home / skills / derklinke / codex-config / ios-swiftui-liquid-glass

ios-swiftui-liquid-glass skill

/skills/ios-swiftui-liquid-glass

This skill helps you implement, review, or refactor SwiftUI views with iOS 26+ Liquid Glass for native, interactive, and performant UI.

npx playbooks add skill derklinke/codex-config --skill ios-swiftui-liquid-glass

Review the files below or copy the command above to add this skill to your agents.

Files (2)
SKILL.md
3.7 KB
---
name: swiftui-liquid-glass
description: Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.
---

# SwiftUI Liquid Glass

## Overview

Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (`glassEffect`, `GlassEffectContainer`, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.

## Workflow Decision Tree

Choose the path that matches the request:

### 1) Review an existing feature

- Inspect where Liquid Glass should be used and where it should not.
- Verify correct modifier order, shape usage, and container placement.
- Check for iOS 26+ availability handling and sensible fallbacks.

### 2) Improve a feature using Liquid Glass

- Identify target components for glass treatment (surfaces, chips, buttons, cards).
- Refactor to use `GlassEffectContainer` where multiple glass elements appear.
- Introduce interactive glass only for tappable or focusable elements.

### 3) Implement a new feature using Liquid Glass

- Design the glass surfaces and interactions first (shape, prominence, grouping).
- Add glass modifiers after layout/appearance modifiers.
- Add morphing transitions only when the 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 for a cohesive look.
- Gate with `#available(iOS 26, *)` and provide a 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 the feature.

## Implementation Checklist

- Define target elements and desired glass prominence.
- Wrap grouped glass elements in `GlassEffectContainer` and tune 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 and visuals for earlier iOS versions.

## Quick Snippets

Use these patterns directly and tailor shapes/tints/spacing.

```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))
}
```

```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()
    }
}
```

```swift
Button("Confirm") { }
    .buttonStyle(.glassProminent)
```

## Resources

- Reference guide: `references/liquid-glass.md`
- Prefer Apple docs for up-to-date API details.

Overview

This skill helps implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. It focuses on applying native glass APIs, maintaining performance, and following Apple design guidance. Use it to adopt Liquid Glass for new UI, refactor existing components, or audit correctness and consistency.

How this skill works

I inspect SwiftUI views to identify where Liquid Glass should be applied, where it should be avoided, and how to structure containers and modifiers for correct visuals and performance. I check availability gating, modifier order, and interactivity flags, and I recommend refactors that use GlassEffectContainer, glassEffect modifiers, and glass button styles. When implementing, I design shapes, prominence, and transitions first, then apply glass modifiers after layout and appearance settings.

When to use it

  • Adding Liquid Glass to new SwiftUI screens on iOS 26+
  • Refactoring cards, buttons, chips, or toolbars to use native glass APIs
  • Reviewing existing Liquid Glass usage for correctness and performance
  • Creating interactive glass components like tappable chips or buttons
  • Providing safe fallbacks for earlier iOS versions

Best practices

  • Prefer native APIs (glassEffect, GlassEffectContainer, .buttonStyle(.glass*)) over custom blurs
  • Apply .glassEffect after layout and visual modifiers to avoid clipping and layering issues
  • Wrap multiple glass elements in GlassEffectContainer so they share spacing and composition
  • Use .interactive() only on elements that respond to touch or pointer
  • Gate code with #available(iOS 26, *) and provide non-glass fallbacks for older OS versions

Example use cases

  • Refactor a card list to use GlassEffectContainer for consistent spacing and tinting
  • Convert a custom blurred button to .buttonStyle(.glassProminent) for native behavior
  • Add interactive glass chips to a filter toolbar with .interactive() and glassEffectID morphing
  • Audit an app screen to ensure glassEffect is applied after layout modifiers and availability is handled
  • Implement morphing transitions between views using glassEffectID and @Namespace

FAQ

Do I always need GlassEffectContainer when using multiple glass views?

Prefer GlassEffectContainer when multiple glass elements coexist to ensure consistent composition and shared spacing, but single views can use standalone .glassEffect.

Where should .glassEffect be placed in the modifier chain?

.glassEffect should come after layout and appearance modifiers (padding, frame, background shapes) to avoid clipping and preserve intended visuals.

How do I support older iOS versions?

Wrap Liquid Glass code in #available(iOS 26, *) and provide material-based fallbacks like .ultraThinMaterial in matching shapes for earlier systems.