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swiftui-liquid-glass

Implements, adopts, and reviews iOS 26+ Liquid Glass in SwiftUI: glassEffect, GlassEffectContainer, correctness, performance, and design fit. Use when adding Liquid Glass to a SwiftUI app or refactoring existing UI to the new design language.

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  • SKILL.md4.2 KB
  • LICENSE1.0 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

SwiftUI Liquid Glass

Attribution: Sourced from steipete/agent-scripts by Peter Steinberger. Originally created by @Dimillian from Dimillian/Skills (2025-12-31).

When to Use

  • Implementing iOS 26+ Liquid Glass effects in SwiftUI
  • Reviewing correctness of glassEffect and GlassEffectContainer usage
  • Refactoring existing UI to adopt the Liquid Glass design language

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

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.

Quick Snippets

if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
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()
    }
}
Button("Confirm") { }
    .buttonStyle(.glassProminent)

Implementation Checklist

  • Target elements and desired glass prominence defined
  • Grouped glass elements wrapped in GlassEffectContainer
  • .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) applied as needed
  • .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions
  • Morphing transitions with glassEffectID when hierarchy changes
  • Fallback materials and visuals for earlier iOS versions provided

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