skills/swiftui-animation/SKILL.md
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 (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
npx skillsauth add dpearson2699/swift-ios-skills swiftui-animationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Review, write, and fix SwiftUI animations. Apply modern animation APIs with correct timing, transitions, and accessibility handling using Swift 6.3 patterns.
| Category | API | When to use |
|---|---|---|
| State-driven | withAnimation, .animation(_:body:), .animation(_:value:) | Explicit state changes, selective modifier animation, or simple value-bound changes |
| Multi-phase | PhaseAnimator | Sequenced multi-step animations |
| Keyframe | KeyframeAnimator | Complex multi-property choreography |
| Shared element | matchedGeometryEffect | Layout-driven hero transitions |
| Navigation | matchedTransitionSource + .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 |
| Custom | CustomAnimation protocol | Novel timing curves |
// 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
// 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)
withAnimation(.spring) { isExpanded.toggle() }
// With completion (iOS 17+)
withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {
isExpanded = true
} completion: { loadContent() }
Prefer .animation(_:body:) when only specific modifiers should animate.
Use .animation(_:value:) for simple value-bound changes that can animate the
view's animatable modifiers together.
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)
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.
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 runs one cycle per trigger change:
PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in
// ...
} animation: { _ in .spring(duration: 0.4) }
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.
Replaces manual AnimatableData boilerplate. Attach to any type with
animatable stored properties.
// Replaces manual AnimatableData boilerplate
@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:
VectorArithmetic.@AnimatableIgnored to exclude non-animatable properties.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 view per ID must be visible at a time for the interpolation to work.
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.
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
))
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.
Animate SF Symbols with semantic effects.
// Discrete (triggers on value change)
Image(systemName: "bell.fill")
.symbolEffect(.bounce, value: notificationCount)
Image(systemName: "arrow.clockwise")
.symbolEffect(.wiggle.clockwise, value: refreshCount)
// Indefinite (active while condition holds)
Image(systemName: "wifi")
.symbolEffect(.pulse, isActive: isSearching)
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
)
All effects: .bounce, .pulse, .variableColor, .scale, .appear,
.disappear, .replace, .breathe, .rotate, .wiggle.
Scope: .byLayer, .wholeSymbol. Direction varies per effect.
Control how SF Symbol layers are colored with .symbolRenderingMode(_:).
| Mode | Effect | When to use |
|------|--------|-------------|
| .monochrome | Single color applied uniformly (default) | Toolbars, simple icons matching text |
| .hierarchical | Single color with opacity layers for depth | Subtle depth without multiple colors |
| .multicolor | System-defined fixed colors per layer | Weather, file types — Apple's intended palette |
| .palette | Custom colors per layer via .foregroundStyle | Brand 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 color: .symbolVariableColor(value:) for percentage-based fill (signal strength, volume):
Image(systemName: "wifi")
.symbolVariableColor(value: signalStrength) // 0.0–1.0
Docs: SymbolRenderingMode · symbolRenderingMode(_:)
.animation(_:) when you need precise scope// TOO BROAD — applies when the view changes
.animation(.easeIn)
// CORRECT — bind animation to one value
.animation(.easeIn, value: isVisible)
// CORRECT — scope animation to selected modifiers
.animation(.easeIn) { content in
content.opacity(isVisible ? 1.0 : 0.0)
}
Never run heavy computation in keyframeAnimator / PhaseAnimator content closures — they execute every frame. Precompute outside, animate only visual properties.
@Environment(\.accessibilityReduceMotion) private var reduceMotion
withAnimation(reduceMotion ? .none : .bouncy) { showDetail = true }
Only one view per ID should be visible at a time. Two visible views with the same ID causes undefined layout.
// WRONG
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { withAnimation { isVisible = true } }
// CORRECT
withAnimation(.spring.delay(0.5)) { isVisible = true }
// 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)
Apply .navigationTransition(.zoom(sourceID:in:)) on the outermost destination view, not inside a container.
withAnimation wraps the state change; implicit animation uses .animation(_:body:) for selective modifier scope or .animation(_:value:) with an explicit valuematchedGeometryEffect has exactly one source per ID; zoom uses matching id/namespace@Animatable macro used instead of manual animatableDataaccessibilityReduceMotion checked; no DispatchQueue/UIView.animate.transition(); contentTransition is paired with animation and uses the narrowest implicit animation scope that fitsdevelopment
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