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liquid-glass-developer
// Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects.
// Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects.
Triage Sentry crashes for an iOS release. Pulls unresolved fatal events from sentry.anytype.io, investigates each fingerprint cluster against the source, creates one Linear ticket per cluster with a root-cause hypothesis (no proposed fix - the implementer figures that out with full context), then archives the Sentry issue (status `ignored`) so it stops cluttering the inbox. Activate on "triage Sentry crashes", "triage fatal errors", "investigate crashes in release", "fatal errors in 0.X.Y", or any time the user wants to turn a release's Sentry inbox into actionable Linear tickets. The slash entry is `/do-sentry-triage`.
Expert guidance on Swift concurrency using the Office Building mental model. Use when working with actors, isolation, Sendable, TaskGroups, or fixing concurrency warnings and data race issues.
Decompose a large Linear task into independent subtasks with a master plan. Analyzes issue, project, related tasks, PRs, and codebase to create PLAN.md and Linear sub-issues.
Context-aware routing to Swift/iOS development patterns, architecture, and best practices. Use when working with .swift files, ViewModels, Coordinators, refactoring, or discussing Swift/SwiftUI patterns.
SwiftUI view structure, composition, and best practices. Use when refactoring SwiftUI views, organizing view files, or extracting subviews.
Audit and improve SwiftUI runtime performance through code review and Instruments guidance. Use for diagnosing slow rendering, janky scrolling, excessive view updates, or layout thrash in SwiftUI apps.
| name | liquid-glass-developer |
| description | Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects. |
Context-aware routing to iOS 26 Liquid Glass implementation patterns. Proper use of GlassEffectContainer, glassEffect modifiers, morphing transitions, and interactive effects.
GlassEffectContainerIOS26 - Glass elements must be grouped for unified compositionglassEffectIDIOS26 for morphing - Elements that appear/disappear need IDs for smooth transitionsglassEffect(in: Shape), no separate clipShape() needed.regular.interactive() for touch feedback// Wrapper for GlassEffectContainer with iOS version check
GlassEffectContainerIOS26(spacing: 20) {
// Glass elements here
}
// Interactive glass effect (scaling/bounce on touch)
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
// Standard glass effect (no touch feedback)
.glassEffectIOS26(in: Circle())
// Morphing transition ID
.glassEffectIDIOS26("buttonId", in: glassNamespace)
// Circle glass button style (for Button views — handles full-frame hit testing)
.buttonStyleCircleGlassIOS26()
struct NavigationPanel: View {
@Namespace private var glassNamespace
@State private var isExpanded = false
var body: some View {
GlassEffectContainerIOS26(spacing: 20) {
HStack {
Button { } label: {
Image(systemName: "magnifyingglass")
.frame(width: 40, height: 40)
}
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("search", in: glassNamespace)
if isExpanded {
Button { } label: {
Image(systemName: "plus")
.frame(width: 40, height: 40)
}
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("add", in: glassNamespace)
}
}
}
.animation(.bouncy, value: isExpanded)
}
}
// Circular buttons
.glassEffectInteractiveIOS26(in: Circle())
// Rounded rectangle
.glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
// Capsule
.glassEffectInteractiveIOS26(in: Capsule())
For smooth state transitions between glass elements:
@Namespace private var glassNamespace
// Elements with same container + IDs morph smoothly
GlassEffectContainerIOS26 {
if editing {
plusButton
.glassEffectIDIOS26("leftButton", in: glassNamespace)
} else {
burgerButton
.glassEffectIDIOS26("leftButton", in: glassNamespace)
}
}
.animation(.bouncy, value: editing)
Key requirements:
GlassEffectContainerIOS26glassEffectIDIOS26 with shared namespace// ❌ WRONG - Individual glass effects
HStack {
button1.glassEffectIOS26(in: Circle())
button2.glassEffectIOS26(in: Circle())
}
// ✅ CORRECT - Grouped in container
GlassEffectContainerIOS26 {
HStack {
button1.glassEffectInteractiveIOS26(in: Circle())
button2.glassEffectInteractiveIOS26(in: Circle())
}
}
// ❌ WRONG - clipShape before glass
.clipShape(Circle())
.glassEffectIOS26(in: Circle())
// ✅ CORRECT - Glass defines shape
.glassEffectInteractiveIOS26(in: Circle())
// ❌ WRONG - Abrupt appear/disappear
if isVisible {
button.glassEffectInteractiveIOS26(in: Circle())
}
// ✅ CORRECT - Smooth morphing
if isVisible {
button
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("button", in: namespace)
}
// ❌ WRONG - Glass on content
Text("Hello World")
.glassEffectIOS26(in: .rect(cornerRadius: 8))
// ✅ CORRECT - Glass only on floating controls
// Use standard backgrounds for content:
Text("Hello World")
.background(Color.Background.primary)
All utilities handle iOS version checks internally:
Color.Background.navigationPanel + .ultraThinMaterial// This works on all iOS versions
.glassEffectInteractiveIOS26(in: Circle())
// Equivalent to:
if #available(iOS 26.0, *) {
self.glassEffect(.regular.interactive(), in: Circle())
} else {
self
.background(Color.Background.navigationPanel)
.background(.ultraThinMaterial)
}
// Container for grouping glass elements (like GlassEffectContainerIOS26 in SwiftUI)
let container = GlassContainerViewIOS26(spacing: 12)
container.glassContentView.addSubview(yourContent)
// Individual glass effect view (always interactive)
let glassView = GlassEffectViewIOS26()
glassView.glassContentView.addSubview(yourButton)
// Glass button configuration
let config = UIButton.Configuration.glassIOS26()
let button = UIButton(configuration: config)
final class NavigationBarView: UIView {
private let glassContainer = GlassContainerViewIOS26(spacing: 12)
private let buttonGlass = GlassEffectViewIOS26()
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
// Add container to view
addSubview(glassContainer) {
$0.pinToSuperview(insets: UIEdgeInsets(top: 0, left: 16, bottom: 0, right: 16))
$0.height.equal(to: 44)
}
// Setup circular button with glass
buttonGlass.applyCircleShape(diameter: 44)
buttonGlass.layoutUsing.anchors {
$0.size(CGSize(width: 44, height: 44))
}
// Add button to glass content view (NOT directly to buttonGlass)
buttonGlass.glassContentView.addSubview(myButton) {
$0.center(in: buttonGlass.glassContentView)
}
// Add glass button to container's content view
glassContainer.glassContentView.addSubview(buttonGlass)
}
}
// Circular buttons (44x44)
glassView.applyCircleShape(diameter: 44)
// Capsule/pill shape (e.g., for title views)
glassView.applyCapsuleShape(height: 44)
// iOS 26+: Uses cornerConfiguration = .capsule()
// iOS < 26: Uses layer.cornerRadius fallback
Always add content to glassContentView - Never add subviews directly to the glass view
// ❌ WRONG
glassView.addSubview(button)
// ✅ CORRECT
glassView.glassContentView.addSubview(button)
Call shape methods once in setup - Not in layoutSubviews (unless height changes dynamically)
// ❌ WRONG - Called every layout pass
override func layoutSubviews() {
super.layoutSubviews()
glassView.applyCapsuleShape(height: bounds.height)
}
// ✅ CORRECT - Called once with fixed height
func setup() {
glassView.applyCapsuleShape(height: 44)
}
GlassEffectViewIOS26 is always interactive - No property to set, touch feedback is built-in
Use glassIOS26() for text buttons
var config = UIButton.Configuration.glassIOS26()
config.title = "Done"
config.baseForegroundColor = .Control.accent100
let button = UIButton(configuration: config)
// GlassEffectViewIOS26 handles version checks internally:
// iOS 26+: UIGlassEffect with cornerConfiguration
// iOS < 26: UIBlurEffect(style: .systemUltraThinMaterial) + Background.navigationPanel
// Example of internal implementation:
private func setupGlassEffect() {
if #available(iOS 26.0, *) {
let glassEffect = UIGlassEffect()
glassEffect.isInteractive = true
let effectView = UIVisualEffectView(effect: glassEffect)
addSubview(effectView)
glassEffectView = effectView
} else {
backgroundColor = .Background.navigationPanel
let blurView = UIVisualEffectView(effect: UIBlurEffect(style: .systemUltraThinMaterial))
addSubview(blurView)
}
}
| File | Purpose |
|---|---|
View+iOS26.swift | SwiftUI glass effect utilities and wrappers |
UIView+iOS26Glass.swift | UIKit glass effect utilities |
HomeBottomNavigationPanelView.swift | Navigation panel with glass buttons |
ChatInput.swift | Chat input with morphing burger/plus button |
ChatActionPanel.swift | Action buttons with interactive glass |
EditorNavigationBarView.swift | UIKit navigation bar with glass container |
EditorNavigationBarTitleView.swift | UIKit title view with capsule glass |
GlassEffectContainerIOS26glassEffectInteractiveIOS26 (not just glassEffectIOS26)glassEffectIDIOS26 for morphingclipShape() before glass effectswithAnimation(.bouncy) or .animation())GlassContainerViewIOS26glassContentView (not directly to glass view)layoutSubviews)UIButton.Configuration.glassIOS26()applyCircleShape(diameter:)applyCapsuleShape(height:)Navigation: This skill covers iOS 26 Liquid Glass patterns. For implementation details, see View+iOS26.swift.