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swiftui-animation

swiftui-animation

github.com/jamesrochabrunDesign & UI225567 installsUpdated 41w ago
Repository

About swiftui-animation

swiftui-animation is a guidance skill for developers building advanced animations and Metal shader effects in SwiftUI. It combines implementation patterns with motion, accessibility, platform, and performance guidance.

Key features

  1. 01Animation curves and springs
  2. 02View transitions and matched geometry
  3. 03PhaseAnimator and KeyframeAnimator
  4. 04Metal shader integration
  5. 05Motion accessibility and platform guidance
  6. 06Animation performance advice

Use cases

  1. 01Build multi-step SwiftUI animations
  2. 02Create hero transitions between views
  3. 03Add GPU shader effects
  4. 04Review motion accessibility and performance

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jamesrochabrun/skills --skill swiftui-animation

After installing, type/swiftui-animationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
animations.md
metal-shaders.md
motion-guidelines.md
transitions.md

Details

From the project README

SwiftUI Animation Expert

Expert guidance for implementing advanced SwiftUI animations and Metal shader integration. Covers animation curves, springs, transitions, matched geometry effects, PhaseAnimator, KeyframeAnimator, and GPU-accelerated shader effects.

When to Use This Skill

  • Understanding motion design principles and when to use animation
  • Making animations accessible and platform-appropriate
  • Implementing animations in SwiftUI (springs, easing, keyframes)
  • Creating view transitions (fade, slide, scale, custom)
  • Building hero animations with matchedGeometryEffect
  • Adding GPU-accelerated effects with Metal shaders
  • Optimizing animation performance
  • Creating multi-phase orchestrated animations

Quick Reference

Animation Basics
// Explicit animation (preferred)
withAnimation(.spring(response: 0.4, dampingFraction: 0.75)) {
    isExpanded.toggle()
}

// iOS 17+ spring presets
withAnimation(.snappy) { ... }  // Fast, small bounce
withAnimation(.smooth) { ... }  // Gentle, no bounce
withAnimation(.bouncy) { ... }  // More bounce
Common Transitions
// Basic
.transition(.opacity)
.transition(.scale)
.transition(.slide)
.transition(.move(edge: .bottom))

// Combined
.transition(.move(edge: .trailing).combined(with: .opacity))

// Asymmetric
.transition(.asymmetric(
    insertion: .move(edge: .bottom),
    removal: .opacity
))
Matched Geometry Effect
@Namespace var namespace

// Source view
ThumbnailView()
    .matchedGeometryEffect(id: "hero", in: namespace)

// Destination view
DetailView()
    .matchedGeometryEffect(id: "hero", in: namespace)
Metal Shader Effects (iOS 17+)
// Color manipulation
.colorEffect(ShaderLibrary.invert())

// Pixel displacement
.distortionEffect(
    ShaderLibrary.wave(.float(time)),
    maxSampleOffset: CGSize(width: 20, height: 20)
)

// Full layer access
.layerEffect(ShaderLibrary.blur(.float(radius)), maxSampleOffset: .zero)

Reference Materials

Detailed documentation is available in references/:

  • motion-guidelines.md - HIG Motion design principles

    • Purpose-driven motion philosophy
    • Accessibility requirements
    • Platform-specific considerations (iOS, visionOS, watchOS)
    • Animation anti-patterns to avoid
  • animations.md - Complete animation API guide

    • Implicit vs explicit animations
    • Spring parameters and presets
    • Animation modifiers (speed, delay, repeat)
    • PhaseAnimator for multi-step sequences
    • KeyframeAnimator for property-specific timelines
    • Custom animatable properties
  • transitions.md - View transition guide

    • Built-in transitions (opacity, scale, slide, move)
    • Combined and asymmetric transitions
    • Matched geometry effect implementation
    • Hero animation patterns
    • Content transitions (iOS 17+)
    • Custom transition creation
  • metal-shaders.md - GPU shader integration

    • SwiftUI shader modifiers (colorEffect, distortionEffect, layerEffect)
    • Writing Metal shader functions
    • Embedding MTKView with UIViewRepresentable
    • Cross-platform Metal integration (iOS/macOS)
    • Performance considerations

Common Patterns

Expandable Card
struct ExpandableCard: View {
    @State private var isExpanded = false

    var body: some View {
        VStack {
            RoundedRectangle(cornerRadius: isExpanded ? 20 : 12)
                .fill(.blue)
                .frame(
                    width: isExpanded ? 300 : 150,
                    height: isExpanded ? 400 : 100
                )
        }
        .onTapGesture {
            withAnimation(.spring(response: 0.35, dampingFraction: 0.75)) {
                isExpanded.toggle()
            }
        }
    }
}
List Item Appearance
ForEach(Array(items.enumerated()), id: \.element.id) { index, item in
    ItemRow(item: item)
        .transition(.asymmetric(
            insertion: .move(edge: .trailing).combined(with: .opacity),
            removal: .move(edge: .leading).combined(with: .opacity)
        ))
        .animation(.spring().delay(Double(index) * 0.05), value: items)
}
Pulsing Indicator
Circle()
    .fill(.blue)
    .frame(width: 20, height: 20)
    .scaleEffect(isPulsing ? 1.2 : 1.0)
    .opacity(isPulsing ? 0.6 : 1.0)
    .onAppear {
        withAnimation(.easeInOut(duration: 1.0).repeatForever(autoreverses: true)) {
            isPulsing = true
        }
    }

Best Practices

  1. Motion should be purposeful - Don't add animation for its own sake; support the experience without overshadowing it
  2. Make motion optional - Supplement with haptics and audio; never use motion as the only way to communicate
  3. Aim for brevity - Brief, precise animations feel lightweight and convey information effectively
  4. Prefer explicit animations - Use withAnimation over .animation() modifier for clarity
  5. Use spring animations - They feel more natural and iOS-native
  6. Start with .spring(response: 0.35, dampingFraction: 0.8) - Good default for most interactions
  7. Keep animations under 400ms - Longer feels sluggish
  8. Let people cancel motion - Don't force users to wait for animations to complete
  9. Test on device - Simulator animation timing differs
  10. Profile shader performance - GPU time matters for complex effects

Troubleshooting

Animation not working
  • Ensure state change is wrapped in withAnimation
  • Check that the property is animatable
  • Verify the view is actually changing
Matched geometry jumps
  • Both views must use the same ID and namespace
  • Use explicit withAnimation when toggling
  • Check zIndex for proper layering
Shader not appearing
  • Verify .metal file is added to target
  • Check shader function signature matches expected format
  • Ensure maxSampleOffset is set correctly for distortion effects

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