| name | 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 SwiftUI UI, refactor to Liquid Glass, or review Liquid Glass usage. |
SwiftUI Liquid Glass
Overview
Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.
Workflow Decision Tree
1) Review an existing feature
- Inspect where Liquid Glass should/shouldn't be used
- Verify correct modifier order, shape usage, container placement
- Check for iOS 26+ availability handling and fallbacks
2) Improve a feature using Liquid Glass
- Identify target components (surfaces, chips, buttons, cards)
- Refactor to use
GlassEffectContainer for multiple glass elements
- Add interactive glass only for tappable/focusable elements
3) Implement a new feature using Liquid Glass
- Design glass surfaces and interactions first (shape, prominence, grouping)
- Add glass modifiers after layout/appearance modifiers
- Add morphing transitions only when 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
- Gate with
#available(iOS 26, *) and provide non-glass fallback
Review Checklist
Implementation Checklist
Quick Snippets
Basic Glass Effect with Fallback
if #available(iOS 26, *) {
Text("Hello")
.padding()
.glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
Text("Hello")
.padding()
.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
Multiple Glass Elements
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()
}
}
Glass Buttons
Button("Confirm") { }
.buttonStyle(.glassProminent)
Button("Cancel") { }
.buttonStyle(.glass)
Morphing Transitions
@State private var isExpanded = false
@Namespace private var namespace
GlassEffectContainer(spacing: 40) {
HStack(spacing: 40) {
Image(systemName: "pencil")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("pencil", in: namespace)
if isExpanded {
Image(systemName: "eraser")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("eraser", in: namespace)
}
}
}
Button("Toggle") {
withAnimation {
isExpanded.toggle()
}
}
.buttonStyle(.glass)
Customizing Glass
Text("Tinted Glass")
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .capsule)
Uniting Glass Effects
@Namespace private var namespace
GlassEffectContainer(spacing: 20) {
HStack(spacing: 20) {
ForEach(items.indices, id: \.self) { index in
ItemView(item: items[index])
.glassEffect()
.glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace)
}
}
}
Shape Options
.capsule (default)
.rect(cornerRadius: CGFloat)
.circle
Fallback Materials
When gating with #available(iOS 26, *), fall back to a Material, ordered from closest to glass appearance to most opaque:
.ultraThinMaterial -- closest to glass appearance
.thinMaterial -- slightly more opaque
.regularMaterial -- standard blur
.thickMaterial -- more opaque
.ultraThickMaterial -- most opaque
System Design Notes
- Toolbar icons render monochrome by default in the new design. The monochrome palette reduces visual noise and maintains legibility -- use
tint(_:) only to convey meaning (e.g. a call to action), not for visual effect.
- Partial-height sheets use a Liquid Glass background by default. If a custom
presentationBackground(_:) was previously applied, consider removing it to let the new material shine. Sheets can morph out of the glass controls that present them using navigationZoomTransition.
- Scroll edge effects automatically blur and fade content under system toolbars to keep controls legible. Remove any custom background-darkening effects behind bar items -- they interfere with the automatic effect.
Source: "Build a SwiftUI app with the new design" (WWDC25, session 323)
Best Practices
- Container Usage: Always use
GlassEffectContainer for multiple glass views
- Modifier Order: Apply
.glassEffect() after appearance modifiers
- Spacing: Choose spacing values carefully to control effect merging
- Animation: Use animations when changing view hierarchies for smooth morphing
- Interactivity: Add
.interactive() only to touchable elements
- Consistency: Maintain consistent shapes and styles across your app
Source: split from AvdLee/SwiftUI-Agent-Skill's reference material; also cites Apple's WWDC25 session 323 for one design note.