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swiftui-animation

dpearson2699/swift-ios-skills

Implement and review SwiftUI animations, transitions, and SF Symbol effects with modern iOS 17+ APIs.

What is swiftui-animation?

This skill covers SwiftUI animation implementation using explicit animations (withAnimation), implicit animations (.animation), spring physics, phase/keyframe choreography, hero transitions (matchedGeometryEffect), and SF Symbol effects. Use it when building or reviewing animations that need correct timing, accessibility handling, and Swift 6 patterns.

  • Apply explicit animations with withAnimation and completion handlers
  • Configure implicit animations with .animation(_:body:) and .animation(_:value:)
  • Use spring presets (.smooth, .snappy, .bouncy) and custom Spring physics
  • Build multi-phase animations with PhaseAnimator and complex choreography with KeyframeAnimator
  • Create hero transitions with matchedGeometryEffect and navigation zoom transitions
  • Add SF Symbol effects (bounce, pulse, variableColor, scale, appear, disappear, replace, breathe, rotate, wiggle)

How to install swiftui-animation

npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-animation
Claude Code
Cursor
Windsurf
Cline

How to use swiftui-animation

  1. 1.Identify the animation category (state-driven, multi-phase, keyframe, shared element, navigation, or symbol)
  2. 2.Choose the appropriate animation curve (linear, easeIn/Out, spring presets, or custom)
  3. 3.Apply the animation using the correct API (withAnimation, .animation modifier, PhaseAnimator, KeyframeAnimator, or .symbolEffect)
  4. 4.Test with Accessibility > Reduce Motion enabled to verify accessibility compliance
  5. 5.Verify animations trigger on correct state changes and avoid expensive work in animation closures

Use cases

Good for
  • Building state-driven UI transitions like expand/collapse or toggle effects
  • Sequencing multi-step animations with PhaseAnimator for pulsing or cycling effects
  • Choreographing complex multi-property animations with KeyframeAnimator for bouncing or morphing
  • Creating shared-element transitions between views with matchedGeometryEffect
  • Adding SF Symbol animations to icons for visual feedback
Who it's for
  • iOS app developers building interactive UIs
  • SwiftUI developers implementing animations and transitions
  • Code reviewers checking animation correctness and accessibility
  • Developers migrating from Core Animation to modern SwiftUI APIs

swiftui-animation FAQ

When should I use withAnimation vs .animation(_:value:)?

Use withAnimation for explicit state mutations where you own the state change. Use .animation(_:value:) for simple value-bound changes on a single property, or .animation(_:body:) to selectively animate specific modifiers.

What's the difference between .smooth, .snappy, and .bouncy?

.smooth has no bounce and is fluid; .snappy has a small bounce and feels responsive; .bouncy has visible bounce and feels playful. Choose based on the desired feel and interaction context.

How do I animate multiple properties with different timings?

Use KeyframeAnimator with separate KeyframeTrack blocks for each property. Each track can have its own keyframe types (LinearKeyframe, CubicKeyframe, SpringKeyframe) and durations.

How do I ensure animations respect accessibility settings?

Always test with Accessibility > Reduce Motion enabled. Use withAnimation with completion criteria and verify that critical animations either disable or provide instant alternatives when reduce motion is active.

What's the difference between PhaseAnimator and KeyframeAnimator?

PhaseAnimator cycles through discrete phases with per-phase animation curves, useful for sequenced multi-step animations. KeyframeAnimator animates multiple properties along independent timelines with precise timing control.

Full instructions (SKILL.md)

Source of truth, from dpearson2699/swift-ios-skills.


name: swiftui-animation description: "Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(:body:) or .animation(:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (iOS 17 bounce, pulse, variableColor, scale, appear, disappear, replace; iOS 18 breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion."

SwiftUI Animation (iOS 26+)

Review, write, and fix SwiftUI animations. Apply modern animation APIs with correct timing, transitions, and accessibility handling using Swift 6.3 patterns.

Contents

Triage Workflow

Step 1: Identify the animation category

CategoryAPIWhen to use
State-drivenwithAnimation, .animation(_:body:), .animation(_:value:)Explicit state changes, selective modifier animation, or simple value-bound changes
Multi-phasePhaseAnimatorSequenced multi-step animations
KeyframeKeyframeAnimatorComplex multi-property choreography
Shared elementmatchedGeometryEffectLayout-driven hero transitions
NavigationmatchedTransitionSource + .navigationTransition(.zoom)NavigationStack push/pop zoom
View lifecycle.transition()Insertion and removal
Text content.contentTransition()In-place text/number changes
Symbol.symbolEffect()SF Symbol animations
CustomCustomAnimation protocolNovel timing curves
Core Animation bridgeCALayer, CAAnimation, CADisplayLinkRead references/core-animation-bridge.md before advising

Step 2: Choose the animation curve

// Timing curves
.linear                              // constant speed
.easeIn(duration: 0.3)              // slow start
.easeOut(duration: 0.3)             // slow end
.easeInOut(duration: 0.3)           // slow start and end
.timingCurve(.bezier(startControlPoint: .zero, endControlPoint: .init(x: 1, y: 1)), duration: 0.3)

// Spring presets (preferred for natural motion)
.smooth                              // no bounce, fluid
.smooth(duration: 0.5, extraBounce: 0.0)
.snappy                              // small bounce, responsive
.snappy(duration: 0.4, extraBounce: 0.1)
.bouncy                              // visible bounce, playful
.bouncy(duration: 0.5, extraBounce: 0.2)

// Custom spring
.spring(duration: 0.5, bounce: 0.3, blendDuration: 0.0)
.spring(Spring(duration: 0.6, bounce: 0.2), blendDuration: 0.0)
.interactiveSpring(response: 0.15, dampingFraction: 0.86)

Step 3: Apply and verify

  • Confirm animation triggers on the correct state change.
  • Test with Accessibility > Reduce Motion enabled.
  • Verify no expensive work runs inside animation content closures.
  • For CA bridges, use Coordinators for delegates, invalidate display links, treat frame-rate ranges as hints, and adapt work to the actual refresh rate.

withAnimation (Explicit Animation)

withAnimation(.spring) { isExpanded.toggle() }

// With completion (iOS 17+)
withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {
    isExpanded = true
} completion: { loadContent() }

Implicit Animation

Use withAnimation for state-mutation ownership, .animation(_:body:) for selected modifiers, and .animation(_:value:) for simple value-bound changes.

Badge()
    .foregroundStyle(isActive ? .green : .secondary)
    .animation(.snappy) { content in
        content
            .scaleEffect(isActive ? 1.15 : 1.0)
            .opacity(isActive ? 1.0 : 0.7)
    }
Circle()
    .scaleEffect(isActive ? 1.2 : 1.0)
    .opacity(isActive ? 1.0 : 0.6)
    .animation(.bouncy, value: isActive)

Spring Type (iOS 17+)

Four initializer forms for different mental models.

// Perceptual (preferred)
Spring(duration: 0.5, bounce: 0.3)

// Physical
Spring(mass: 1.0, stiffness: 100.0, damping: 10.0)

// Response-based
Spring(response: 0.5, dampingRatio: 0.7)

// Settling-based
Spring(settlingDuration: 1.0, dampingRatio: 0.8)

Three presets mirror Animation presets: .smooth, .snappy, .bouncy.

PhaseAnimator (iOS 17+)

Cycle through discrete phases with per-phase animation curves.

enum PulsePhase: CaseIterable {
    case idle, grow, shrink
}

struct PulsingDot: View {
    var body: some View {
        PhaseAnimator(PulsePhase.allCases) { phase in
            Circle()
                .frame(width: 40, height: 40)
                .scaleEffect(phase == .grow ? 1.4 : 1.0)
                .opacity(phase == .shrink ? 0.5 : 1.0)
        } animation: { phase in
            switch phase {
            case .idle: .easeIn(duration: 0.2)
            case .grow: .spring(duration: 0.4, bounce: 0.3)
            case .shrink: .easeOut(duration: 0.3)
            }
        }
    }
}

Trigger-based variant advances to the next phase on each trigger change:

PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in
    // ...
} animation: { _ in .spring(duration: 0.4) }

KeyframeAnimator (iOS 17+)

Animate multiple properties along independent timelines.

struct AnimValues {
    var scale: Double = 1.0
    var yOffset: Double = 0.0
    var opacity: Double = 1.0
}

struct BounceView: View {
    @State private var trigger = false

    var body: some View {
        Button { trigger.toggle() } label: {
            Image(systemName: "star.fill")
                .font(.largeTitle)
                .keyframeAnimator(
                    initialValue: AnimValues(),
                    trigger: trigger
                ) { content, value in
                    content
                        .scaleEffect(value.scale)
                        .offset(y: value.yOffset)
                        .opacity(value.opacity)
                } keyframes: { _ in
                    KeyframeTrack(\.scale) {
                        SpringKeyframe(1.5, duration: 0.3)
                        CubicKeyframe(1.0, duration: 0.4)
                    }
                    KeyframeTrack(\.yOffset) {
                        CubicKeyframe(-30, duration: 0.2)
                        CubicKeyframe(0, duration: 0.4)
                    }
                    KeyframeTrack(\.opacity) {
                        LinearKeyframe(0.6, duration: 0.15)
                        LinearKeyframe(1.0, duration: 0.25)
                    }
                }
        }
        .buttonStyle(.plain)
    }
}

Keyframe types: LinearKeyframe (linear), CubicKeyframe (smooth curve), SpringKeyframe (spring physics), MoveKeyframe (instant jump).

Use repeating: true for looping keyframe animations. Swift 6: keyframe closures are @Sendable; capture state/env values before the modifier.

@Animatable Macro

Replaces manual AnimatableData boilerplate. Attach to any type with animatable stored properties.

@Animatable
struct WaveShape: Shape {
    var frequency: Double
    var amplitude: Double
    var phase: Double
    @AnimatableIgnored var lineWidth: CGFloat

    func path(in rect: CGRect) -> Path {
        // draw wave using frequency, amplitude, phase
    }
}

Rules:

  • Stored properties must conform to VectorArithmetic.
  • Use @AnimatableIgnored to exclude non-animatable properties.
  • Computed properties are never included.

matchedGeometryEffect (iOS 14+)

Synchronize geometry between views for shared-element animations.

struct HeroView: View {
    @Namespace private var heroSpace
    @State private var isExpanded = false

    var body: some View {
        Group {
            if isExpanded {
                Button {
                    withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
                        isExpanded = false
                    }
                } label: {
                    DetailCard()
                        .matchedGeometryEffect(id: "card", in: heroSpace)
                }
            } else {
                Button {
                    withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
                        isExpanded = true
                    }
                } label: {
                    ThumbnailCard()
                        .matchedGeometryEffect(id: "card", in: heroSpace)
                }
            }
        }
        .buttonStyle(.plain)
    }
}

Exactly one source view per ID should be visible; otherwise results are undefined.

Navigation Zoom Transition (iOS 18+)

Pair matchedTransitionSource on the source view with .navigationTransition(.zoom(...)) on the destination.

struct GalleryView: View {
    @Namespace private var zoomSpace
    let items: [GalleryItem]

    var body: some View {
        NavigationStack {
            ScrollView {
                LazyVGrid(columns: [GridItem(.adaptive(minimum: 100))]) {
                    ForEach(items) { item in
                        NavigationLink {
                            GalleryDetail(item: item)
                                .navigationTransition(
                                    .zoom(sourceID: item.id, in: zoomSpace)
                                )
                        } label: {
                            ItemThumbnail(item: item)
                                .matchedTransitionSource(
                                    id: item.id, in: zoomSpace
                                )
                        }
                    }
                }
            }
        }
    }
}

Apply .navigationTransition on the destination view, not on inner containers.

Transitions (iOS 17+)

Control how views animate on insertion and removal.

if showBanner {
    BannerView()
        .transition(.move(edge: .top).combined(with: .opacity))
}

Built-in types: .opacity, .slide, .scale, .scale(_:anchor:), .move(edge:), .push(from:), .offset(x:y:), .identity, .blurReplace, .blurReplace(_:), .symbolEffect, .symbolEffect(_:options:).

Asymmetric transitions:

.transition(.asymmetric(
    insertion: .push(from: .bottom),
    removal: .opacity
))

ContentTransition (iOS 16+)

Animate in-place content changes without insertion/removal.

Text("\(score)")
    .contentTransition(.numericText(countsDown: false))
    .animation(.snappy, value: score)

// For SF Symbols
Image(systemName: isMuted ? "speaker.slash" : "speaker.wave.3")
    .contentTransition(.symbolEffect(.replace.downUp))

Types: .identity, .interpolate, .opacity, .numericText(countsDown:), .numericText(value:), .symbolEffect.

Symbol Effects (iOS 17+)

Animate SF Symbols with semantic effects. .bounce, .pulse, .variableColor, .scale, .appear, .disappear, and .replace are iOS 17+; .breathe, .rotate, and .wiggle require iOS 18+.

// Discrete (triggers on value change)
Image(systemName: "bell.fill").symbolEffect(.bounce, value: notificationCount)

// iOS 18+
Image(systemName: "arrow.clockwise")
    .symbolEffect(.wiggle.clockwise, value: refreshCount)

// Indefinite (active while condition holds)
Image(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching)

// iOS 18+
Image(systemName: "mic.fill")
    .symbolEffect(.breathe, isActive: isRecording)

// Variable color with chaining
Image(systemName: "speaker.wave.3.fill")
    .symbolEffect(
        .variableColor.iterative.reversing.dimInactiveLayers,
        options: .repeating,
        isActive: isPlaying
    )

Availability: iOS 17+ for .bounce, .pulse, .variableColor, .scale, .appear, .disappear, .replace; iOS 18+ for .breathe, .rotate, .wiggle.

Scope: .byLayer, .wholeSymbol. Direction varies per effect.

Symbol Rendering Modes

Control how SF Symbol layers are colored with .symbolRenderingMode(_:).

ModeEffectWhen to use
.monochromeSingle color applied uniformly (default)Toolbars, simple icons matching text
.hierarchicalSingle color with opacity layers for depthSubtle depth without multiple colors
.multicolorSystem-defined fixed colors per layerWeather, file types — Apple's intended palette
.paletteCustom colors per layer via .foregroundStyleBrand colors, custom multi-color icons
// Hierarchical — single tint, opacity layers for depth
Image(systemName: "speaker.wave.3.fill")
    .symbolRenderingMode(.hierarchical)
    .foregroundStyle(.blue)

// Palette — custom color per layer
Image(systemName: "person.crop.circle.badge.plus")
    .symbolRenderingMode(.palette)
    .foregroundStyle(.blue, .green)

// Multicolor — system-defined colors
Image(systemName: "cloud.sun.rain.fill")
    .symbolRenderingMode(.multicolor)

Variable symbols: use Image(systemName:variableValue:) (iOS 16+) for percentage fill. Use .symbolVariableValueMode(_:) (iOS 26+) to choose .draw or .color.

Image(systemName: "wifi", variableValue: signalStrength) // 0.0...1.0
    .symbolVariableValueMode(.draw) // iOS 26+

Docs: SymbolRenderingMode · symbolRenderingMode(_:) · Image(systemName:variableValue:) · symbolVariableValueMode(_:)

Common Mistakes

1. Using bare .animation(_:) when you need precise scope

// TOO BROAD — applies when the view changes
.animation(.easeIn)

.animation(.easeIn, value: isVisible) // CORRECT: value-bound

// CORRECT — scope animation to selected modifiers
.animation(.easeIn) { content in
    content.opacity(isVisible ? 1.0 : 0.0)
}

withAnimation(.easeIn) { isVisible.toggle() } // CORRECT: own mutation

2. Expensive work or actor-isolated reads inside animation closures

keyframeAnimator / PhaseAnimator content closures run every frame. Precompute expensive values, animate only visual properties, and capture state/env values before @Sendable keyframe closures.

3. Missing reduce motion support

For symbols, remove inherited effects; gate larger motion with reduceMotion ? .none : animation.

@Environment(\.accessibilityReduceMotion) private var reduceMotion
Image(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching).symbolEffectsRemoved(reduceMotion)

4. Multiple matchedGeometryEffect sources

Only one source view per ID should be visible at a time. Multiple visible sources with the same ID cause undefined layout.

5. Using DispatchQueue or UIView.animate

// WRONG
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { withAnimation { isVisible = true } }
// CORRECT
withAnimation(.spring.delay(0.5)) { isVisible = true }

6. Forgetting animation on ContentTransition

// WRONG — no animation, content transition has no effect
Text("\(count)").contentTransition(.numericText(countsDown: true))
// CORRECT — pair with animation
Text("\(count)")
    .contentTransition(.numericText(countsDown: true))
    .animation(.snappy, value: count)

7. navigationTransition on wrong view

Apply .navigationTransition(.zoom(sourceID:in:)) on the outermost destination view, not inside a container.

Review Checklist

  • Animation curve matches intent (spring for natural, ease for mechanical)
  • withAnimation wraps the state change; implicit animation uses .animation(_:body:) for selective modifier scope or .animation(_:value:) with an explicit value
  • matchedGeometryEffect has exactly one source per ID; zoom uses matching id/namespace
  • @Animatable macro used when synthesis fits; manual animatableData kept only when custom packing is clearer
  • accessibilityReduceMotion checked; no DispatchQueue/UIView.animate
  • Transitions use .transition(); contentTransition is paired with animation and uses the narrowest implicit animation scope that fits
  • Animated state changes on @MainActor; animation-driving types are Sendable

References