| name | swiftui-liquid-glass |
| description | Implement and review iOS 26+ SwiftUI Liquid Glass UI. Use when adopting Liquid Glass or checking its correctness, performance, and design fit. |
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.
Adoption Guidance
Liquid Glass is a dynamic material that forms a distinct functional layer for
controls and navigation. Adopting it well is mostly about getting out of the way:
- Prefer standard components. Bars, sheets, popovers, and controls from SwiftUI
(and UIKit) adopt Liquid Glass automatically when you build with the latest SDK.
Reach for the explicit
glassEffect API only when a standard component does not
already give you the treatment you need.
- Remove custom backgrounds on controls and navigation. Custom backgrounds in
split views, tab bars, and toolbars can overlay or interfere with Liquid Glass and
the scroll-edge effect. Let the system determine background appearance; remove
custom effects unless they are essential.
- Test accessibility and display settings. Reduce Transparency, Reduce Motion,
and the user's preferred Liquid Glass look can remove or modify effects. Standard
components adapt automatically; verify your custom elements, colors, and
animations under these configurations.
- Use glass on custom controls sparingly. Overusing it distracts from content.
Limit glass to the most important functional elements.
- App icons are now layered and dynamic. They respond to lighting and visual
effects, and use a standardized, concentric icon grid. Provide default (light),
dark, clear, and tinted appearances.
- New navigation affordances.
TabView gains .tabBarMinimizeBehavior(.onScrollDown)
and a search role via Tab(role: .search) (UIKit: UISearchTab).
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.
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, and use web search to consult current Apple Developer documentation in addition to the references above.