.claude/skills/liquid-glass-developer/SKILL.md
Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects.
npx skillsauth add anyproto/anytype-swift liquid-glass-developerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Context-aware routing to iOS 26 Liquid Glass implementation patterns. Proper use of GlassEffectContainer, glassEffect modifiers, morphing transitions, and interactive effects.
GlassEffectContainerIOS26 - Glass elements must be grouped for unified compositionglassEffectIDIOS26 for morphing - Elements that appear/disappear need IDs for smooth transitionsglassEffect(in: Shape), no separate clipShape() needed.regular.interactive() for touch feedback// Wrapper for GlassEffectContainer with iOS version check
GlassEffectContainerIOS26(spacing: 20) {
// Glass elements here
}
// Interactive glass effect (scaling/bounce on touch)
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
// Standard glass effect (no touch feedback)
.glassEffectIOS26(in: Circle())
// Morphing transition ID
.glassEffectIDIOS26("buttonId", in: glassNamespace)
// Glass button style (legacy, prefer glassEffectInteractiveIOS26)
.buttonStyleGlassIOS26()
struct NavigationPanel: View {
@Namespace private var glassNamespace
@State private var isExpanded = false
var body: some View {
GlassEffectContainerIOS26(spacing: 20) {
HStack {
Button { } label: {
Image(systemName: "magnifyingglass")
.frame(width: 40, height: 40)
}
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("search", in: glassNamespace)
if isExpanded {
Button { } label: {
Image(systemName: "plus")
.frame(width: 40, height: 40)
}
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("add", in: glassNamespace)
}
}
}
.animation(.bouncy, value: isExpanded)
}
}
// Circular buttons
.glassEffectInteractiveIOS26(in: Circle())
// Rounded rectangle
.glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
// Capsule
.glassEffectInteractiveIOS26(in: Capsule())
For smooth state transitions between glass elements:
@Namespace private var glassNamespace
// Elements with same container + IDs morph smoothly
GlassEffectContainerIOS26 {
if editing {
plusButton
.glassEffectIDIOS26("leftButton", in: glassNamespace)
} else {
burgerButton
.glassEffectIDIOS26("leftButton", in: glassNamespace)
}
}
.animation(.bouncy, value: editing)
Key requirements:
GlassEffectContainerIOS26glassEffectIDIOS26 with shared namespace// ❌ WRONG - Individual glass effects
HStack {
button1.glassEffectIOS26(in: Circle())
button2.glassEffectIOS26(in: Circle())
}
// ✅ CORRECT - Grouped in container
GlassEffectContainerIOS26 {
HStack {
button1.glassEffectInteractiveIOS26(in: Circle())
button2.glassEffectInteractiveIOS26(in: Circle())
}
}
// ❌ WRONG - clipShape before glass
.clipShape(Circle())
.glassEffectIOS26(in: Circle())
// ✅ CORRECT - Glass defines shape
.glassEffectInteractiveIOS26(in: Circle())
// ❌ WRONG - Abrupt appear/disappear
if isVisible {
button.glassEffectInteractiveIOS26(in: Circle())
}
// ✅ CORRECT - Smooth morphing
if isVisible {
button
.glassEffectInteractiveIOS26(in: Circle())
.glassEffectIDIOS26("button", in: namespace)
}
// ❌ WRONG - Glass on content
Text("Hello World")
.glassEffectIOS26(in: .rect(cornerRadius: 8))
// ✅ CORRECT - Glass only on floating controls
// Use standard backgrounds for content:
Text("Hello World")
.background(Color.Background.primary)
All utilities handle iOS version checks internally:
Color.Background.navigationPanel + .ultraThinMaterial// This works on all iOS versions
.glassEffectInteractiveIOS26(in: Circle())
// Equivalent to:
if #available(iOS 26.0, *) {
self.glassEffect(.regular.interactive(), in: Circle())
} else {
self
.background(Color.Background.navigationPanel)
.background(.ultraThinMaterial)
}
// Container for grouping glass elements (like GlassEffectContainerIOS26 in SwiftUI)
let container = GlassContainerViewIOS26(spacing: 12)
container.glassContentView.addSubview(yourContent)
// Individual glass effect view (always interactive)
let glassView = GlassEffectViewIOS26()
glassView.glassContentView.addSubview(yourButton)
// Glass button configuration
let config = UIButton.Configuration.glassIOS26()
let button = UIButton(configuration: config)
final class NavigationBarView: UIView {
private let glassContainer = GlassContainerViewIOS26(spacing: 12)
private let buttonGlass = GlassEffectViewIOS26()
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
// Add container to view
addSubview(glassContainer) {
$0.pinToSuperview(insets: UIEdgeInsets(top: 0, left: 16, bottom: 0, right: 16))
$0.height.equal(to: 44)
}
// Setup circular button with glass
buttonGlass.applyCircleShape(diameter: 44)
buttonGlass.layoutUsing.anchors {
$0.size(CGSize(width: 44, height: 44))
}
// Add button to glass content view (NOT directly to buttonGlass)
buttonGlass.glassContentView.addSubview(myButton) {
$0.center(in: buttonGlass.glassContentView)
}
// Add glass button to container's content view
glassContainer.glassContentView.addSubview(buttonGlass)
}
}
// Circular buttons (44x44)
glassView.applyCircleShape(diameter: 44)
// Capsule/pill shape (e.g., for title views)
glassView.applyCapsuleShape(height: 44)
// iOS 26+: Uses cornerConfiguration = .capsule()
// iOS < 26: Uses layer.cornerRadius fallback
Always add content to glassContentView - Never add subviews directly to the glass view
// ❌ WRONG
glassView.addSubview(button)
// ✅ CORRECT
glassView.glassContentView.addSubview(button)
Call shape methods once in setup - Not in layoutSubviews (unless height changes dynamically)
// ❌ WRONG - Called every layout pass
override func layoutSubviews() {
super.layoutSubviews()
glassView.applyCapsuleShape(height: bounds.height)
}
// ✅ CORRECT - Called once with fixed height
func setup() {
glassView.applyCapsuleShape(height: 44)
}
GlassEffectViewIOS26 is always interactive - No property to set, touch feedback is built-in
Use glassIOS26() for text buttons
var config = UIButton.Configuration.glassIOS26()
config.title = "Done"
config.baseForegroundColor = .Control.accent100
let button = UIButton(configuration: config)
// GlassEffectViewIOS26 handles version checks internally:
// iOS 26+: UIGlassEffect with cornerConfiguration
// iOS < 26: UIBlurEffect(style: .systemUltraThinMaterial) + Background.navigationPanel
// Example of internal implementation:
private func setupGlassEffect() {
if #available(iOS 26.0, *) {
let glassEffect = UIGlassEffect()
glassEffect.isInteractive = true
let effectView = UIVisualEffectView(effect: glassEffect)
addSubview(effectView)
glassEffectView = effectView
} else {
backgroundColor = .Background.navigationPanel
let blurView = UIVisualEffectView(effect: UIBlurEffect(style: .systemUltraThinMaterial))
addSubview(blurView)
}
}
| File | Purpose |
|------|---------|
| View+iOS26.swift | SwiftUI glass effect utilities and wrappers |
| UIView+iOS26Glass.swift | UIKit glass effect utilities |
| HomeBottomNavigationPanelView.swift | Navigation panel with glass buttons |
| ChatInput.swift | Chat input with morphing burger/plus button |
| ChatActionPanel.swift | Action buttons with interactive glass |
| EditorNavigationBarView.swift | UIKit navigation bar with glass container |
| EditorNavigationBarTitleView.swift | UIKit title view with capsule glass |
GlassEffectContainerIOS26glassEffectInteractiveIOS26 (not just glassEffectIOS26)glassEffectIDIOS26 for morphingclipShape() before glass effectswithAnimation(.bouncy) or .animation())GlassContainerViewIOS26glassContentView (not directly to glass view)layoutSubviews)UIButton.Configuration.glassIOS26()applyCircleShape(diameter:)applyCapsuleShape(height:)Navigation: This skill covers iOS 26 Liquid Glass patterns. For implementation details, see View+iOS26.swift.
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