بنقرة واحدة
liquid-glass-design
iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
القائمة
iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
Instinct-based learning system that observes sessions via hooks, creates atomic instincts with confidence scoring, and evolves them into skills/commands/agents. v2.1 adds project-scoped instincts to prevent cross-project contamination.
Orchestrate building a brand-new feature end to end — research, plan, TDD implementation, review, and gated commit — by delegating each phase to the matching ECC agent. Use when adding a capability that does not exist yet.
Orchestrate bootstrapping a working MVP from a design or spec document — ingest the doc, plan thin vertical slices, scaffold the first end-to-end slice, then TDD-implement, review, and gated commit. Use to turn an SDD/PRD into a running starting point.
Orchestrate altering an existing, working feature to new desired behavior — update its tests to the new spec, change the implementation to match, review, and gated commit. Use when behavior is not broken but should be different.
Orchestrate fixing a bug — reproduce it as a failing regression test, fix to green, review, and gated commit — by delegating each phase to the matching ECC agent. Use when existing behavior is broken or wrong.
Shared orchestration engine for the orch-* skill family. Defines the gated Research-Plan-TDD-Review-Commit pipeline, the size classifier, the agent map, and the two human gates that the orch-* operation skills delegate to. Not usually invoked directly.
| name | liquid-glass-design |
| description | iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit. |
Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.
The simplest way to add Liquid Glass to any view:
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
Key customization options:
.regular — standard glass effect.tint(Color) — add color tint for prominence.interactive() — react to touch and pointer interactions.capsule (default), .rect(cornerRadius:), .circleButton("Click Me") { /* action */ }
.buttonStyle(.glass)
Button("Important") { /* action */ }
.buttonStyle(.glassProminent)
Always wrap multiple glass views in a container for performance and morphing:
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "scribble.variable")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "eraser.fill")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
}
}
The spacing parameter controls merge distance — closer elements blend their glass shapes together.
Combine multiple views into a single glass shape with glassEffectUnion:
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {
HStack(spacing: 20.0) {
ForEach(symbolSet.indices, id: \.self) { item in
Image(systemName: symbolSet[item])
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectUnion(id: item < 2 ? "group1" : "group2", namespace: namespace)
}
}
}
Create smooth morphing when glass elements appear/disappear:
@State private var isExpanded = false
@Namespace private var namespace
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "scribble.variable")
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectID("pencil", in: namespace)
if isExpanded {
Image(systemName: "eraser.fill")
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectID("eraser", in: namespace)
}
}
}
Button("Toggle") {
withAnimation { isExpanded.toggle() }
}
.buttonStyle(.glass)
To allow horizontal scroll content to extend under a sidebar or inspector, ensure the ScrollView content reaches the leading/trailing edges of the container. The system automatically handles the under-sidebar scrolling behavior when the layout extends to the edges — no additional modifier is needed.
let glassEffect = UIGlassEffect()
glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)
glassEffect.isInteractive = true
let visualEffectView = UIVisualEffectView(effect: glassEffect)
visualEffectView.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.layer.cornerRadius = 20
visualEffectView.clipsToBounds = true
view.addSubview(visualEffectView)
NSLayoutConstraint.activate([
visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
visualEffectView.widthAnchor.constraint(equalToConstant: 200),
visualEffectView.heightAnchor.constraint(equalToConstant: 120)
])
// Add content to contentView
let label = UILabel()
label.text = "Liquid Glass"
label.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.contentView.addSubview(label)
NSLayoutConstraint.activate([
label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),
label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)
])
let containerEffect = UIGlassContainerEffect()
containerEffect.spacing = 40.0
let containerView = UIVisualEffectView(effect: containerEffect)
let firstGlass = UIVisualEffectView(effect: UIGlassEffect())
let secondGlass = UIVisualEffectView(effect: UIGlassEffect())
containerView.contentView.addSubview(firstGlass)
containerView.contentView.addSubview(secondGlass)
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction))
favoriteButton.hidesSharedBackground = true // Opt out of shared glass background
struct MyWidgetView: View {
@Environment(\.widgetRenderingMode) var renderingMode
var body: some View {
if renderingMode == .accented {
// Tinted mode: white-tinted, themed glass background
} else {
// Full color mode: standard appearance
}
}
}
HStack {
VStack(alignment: .leading) {
Text("Title")
.widgetAccentable() // Accent group
Text("Subtitle")
// Primary group (default)
}
Image(systemName: "star.fill")
.widgetAccentable() // Accent group
}
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
| Decision | Rationale |
|---|---|
| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |
spacing parameter | Controls merge distance — fine-tune how close elements must be to blend |
@Namespace + glassEffectID | Enables smooth morphing transitions on view hierarchy changes |
interactive() modifier | Explicit opt-in for touch/pointer reactions — not all glass should respond |
| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |
| Accented rendering mode in widgets | System applies tinted glass when user selects tinted Home Screen |
.glassEffect() after other appearance modifiers (frame, font, padding).interactive() only on elements that respond to user interaction (buttons, toggleable items)withAnimation when changing view hierarchies to enable smooth morphing transitions.glassEffect() views without a GlassEffectContainerclipsToBounds = true in UIKit when using corner radii