skills/swiftui-animation/SKILL.md
This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
npx skillsauth add jamesrochabrun/skills swiftui-animationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Expert guidance for implementing advanced SwiftUI animations and Metal shader integration. Covers animation curves, springs, transitions, matched geometry effects, PhaseAnimator, KeyframeAnimator, and GPU-accelerated shader effects.
// Explicit animation (preferred)
withAnimation(.spring(response: 0.4, dampingFraction: 0.75)) {
isExpanded.toggle()
}
// iOS 17+ spring presets
withAnimation(.snappy) { ... } // Fast, small bounce
withAnimation(.smooth) { ... } // Gentle, no bounce
withAnimation(.bouncy) { ... } // More bounce
// Basic
.transition(.opacity)
.transition(.scale)
.transition(.slide)
.transition(.move(edge: .bottom))
// Combined
.transition(.move(edge: .trailing).combined(with: .opacity))
// Asymmetric
.transition(.asymmetric(
insertion: .move(edge: .bottom),
removal: .opacity
))
@Namespace var namespace
// Source view
ThumbnailView()
.matchedGeometryEffect(id: "hero", in: namespace)
// Destination view
DetailView()
.matchedGeometryEffect(id: "hero", in: namespace)
// Color manipulation
.colorEffect(ShaderLibrary.invert())
// Pixel displacement
.distortionEffect(
ShaderLibrary.wave(.float(time)),
maxSampleOffset: CGSize(width: 20, height: 20)
)
// Full layer access
.layerEffect(ShaderLibrary.blur(.float(radius)), maxSampleOffset: .zero)
Detailed documentation is available in references/:
motion-guidelines.md - HIG Motion design principles
animations.md - Complete animation API guide
transitions.md - View transition guide
metal-shaders.md - GPU shader integration
struct ExpandableCard: View {
@State private var isExpanded = false
var body: some View {
VStack {
RoundedRectangle(cornerRadius: isExpanded ? 20 : 12)
.fill(.blue)
.frame(
width: isExpanded ? 300 : 150,
height: isExpanded ? 400 : 100
)
}
.onTapGesture {
withAnimation(.spring(response: 0.35, dampingFraction: 0.75)) {
isExpanded.toggle()
}
}
}
}
ForEach(Array(items.enumerated()), id: \.element.id) { index, item in
ItemRow(item: item)
.transition(.asymmetric(
insertion: .move(edge: .trailing).combined(with: .opacity),
removal: .move(edge: .leading).combined(with: .opacity)
))
.animation(.spring().delay(Double(index) * 0.05), value: items)
}
Circle()
.fill(.blue)
.frame(width: 20, height: 20)
.scaleEffect(isPulsing ? 1.2 : 1.0)
.opacity(isPulsing ? 0.6 : 1.0)
.onAppear {
withAnimation(.easeInOut(duration: 1.0).repeatForever(autoreverses: true)) {
isPulsing = true
}
}
withAnimation over .animation() modifier for clarity.spring(response: 0.35, dampingFraction: 0.8) - Good default for most interactionswithAnimationwithAnimation when togglingzIndex for proper layering.metal file is added to targetmaxSampleOffset is set correctly for distortion effectstesting
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