skills/smithery.ai/patrickserrano-liquid-glass

patrickserrano-liquid-glass

SKILL.md

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

  • Availability: #available(iOS 26, *) present with fallback UI
  • Composition: Multiple glass views wrapped in GlassEffectContainer
  • Modifier order: glassEffect applied after layout/appearance modifiers
  • Interactivity: interactive() only where user interaction exists
  • Transitions: glassEffectID used with @Namespace for morphing
  • Consistency: Shapes, tinting, and spacing align across feature

Implementation Checklist

  • Define target elements and desired glass prominence
  • Wrap grouped glass elements in GlassEffectContainer with spacing
  • Use .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed
  • Use .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions
  • Add morphing transitions with glassEffectID when hierarchy changes
  • Provide fallback materials for earlier iOS versions

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

Best Practices

  1. Container Usage: Always use GlassEffectContainer for multiple glass views
  2. Modifier Order: Apply .glassEffect() after appearance modifiers
  3. Spacing: Choose spacing values carefully to control effect merging
  4. Animation: Use animations when changing view hierarchies for smooth morphing
  5. Interactivity: Add .interactive() only to touchable elements
  6. Consistency: Maintain consistent shapes and styles across your app
Weekly Installs
3
First Seen
Mar 1, 2026
Installed on
claude-code2
codex1