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liquid-glass-design
iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when running mutation testing, killing mutants, verifying test quality, checking mutation score, or analyzing survivors after the test baseline is green
Use when selecting architecture patterns for a new feature, performing Event Modeling, defining bounded contexts, choosing DDD tactical patterns, evaluating pattern fitness, or understanding how patterns compose. Covers Event Modeling methodology, DDD strategic design, DDD tactical patterns, Clean Architecture, CQRS, and Event Sourcing.
Use when reviewing DESIGN artefacts (event models, ADRs, component diagrams, context maps, interface contracts) for quality, DDD compliance, architectural correctness, and prohibition of negative or baseline-restating ADRs. Contains gate definitions and scoring rubric for the solution-architect-reviewer lenses.
Use whenever an agent must run a toolchain command (build, test, mutation) and needs the concrete invocation. Resolves build/test/mutation commands from the detected stack so no agent hardcodes `dotnet test`, `dotnet build`, or any toolchain command. Loaded by acceptance-designer and software-engineer.
Use this skill BEFORE drafting any agentic primitive module (skill, persona scoping file, scope-attached rule file, orchestrator workflow) or when refactoring an existing one. Activate whenever the task asks to design, restructure, or critique an agentic module across any agent harness (Claude Code, Copilot, Cursor, OpenCode, Codex). This skill drives an 8-step disciplined design process whose output is mermaid diagrams + an interface sketch + a persisted plan that the calling thread (or a coder persona it loads) then turns into natural-language modules. Do not skip to natural-language drafting before the design artifacts exist.
Use when documenting architecture decisions as ADRs, evaluating trade-offs between alternatives, or managing the lifecycle of existing decisions. Covers ADR template, status transitions, consequence analysis, and quality criteria.
| 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