glass effects, check accessibility (reduced transparency), test on device with Instruments, and verify frame rate stability. 6. **Validate output** — Ensure glass layers respect safe areas, accessibility settings, and performance budgets; refine once if needed.