swiftui-liquid-glass
dpearson2699/swift-ios-skills
Implement SwiftUI Liquid Glass effects for iOS 26+ with glass buttons, morphing transitions, and interactive controls.
What is swiftui-liquid-glass?
Liquid Glass is the dynamic translucent material introduced in iOS 26 that blurs content, reflects light, and reacts to touch. Use this skill to implement, review, or improve custom glass effects on controls, toolbars, and navigation layers using the glassEffect modifier, GlassEffectContainer, and related APIs.
- .glassEffect() modifier for applying Liquid Glass to custom views with configurable variants (.regular, .clear, .identity)
- GlassEffectContainer for grouping multiple glass elements with shared rendering and blending
- Glass button styles (.glass, .glassProminent, .glass(_:)) for standard and prominent actions
- Morphing transitions with glassEffectID, glassEffectUnion, and glassEffectTransition for animated view hierarchy changes
- Interactive glass with touch and pointer reaction support via .interactive()
- Scroll edge effects, background extension, and ToolbarSpacer for complementary iOS 26 design patterns
How to install swiftui-liquid-glass
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-liquid-glass- iOS 26 SDK or later
- SwiftUI knowledge and familiarity with view modifiers
- Understanding of shape and layout modifiers in SwiftUI
How to use swiftui-liquid-glass
- 1.Identify target surfaces (floating controls, custom bars, transient controls) that need Liquid Glass
- 2.Wrap grouped glass elements in a GlassEffectContainer with appropriate spacing
- 3.Apply .glassEffect() after layout and appearance modifiers, choosing variant (.regular, .clear, etc.)
- 4.Add .interactive() only to tappable or focusable elements
- 5.For animated insertion/removal, add glassEffectID and glassEffectTransition (.matchedGeometry for nearby, .materialize for distant)
- 6.Gate implementation with if #available(iOS 26, *) and provide fallback for earlier versions
Use cases
- Building custom floating control panels and action buttons with glass appearance
- Creating animated glass toolbars and tab bars that morph during state changes
- Implementing glass-styled navigation elements that react to user interaction
- Replacing custom glass-like backgrounds with native Liquid Glass for better performance
- Designing transient controls and status badges with glass material for iOS 26+ apps
- iOS app developers targeting iOS 26+
- SwiftUI developers building custom controls and navigation layers
- Designers implementing Apple's Liquid Glass design language
- Teams modernizing existing apps to adopt iOS 26 material design
swiftui-liquid-glass FAQ
Use .glass for standard actions and .glassProminent for high-emphasis primary actions. Use .glass(_:) when the button needs a specific tint or variant.
.matchedGeometry morphs glass shapes between nearby elements inside container spacing; .materialize handles distant insertion/removal or cases where no geometry match should occur.
Gate all Liquid Glass code with if #available(iOS 26, *) and provide a fallback implementation using standard button styles like .bordered for earlier versions.
No. Treat Liquid Glass as a controls/navigation-layer effect only. Use it for toolbars, buttons, and transient controls, not for general content backgrounds.
GlassEffectContainer wraps multiple glass views for shared rendering, blending, and morphing. Use it when you have sibling glass elements that should blend together or animate as a group.
Full instructions (SKILL.md)
Source of truth, from dpearson2699/swift-ios-skills.
name: swiftui-liquid-glass description: "Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design."
SwiftUI Liquid Glass
Liquid Glass is the dynamic translucent material introduced in iOS 26 (and iPadOS 26, macOS 26, tvOS 26, watchOS 26). It blurs content behind it, reflects surrounding color and light, and reacts to touch and pointer interactions. Standard SwiftUI components (tab bars, toolbars, navigation bars, sheets) adopt Liquid Glass automatically when built with the iOS 26 SDK. Treat custom Liquid Glass as a controls/navigation-layer effect, not a general content background. Use the APIs below for custom views and controls that need that functional layer.
See references/liquid-glass.md for the full API reference with additional examples.
Contents
Workflow
Choose the path that matches the request:
1. Implement a new feature with Liquid Glass
- Identify target surfaces (floating controls, custom bars, transient controls).
- Decide shape, prominence, and whether each element is a real control or static status.
- Wrap grouped glass elements in a
GlassEffectContainer. - Apply
.glassEffect()after layout and appearance modifiers. - Add
.interactive()only to tappable/focusable elements. - Add morphing transitions with
glassEffectID(_:in:)where the view hierarchy changes with animation. PutglassEffectTransition(_:)on the inserted or removed glass child, not on the always-present container. Name the transition choice:.matchedGeometryfor nearby effects inside container spacing;.materializefor distant insertion/removal or no geometry match. - Gate with
if #available(iOS 26, *)and provide a fallback for earlier versions.
2. Improve an existing feature with Liquid Glass
- Find custom control or navigation backgrounds that can be replaced with
.glassEffect(). - Wrap sibling glass elements in
GlassEffectContainerfor blending and performance. - Replace custom glass-like buttons with
.buttonStyle(.glass),.buttonStyle(.glassProminent), or configurable styles such as.buttonStyle(.glass(.clear)). Use.glass(_:)when the button needs a specific tint or variant; reserve.glassProminentfor high-emphasis primary actions. - Add morphing transitions where animated insertion/removal occurs.
3. Review existing Liquid Glass usage
Run through the Review Checklist below and verify each item.
Core API Summary
glassEffect(_:in:)
Applies Liquid Glass behind a view. Default: .regular variant in a Capsule shape.
nonisolated func glassEffect(
_ glass: Glass = .regular,
in shape: some Shape = DefaultGlassEffectShape()
) -> some View
Glass struct
| Property / Method | Purpose |
|---|---|
.regular | Standard glass material |
.clear | Clear variant; add dimming/contrast treatment when legibility needs it |
.identity | No visual effect (pass-through) |
.tint(_:) | Add a color tint for prominence |
.interactive(_:) | React to touch and pointer interactions |
Chain them: .regular.tint(.blue).interactive()
GlassEffectContainer
Wraps multiple glass views for shared rendering, blending, and morphing.
GlassEffectContainer(spacing: 24) {
// child views with .glassEffect()
}
The spacing controls when nearby glass shapes begin to blend. Match or exceed
the interior layout spacing so shapes merge during animated transitions but remain
separate at rest.
Morphing & Transitions
| Modifier | Purpose |
|---|---|
glassEffectID(_:in:) | Stable identity for morphing during view hierarchy changes |
glassEffectUnion(id:namespace:) | Merge multiple views into one glass shape |
glassEffectTransition(_:) | Control how glass appears/disappears |
Transition decision: use .matchedGeometry for nearby effects inside the container's
spacing; use .materialize for distant insertion/removal or when no geometry match
should occur; use .identity only when no transition animation is wanted.
Button Styles
Button("Action") { }
.buttonStyle(.glass) // standard glass button
Button("Primary") { }
.buttonStyle(.glassProminent) // prominent glass button
Button("Media") { }
.buttonStyle(.glass(.clear)) // configurable variant; verify contrast
Scroll Edge Effects and Background Extension (iOS 26+)
These complement Liquid Glass when building custom toolbars and scroll views:
ScrollView {
content
}
.scrollEdgeEffectStyle(.soft, for: .top) // Configures edge effect at scroll boundaries
// Duplicate view into mirrored copies at safe area edges with blur (e.g., under sidebars)
content
.backgroundExtensionEffect()
ToolbarSpacer (iOS 26+)
Creates a visual break between items in toolbars:
.toolbar {
ToolbarItem { Button("Edit") { } }
ToolbarSpacer(.fixed)
ToolbarItem { Button("Share") { } }
}
Code Examples
Glass button with availability gate
if #available(iOS 26, *) {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.glass)
} else {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.bordered)
}
Grouped glass shapes in a container
let symbols = ["pencil", "eraser.fill", "lasso"]
GlassEffectContainer(spacing: 24) {
HStack(spacing: 24) {
ForEach(symbols, id: \.self) { symbol in
Image(systemName: symbol)
.frame(width: 56, height: 56)
.glassEffect()
}
}
}
Nearby morphing transition
@State private var isExpanded = false
@Namespace private var ns
var body: some View {
GlassEffectContainer(spacing: 40) {
HStack(spacing: 40) {
Image(systemName: "pencil")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("pencil", in: ns)
if isExpanded {
Image(systemName: "eraser.fill")
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectID("eraser", in: ns)
.glassEffectTransition(.matchedGeometry)
}
}
}
Button("Toggle") {
withAnimation { isExpanded.toggle() }
}
.buttonStyle(.glass)
}
For distant inserted or removed glass that should not morph from a nearby control,
use .glassEffectTransition(.materialize) on the conditional child instead.
Unioning views into a single glass shape
@Namespace private var ns
GlassEffectContainer(spacing: 20) {
HStack(spacing: 20) {
ForEach(items.indices, id: \.self) { i in
Image(systemName: items[i])
.frame(width: 80, height: 80)
.glassEffect()
.glassEffectUnion(id: i < 2 ? "group1" : "group2", namespace: ns)
}
}
}
Tinted glass icon control
struct GlassIconControl: View {
let icon: String
let tint: Color
let action: () -> Void
var body: some View {
Button(action: action) {
Image(systemName: icon)
.font(.title2)
.padding()
}
.buttonStyle(.glass(.regular.tint(tint)))
}
}
Clear glass action over bright content
if #available(iOS 26, *) {
ZStack {
Capsule()
.fill(.black.opacity(0.28))
Button {
playRecap()
} label: {
Label("Play", systemImage: "play.fill")
.font(.headline)
.padding(.horizontal, 8)
}
.buttonStyle(.glass(.clear))
}
.fixedSize()
} else {
Button("Play", systemImage: "play.fill") { playRecap() }
.buttonStyle(.borderedProminent)
}
Use clear glass only when the background still leaves labels and symbols readable. On bright or busy backgrounds, add a subtle dimming layer or choose a more opaque button style.
Static status count, not a toolbar control
VStack(spacing: 8) {
Text("24")
.font(.headline.monospacedDigit())
.accessibilityLabel("24 options expiring")
Text("Options Expiring")
.font(.subheadline)
.foregroundStyle(.secondary)
}
// Keep read-only status out of toolbar control slots and do not add .interactive().
Common Mistakes
DON'T: Apply Liquid Glass to every surface
Overuse distracts from content. Liquid Glass belongs in the controls/navigation layer; do not use it to decorate static content containers.
// WRONG: Glass on everything
VStack {
Text("Title").glassEffect()
Text("Subtitle").glassEffect()
Divider().glassEffect()
Text("Body").glassEffect()
}
// CORRECT: Static content stays in the content layer
VStack {
Text("Title").font(.title)
Text("Subtitle").font(.subheadline)
Divider()
Text("Body")
}
Button("Add") { addItem() }
.buttonStyle(.glass)
DON'T: Make static status look tappable
Counts, badges, summaries, and read-only status chips should not live in toolbar
action slots or use .interactive() unless they initiate an immediate action. If a
badge belongs to a real toolbar action, make the action one accessible control and
keep the badge subordinate to that control.
DON'T: Nest GlassEffectContainer for one related group
Use one container for the related glass group so rendering, blending, and morphing scope stay predictable.
// WRONG
GlassEffectContainer {
GlassEffectContainer {
content.glassEffect()
}
}
// CORRECT: Single container wrapping all glass views
GlassEffectContainer {
content.glassEffect()
}
DON'T: Add .interactive() to non-interactive elements
.interactive() adds visual affordance suggesting tappability. Using it on decorative
or read-only status glass misleads users.
DON'T: Apply .glassEffect() before layout modifiers
Glass calculates its shape from the final frame. Applying it before padding/frame produces incorrect bounds.
// WRONG: Glass applied before padding
Text("Label").glassEffect().padding()
// CORRECT: Glass applied after layout
Text("Label").padding().glassEffect()
DON'T: Forget accessibility testing
Always test with Reduce Transparency and Reduce Motion enabled. System settings can remove or modify translucency and motion, so verify custom glass content remains readable.
DON'T: Skip availability checks
Liquid Glass requires iOS 26+. Gate with if #available(iOS 26, *) and provide a fallback.
Review Checklist
- Availability:
if #available(iOS 26, *)present with fallback UI. - Container: Multiple glass views wrapped in
GlassEffectContainer. - Modifier order:
.glassEffect()applied after layout/appearance modifiers. - Interactivity:
.interactive()used only where user interaction exists. - Status vs action: Static counts/status are not toolbar controls and do not expose press/hover affordance.
- Transitions:
glassEffectIDused with@Namespacefor morphing animations. - Transition type:
.matchedGeometryfor nearby effects;.materializefor distant ones, applied to the conditional glass child. - Consistency: Shapes, tints, and spacing are uniform across related elements.
- Performance: Glass effects are limited in number; container used for grouping.
- Accessibility: Tested with Reduce Transparency and Reduce Motion enabled.
- Button styles: Standard
.glass,.glassProminent, or configurable.glass(_:)used for buttons;.glass(_:)is primary when a tint or clear variant is required. - Clear glass contrast: Clear glass over bright content has a dimming/contrast treatment or uses a more legible style.
- Concurrency: IDs passed to
glassEffectID/glassEffectUnionareSendable; MainActor-annotated Liquid Glass APIs stay in SwiftUI UI code.
References
- Full API guide: references/liquid-glass.md
- Apple docs: Applying Liquid Glass to custom views
- Apple docs: Adopting Liquid Glass
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