swiftui-liquid-glass
Skill2 starsChanged 41 days agoMITView on GitHub
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.
22 other projects use a version of this, 10 of them edited.
Adopted by
Most recently taken up by
- MMACABRE/SKILLSedited, first seen Nov 8, 2026
- memi-design/design-skillstheir own version, first seen Nov 8, 2026
- coco-research/cocoedited, first seen Nov 1, 2026
- deonmenezes/mobile-app-skillword for word, first seen Nov 1, 2026
- steipete/agent-scriptsedited, first seen Oct 20, 2026
- spokvulcan/claude-code-build-ios-appsedited, first seen Oct 17, 2026
Used with
Projects with it also use app-store-changelog.
Other files people use alongside this one.
Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
patrickserranoSkillapp-store-changelog
Create user-facing App Store release notes from git history. Use when asked to generate release changelog, App Store "What's New" text, or release notes based on git tags.
Also in 4 projects that use this
Other versions22 projects use a version of this.
Word for word · 9
- Dimillian/Skills★ 4k100% same
- eugenepyvovarov/mcpbundler-agent-skills-marketplace★ 12100% same
- deonmenezes/mobile-app-skill★ 4100% same
- Adhamxon/claude-code-skills★ 2100% same
- ParkerRex/Skills★ 2100% same
- henryhudson/swift-claude-skills★ 1100% same
- aresbit/claude-skills★ 0100% same
- ramybarsoum/claude-skills★ 0100% same
- Samueladewole/claude-skills★ 0100% same
Edited · 10
- openai/plugins★ 7.8k91% same
- steipete/agent-scripts★ 7.4k94% same
- coco-research/coco★ 79799% same
- omarshahine/HomeClaw★ 19196% same
- robinebers/skills★ 4891% same
- 199-biotechnologies/swiftui-claude-skills★ 736% same
- spokvulcan/claude-code-build-ios-apps★ 296% same
- MMACABRE/SKILLS★ 160% same
- tarunyadav1/ios-app-lifecycle★ 191% same
- Vvlladd/iOSskillsCollection★ 161% same
Wrote their own version · 3
- FloWritesCode/fwc-swiftui-skills★ 418same name
- memi-design/design-skills★ 7same name
- thienqo/ios-skills★ 4same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
Show its rules and text
We split this skill into the rules it gives an agent
14 rules. 6 are common, 1 is distinctive, and 7 are very specific to this project.
6
Common
Most of the 13 edited versions we read keep these.
1
Distinctive
This author's own choices. Worth a look.
7
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 9
Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API.
- Common: line 16
Verify correct modifier order, shape usage, and container placement.
- Common: line 17
Check for iOS 26+ availability handling and sensible fallbacks.
- Common: line 26
Add glass modifiers after layout/appearance modifiers.
- Common: line 27
Add morphing transitions only when the view hierarchy changes with animation.
- Common: line 30
Prefer native Liquid Glass APIs over custom blurs.
- Very specific: line 31
Use GlassEffectContainer when multiple glass elements coexist.
- Very specific: line 33
Use .interactive() for elements that respond to touch/pointer.
- Common: line 34
Keep shapes consistent across related elements for a cohesive look.
- Very specific: line 48
Use .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed.
- Very specific: line 49
Use .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions.
- Very specific: line 50
Add morphing transitions with glassEffectID when hierarchy changes.
- Very specific: line 54
Use these patterns directly and tailor shapes/tints/spacing.
- Distinctive: line 90
Prefer Apple docs for up-to-date API details.
“Common” is measured: kept by at least 6 in 10 of the 13 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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
GlassEffectContainerwhere 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
GlassEffectContainerwhen 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:
glassEffectapplied after layout/appearance modifiers. - Interactivity:
interactive()only where user interaction exists. - Transitions:
glassEffectIDused with@Namespacefor morphing. - Consistency: Shapes, tinting, and spacing align across the feature.
Implementation Checklist
- Define target elements and desired glass prominence.
- Wrap grouped glass elements in
GlassEffectContainerand tune spacing. - Use
.glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...))as needed. - Use
.buttonStyle(.glass)/.buttonStyle(.glassProminent)for actions. - Add morphing transitions with
glassEffectIDwhen hierarchy changes. - Provide fallback materials and visuals for earlier iOS versions.
Quick Snippets
Use these patterns directly and tailor shapes/tints/spacing.
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)Resources
- Reference guide:
references/liquid-glass.md - Prefer Apple docs for up-to-date API details.
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