About liquid-glass
Liquid Glass is a SwiftUI skill for reviewing, improving, and implementing interfaces with the iOS 26+ Liquid Glass material. It provides guidance on modifier order, grouped glass elements, interaction, transitions, and fallbacks for earlier versions.
Key features
- 01Guidance for reviewing existing glass UI
- 02Patterns for new and revised features
- 03Rules for modifier order and containers
- 04Interactive effects and morphing transitions
- 05iOS 26+ availability checks and fallbacks
Use cases
- 01Reviewing Liquid Glass use in a SwiftUI screen
- 02Adding glass surfaces to buttons or cards
- 03Supporting earlier iOS versions with fallback UI
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ patrickserrano/ skills --skill liquid-glassAfter installing, type/liquid-glassin Claude Code to confirm it loaded.
Details
From the project READMESwiftUI Liquid Glass
Overview
Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.
Workflow Decision Tree
1) Review an existing feature
- Inspect where Liquid Glass should/shouldn't be used
- Verify correct modifier order, shape usage, container placement
- Check for iOS 26+ availability handling and fallbacks
2) Improve a feature using Liquid Glass
- Identify target components (surfaces, chips, buttons, cards)
- Refactor to use
GlassEffectContainerfor multiple glass elements - Add interactive glass only for tappable/focusable elements
3) Implement a new feature using Liquid Glass
- Design glass surfaces and interactions first (shape, prominence, grouping)
- Add glass modifiers after layout/appearance modifiers
- Add morphing transitions only when 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
- Gate with
#available(iOS 26, *)and provide 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 feature
Implementation Checklist
- Define target elements and desired glass prominence
- Wrap grouped glass elements in
GlassEffectContainerwith 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 for earlier iOS versions
Quick Snippets
Basic Glass Effect with Fallback
if #available(iOS 26, *) {
Text("Hello")
.padding()
.glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
Text("Hello")
.padding()
.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
Multiple Glass Elements
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()
}
}
Glass Buttons
Button("Confirm") { }
.buttonStyle(.glassProminent)
Button("Cancel") { }
.buttonStyle(.glass)
Morphing Transitions
@State private var isExpanded = false
@Namespace private var namespace
GlassEffectContainer(spacing: 40) {
HStack(spacing: 40) {
Image(systemName: "pencil")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("pencil", in: namespace)
if isExpanded {
Image(systemName: "eraser")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("eraser", in: namespace)
}
}
}
Button("Toggle") {
withAnimation {
isExpanded.toggle()
}
}
.buttonStyle(.glass)
Customizing Glass
Text("Tinted Glass")
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .capsule)
Uniting Glass Effects
@Namespace private var namespace
GlassEffectContainer(spacing: 20) {
HStack(spacing: 20) {
ForEach(items.indices, id: \.self) { index in
ItemView(item: items[index])
.glassEffect()
.glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace)
}
}
}
Shape Options
.capsule(default).rect(cornerRadius: CGFloat).circle
Best Practices
- Container Usage: Always use
GlassEffectContainerfor multiple glass views - Modifier Order: Apply
.glassEffect()after appearance modifiers - Spacing: Choose spacing values carefully to control effect merging
- Animation: Use animations when changing view hierarchies for smooth morphing
- Interactivity: Add
.interactive()only to touchable elements - Consistency: Maintain consistent shapes and styles across your app
Comments
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