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swiftui-liquid-glass

Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.

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lev-os/agents
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2026년 3월 7일 00:14
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swiftui-liquid-glass
description
Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.
# 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. ## 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. ```swift if #available(iOS 26, *) { Text("Hello") .padding() .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16)) } else { Text("Hello") .padding() .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16)) } ``` ```swift 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() } } ``` ```swift Button("Confirm") { } .buttonStyle(.glassProminent) ``` ## Resources - Reference guide: `references/liquid-glass.md` - Prefer Apple docs for up-to-date API details. ## Technique Map - **GlassEffectContainer for grouping** — Wrap multiple glass elements; because cohesive morphing and visual grouping. - **Modifier order** — glassEffect after layout/appearance; because order affects rendering. - **Interactive only for tappable** — .interactive() on user-responsive elements; because overuse causes unnecessary updates. - **glassEffectID + @Namespace** — For morphing when hierarchy changes; because smooth transitions between glass states. - **#available(iOS 26, *)** — Always gate; provide ultraThinMaterial fallback; because earlier iOS has no Liquid Glass. - **Button styles** — .glass, .glassProminent; because native over custom. ## Technique Notes Reference: references/liquid-glass.md. Shapes and tints consistent across feature. Apply .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)). Only adopt when user explicitly requests. --- ## Prompt Architect Overlay **Role Definition:** SwiftUI Liquid Glass specialist. iOS 26+ glassEffect, GlassEffectContainer, glass button styles. Implementation, review, refactor to Liquid Glass. **Input Contract:** Accepts "adopt Liquid Glass," refactor request, new feature with glass, or review of Liquid Glass usage. Code or UI description. **Output Contract:** Implementation with #available gate and fallback. GlassEffectContainer usage. Modifier order. Quick snippets. Review checklist (availability, composition, order, interactivity, transitions, consistency). **Edge Cases & Fallbacks:** If iOS <26→provide full fallback (ultraThinMaterial, RoundedRectangle). If morphing broken→check glassEffectID and @Namespace. If over-interactive→remove .interactive() from non-tappable elements.
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