liquid-glass
SKILL.md
Liquid Glass Design
Build native macOS/iOS applications with Apple's Liquid Glass design and HIG.
Core Rules
Three-Layer Model
┌─────────────────────────────────────────┐
│ GLASS LAYER (Navigation/Controls) │ ← Glass here ONLY
├─────────────────────────────────────────┤
│ CONTENT LAYER (Your App) │ ← Never glass here
└─────────────────────────────────────────┘
Glass is ONLY for navigation floating above content. Never on content itself.
Five Principles
- Content First - Glass floats above, content shines through
- Depth Through Light - Lensing creates hierarchy, not opacity
- Adaptive Tinting - Colors respond to background dynamically
- Semantic Emphasis - Tint primary actions only
- Accessibility Built-In - System handles adaptations automatically
Materials (macOS 14+ / Pre-iOS 26)
// Card with material
.padding(24)
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 16, style: .continuous))
// Material options (lightest → heaviest):
// .ultraThinMaterial, .thinMaterial, .regularMaterial (default), .thickMaterial, .ultraThickMaterial
Liquid Glass API (iOS 26+ / macOS Tahoe)
// Basic
Button("Action") { }.glassEffect()
// Variants
.glassEffect(.regular) // Standard UI
.glassEffect(.clear) // Media backgrounds only
.glassEffect(.identity) // Disabled
// Interactive (adds bounce/shimmer)
Button("Tap") { }.glassEffect(.regular.interactive())
// Multiple glass elements - MUST wrap in container
GlassEffectContainer(spacing: 30) {
HStack {
Button("A") { }.glassEffect()
Button("B") { }.glassEffect()
}
}
// Button styles
Button("Cancel") { }.buttonStyle(.glass) // Secondary
Button("Save") { }.buttonStyle(.glassProminent).tint(.blue) // Primary
Essential Patterns
Card
VStack(alignment: .leading, spacing: 12) {
HStack {
ZStack {
Circle().fill(color.opacity(0.15)).frame(width: 36, height: 36)
Image(systemName: icon).foregroundStyle(color)
}
Spacer()
}
Text(value).font(.system(size: 28, weight: .bold, design: .rounded))
Text(label).font(.caption).foregroundStyle(.secondary)
}
.padding(20)
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 16, style: .continuous))
Row with Hover
HStack { content }
.padding(16)
.background(isHovering ? Color.primary.opacity(0.04) : .clear)
.background(.quaternary.opacity(0.5), in: RoundedRectangle(cornerRadius: 12, style: .continuous))
.onHover { withAnimation(.easeInOut(duration: 0.15)) { isHovering = $0 } }
Badge
HStack(spacing: 8) {
Circle().fill(isActive ? .green : .orange).frame(width: 8, height: 8)
Text(status).font(.caption).fontWeight(.medium)
}
.padding(.horizontal, 12).padding(.vertical, 8)
.background(.regularMaterial, in: Capsule())
Icon with Tinted Background
ZStack {
Circle().fill(color.opacity(0.15)).frame(width: 32, height: 32)
Image(systemName: icon).font(.system(size: 14, weight: .semibold)).foregroundStyle(color)
}
Shapes
// Always use .continuous
RoundedRectangle(cornerRadius: 16, style: .continuous) // Cards
RoundedRectangle(cornerRadius: 12, style: .continuous) // Rows
RoundedRectangle(cornerRadius: 8, style: .continuous) // Small elements
Capsule() // Pills, badges
Circle() // Icons
Colors
// Semantic foreground
.foregroundStyle(.primary) // Main content
.foregroundStyle(.secondary) // Subtitles
.foregroundStyle(.tertiary) // Timestamps
// Backgrounds
.background(.quaternary)
.background(.quaternary.opacity(0.5))
// Accent meanings
Color.blue // Primary actions, selection
Color.green // Success, active
Color.orange // Warning, loading
Color.red // Destructive, error
Color.purple // Premium, AI
Color.cyan // Security
// Tinted backgrounds: always 15% opacity
.fill(color.opacity(0.15))
Typography
.font(.largeTitle).fontWeight(.bold) // Page titles
.font(.headline).fontWeight(.semibold) // Section headers
.font(.subheadline).fontWeight(.medium) // Row titles
.font(.body) // Content (17pt default)
.font(.caption) // Metadata
.font(.caption2) // Timestamps
.font(.system(size: 28, weight: .bold, design: .rounded)) // Stats
Rules: Min 11pt. Avoid Ultralight/Thin/Light. Use system fonts for Dynamic Type.
Spacing (8pt Grid)
// Standard values: 4, 8, 12, 16, 20, 24, 32, 40, 48
.padding(24) // Cards
.padding(16) // Rows
.padding(.horizontal, 12).padding(.vertical, 8) // Badges
// Rule: external spacing ≥ internal spacing
VStack(spacing: 24) { CardView().padding(20) } // Correct
SF Symbols
// Preferred: hierarchical for depth
Image(systemName: icon).symbolRenderingMode(.hierarchical).foregroundStyle(color)
// Match weight to nearby text
Image(systemName: "gear").font(.system(size: 14, weight: .semibold))
Hit Targets
// MINIMUM: 44pt × 44pt
Button { } label: { Image(systemName: "gear") }
.frame(minWidth: 44, minHeight: 44)
Animations
// Hover
.onHover { withAnimation(.easeInOut(duration: 0.15)) { isHovering = $0 } }
// Spring
withAnimation(.spring(response: 0.3)) { }
withAnimation(.bouncy) { }
// Entry
.opacity(appeared ? 1 : 0).offset(y: appeared ? 0 : 10)
.onAppear { withAnimation(.spring(response: 0.5, dampingFraction: 0.8)) { appeared = true } }
Do's and Don'ts
DO:
- Use
.regularMaterialfor cards/toolbars - Use
.continuouson ALL rounded rectangles - Use 15% opacity for icon backgrounds
- Wrap multiple glass in
GlassEffectContainer - Use 44pt minimum hit targets
- Use 8pt grid spacing
- Use SF Symbols with
.hierarchical
DON'T:
- Apply glass to content (lists, tables)
- Stack glass on glass without container
- Use sharp corners
- Go below 11pt text
- Create touch targets < 44pt
- Use full-color images on glass
Accessibility
System handles automatically:
- Reduce Transparency → opaquer glass
- Increase Contrast → visible borders
- Reduce Motion → no bouncy effects
- Dynamic Type → text scales
Manual override if needed:
@Environment(\.accessibilityReduceTransparency) var reduceTransparency
.glassEffect(reduceTransparency ? .identity : .regular)
References
For detailed patterns and examples, see:
- references/components.md - Full component implementations
- references/apple-hig.md - Complete Apple HIG guidelines
Weekly Installs
127
Repository
casper-studios/…ketplaceGitHub Stars
9
First Seen
Feb 24, 2026
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