Swiftui Liquid Glass

by dimillian05ba982bfeb0No license3.9K starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 6 months ago

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.

Instructions onlySoftware Development
AI-generated overview

Guides implementing, refactoring, and reviewing SwiftUI features that use the iOS 26+ Liquid Glass API.

What it does
This skill provides instructions and checklists for adopting Apple's Liquid Glass API in SwiftUI interfaces. It covers reviewing existing features, refactoring components to glass surfaces, and building new glass-based UI, with guidance on modifier order, containers, interactivity, and fallbacks. It also includes review and implementation checklists plus short Swift code snippets and a reference guide file.
When to use it
Use it when adding Liquid Glass to new SwiftUI UI, refactoring an existing feature to Liquid Glass, or reviewing Liquid Glass usage for correctness, performance, and design alignment. It is intended for iOS 26+ SwiftUI work where native glass APIs and Apple design guidance should be followed.
Requirements
No scripts are shipped; it is instructions only. It assumes SwiftUI development targeting iOS 26 or later, and references a bundled reference guide file. No credentials or network access are required.

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.

Source and attribution

Source:dimillian/skillsinswiftui-liquid-glassat commit05ba982

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

Report or request removal