skills/design/liquid-glass/SKILL.md
Implement Liquid Glass design using .glassEffect() API for iOS/macOS 26+. Covers SwiftUI, AppKit, UIKit, and WidgetKit. Use when creating modern glass-based UI effects.
npx skillsauth add rshankras/claude-code-apple-skills liquid-glassInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Implement Apple's Liquid Glass design language across all Apple UI frameworks. Covers SwiftUI (.glassEffect()), AppKit (NSGlassEffectView), UIKit (UIGlassEffect + UIVisualEffectView), and WidgetKit (rendering modes, accented content, glass elements in widgets).
UIVisualEffectViewUIGlassEffect or UIGlassContainerEffectLiquid Glass is the material of the navigation layer — bars, toolbars, floating controls — never the content layer (tables, lists, rows in a scroll view).
| Rule | Detail | |------|--------| | Never glass on glass | Don't stack glass. Elements sitting ON glass don't get the material again — style them with fills and vibrancy. | | Two variants — never mix them | Regular (default): works at any size, over anything, with adaptive legibility. Clear: only when ALL three hold — media-rich content underneath, a dimming layer is acceptable, and bold bright content sits above. Clear has no adaptive behaviors. One variant per interface. | | Tint only primary actions | "When every element is tinted, nothing stands out." | | No steady-state intersections | In resting layouts, content shouldn't sit half-under a glass element — reposition or scale the content instead. | | Strip decorated bars | Remove customized bar backgrounds and borders; build hierarchy through layout and grouping, not decoration. Never group a symbol with a text label in one toolbar group. Action sheets spring from their source element. |
Scroll edge effects keep floating elements separated from scrolling content: soft (gradual fade — the iOS default) vs hard (denser, with a dividing line — mostly macOS). One per view edge, and they're not decorative — don't add one where no floating UI elements exist.
Shape system — let containers do the math:
| Shape | Radius | Use | |-------|--------|-----| | Fixed | Constant | Standalone elements | | Capsule | Half the element height | Phone-scale controls — add extra margin from the screen edge | | Concentric | Parent radius minus padding | Nested containers (inner radii auto-calculate); iPad/Mac elements concentric with the window edge |
Accessibility comes free at the system level: Reduced Motion decreases lensing and elastic effects; Increased Contrast renders glass elements black/white with a contrasting border. (Lensing is how glass appears — it materializes by modulating how it bends light, and adaptive shadows flip small elements light/dark for legibility over any content.)
import SwiftUI
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Capsule shape by default
Text("Hello")
.padding()
.glassEffect(in: .rect(cornerRadius: 16))
// Available shapes:
// .capsule (default)
// .rect(cornerRadius: CGFloat)
// .rect(corner: .containerConcentric) — radius derived from the container, keeps nested shapes concentric
// .circle
Button("Tap Me") {
// action
}
.padding()
.glassEffect(.regular.interactive())
Text("Important")
.padding()
.glassEffect(.regular.tint(.blue))
| Option | Description | Example |
|--------|-------------|---------|
| .regular | Standard glass effect | .glassEffect(.regular) |
| .tint(Color) | Add color tint | .glassEffect(.regular.tint(.orange)) |
| .interactive() | Scale, bounce, and shimmer on touch/hover | .glassEffect(.regular.interactive()) |
When using multiple glass elements, wrap them in GlassEffectContainer for:
This is correctness, not just performance: glass can not sample other glass, so nearby glass elements must share ONE container to render and blend correctly.
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "star.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "heart.fill")
.frame(width: 80, height: 80)
.font(.system(size: 36))
.glassEffect()
}
}
Spacing Parameter:
Combine views into a single glass effect using glassEffectUnion:
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {
HStack(spacing: 20.0) {
ForEach(items.indices, id: \.self) { index in
Image(systemName: items[index])
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectUnion(
id: index < 2 ? "group1" : "group2",
namespace: namespace
)
}
}
}
Create fluid morphing effects when views appear/disappear.
struct MorphingToolbar: View {
@State private var isExpanded = false
@Namespace private var namespace
var body: some View {
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
// Always visible
Image(systemName: "pencil")
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectID("pencil", in: namespace)
// Conditionally visible - will morph in/out
if isExpanded {
Image(systemName: "eraser")
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectID("eraser", in: namespace)
Image(systemName: "ruler")
.frame(width: 60, height: 60)
.glassEffect()
.glassEffectID("ruler", in: namespace)
}
}
}
Button("Toggle") {
withAnimation(.spring(response: 0.4, dampingFraction: 0.8)) {
isExpanded.toggle()
}
}
.buttonStyle(.glass)
}
}
Button("Standard") {
// action
}
.buttonStyle(.glass)
Button("Primary Action") {
// action
}
.buttonStyle(.glassProminent)
Extend a hero image beyond the safe area — the system mirrors and blurs it under bars and sidebars:
Image("hero")
.backgroundExtensionEffect()
Or stretch content under sidebar or inspector:
NavigationSplitView {
SidebarView()
} detail: {
DetailView()
.background {
Image("wallpaper")
.resizable()
.ignoresSafeArea()
}
}
ScrollView(.horizontal) {
HStack {
ForEach(items) { item in
ItemView(item: item)
}
}
}
.scrollExtensionMode(.underSidebar)
TabView {
// tabs
}
.tabBarMinimizeBehavior(.onScrollDown) // Tab bar recedes while scrolling content
.tabViewBottomAccessory { // Persistent control docked above the tab bar
MiniPlayerView()
}
Split toolbar items into separate glass groups instead of customizing bar backgrounds:
.toolbar {
ToolbarItem { editButton }
ToolbarSpacer(.fixed) // Visual break — starts a new glass group
ToolbarItem { shareButton }
ToolbarSpacer(.flexible) // Pushes the following group apart
ToolbarItem { doneButton }
}
ScrollView { content }
.scrollEdgeEffectStyle(.hard, for: .top) // Hard style for dense UI, mostly macOS
Remove custom presentationBackground modifiers — they interfere with the sheet's glass material and its morphing behavior.
import AppKit
// Create glass effect view
let glassView = NSGlassEffectView(frame: NSRect(x: 20, y: 20, width: 200, height: 100))
glassView.cornerRadius = 16.0
glassView.tintColor = NSColor.systemBlue.withAlphaComponent(0.3)
// Create content
let label = NSTextField(labelWithString: "Glass Content")
label.translatesAutoresizingMaskIntoConstraints = false
// Set content view
glassView.contentView = label
// Add constraints
if let contentView = glassView.contentView {
NSLayoutConstraint.activate([
label.centerXAnchor.constraint(equalTo: contentView.centerXAnchor),
label.centerYAnchor.constraint(equalTo: contentView.centerYAnchor)
])
}
// Create container
let container = NSGlassEffectContainerView(frame: bounds)
container.spacing = 40.0
// Create content view
let contentView = NSView(frame: container.bounds)
container.contentView = contentView
// Add glass views to content
let glass1 = NSGlassEffectView(frame: NSRect(x: 20, y: 50, width: 150, height: 100))
let glass2 = NSGlassEffectView(frame: NSRect(x: 190, y: 50, width: 150, height: 100))
contentView.addSubview(glass1)
contentView.addSubview(glass2)
class InteractiveGlassView: NSGlassEffectView {
override init(frame: NSRect) {
super.init(frame: frame)
setupTracking()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setupTracking()
}
private func setupTracking() {
let options: NSTrackingArea.Options = [
.mouseEnteredAndExited,
.activeInActiveApp
]
let trackingArea = NSTrackingArea(
rect: bounds,
options: options,
owner: self,
userInfo: nil
)
addTrackingArea(trackingArea)
}
override func mouseEntered(with event: NSEvent) {
super.mouseEntered(with: event)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.2
animator().tintColor = NSColor.systemBlue.withAlphaComponent(0.2)
}
}
override func mouseExited(with event: NSEvent) {
super.mouseExited(with: event)
NSAnimationContext.runAnimationGroup { context in
context.duration = 0.2
animator().tintColor = nil
}
}
}
struct FloatingActionBar: View {
@Namespace private var namespace
var body: some View {
GlassEffectContainer(spacing: 20) {
HStack(spacing: 16) {
ForEach(actions) { action in
Button {
action.perform()
} label: {
Image(systemName: action.icon)
.font(.title2)
}
.frame(width: 44, height: 44)
.glassEffect(.regular.interactive())
.glassEffectID(action.id, in: namespace)
}
}
.padding(.horizontal, 8)
.padding(.vertical, 4)
}
}
}
For a card floating above content (e.g. overlaid on a map). Cards inside a scrolling list are content-layer — don't use glass there. Note the icon uses a fill, not a second glassEffect: elements on glass never get glass again.
struct GlassCard: View {
let title: String
let subtitle: String
let icon: String
var body: some View {
HStack(spacing: 16) {
Image(systemName: icon)
.font(.title)
.frame(width: 50, height: 50)
.background(.blue.opacity(0.15), in: .rect(cornerRadius: 12))
VStack(alignment: .leading) {
Text(title)
.font(.headline)
Text(subtitle)
.font(.subheadline)
.foregroundStyle(.secondary)
}
Spacer()
}
.padding()
.glassEffect(in: .rect(cornerRadius: 16))
}
}
struct GlassTabBar: View {
@Binding var selection: Int
@Namespace private var namespace
let tabs = [
("house", "Home"),
("magnifyingglass", "Search"),
("person", "Profile")
]
var body: some View {
GlassEffectContainer(spacing: 30) {
HStack(spacing: 30) {
ForEach(tabs.indices, id: \.self) { index in
Button {
withAnimation(.spring(response: 0.35, dampingFraction: 0.8)) {
selection = index
}
} label: {
VStack(spacing: 4) {
Image(systemName: tabs[index].0)
.font(.title2)
Text(tabs[index].1)
.font(.caption)
}
.frame(width: 70, height: 60)
}
.glassEffect(
selection == index
? .regular.tint(.blue).interactive()
: .regular.interactive()
)
.glassEffectID("tab\(index)", in: namespace)
}
}
}
}
}
// Old: Using materials directly
VStack {
Text("Content")
}
.padding()
.background(.ultraThinMaterial)
.cornerRadius(16)
// New: Using glassEffect modifier
VStack {
Text("Content")
}
.padding()
.glassEffect(in: .rect(cornerRadius: 16))
| Old Approach | New API |
|--------------|---------|
| .background(.material) | .glassEffect() |
| Manual corner radius | Shape parameter |
| No interactivity | .interactive() modifier |
| Manual tinting | .tint(Color) modifier |
| No morphing | glassEffectID + @Namespace |
| No container grouping | GlassEffectContainer |
Use UIVisualEffectView with a UIGlassEffect to create glass surfaces in UIKit:
import UIKit
let glassEffect = UIGlassEffect()
let visualEffectView = UIVisualEffectView(effect: glassEffect)
visualEffectView.frame = CGRect(x: 50, y: 100, width: 300, height: 200)
visualEffectView.layer.cornerRadius = 20
visualEffectView.clipsToBounds = true
let label = UILabel()
label.text = "Liquid Glass"
label.textAlignment = .center
label.frame = visualEffectView.bounds
visualEffectView.contentView.addSubview(label)
view.addSubview(visualEffectView)
glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)
glassEffect.isInteractive = true
Set isInteractive = true on a UIGlassEffect to make it respond to touch:
let interactiveGlassEffect = UIGlassEffect()
interactiveGlassEffect.isInteractive = true
let glassButton = UIButton(frame: CGRect(x: 50, y: 300, width: 200, height: 50))
glassButton.setTitle("Glass Button", for: .normal)
glassButton.setTitleColor(.white, for: .normal)
let buttonEffectView = UIVisualEffectView(effect: interactiveGlassEffect)
buttonEffectView.frame = glassButton.bounds
buttonEffectView.layer.cornerRadius = 15
buttonEffectView.clipsToBounds = true
glassButton.insertSubview(buttonEffectView, at: 0)
view.addSubview(glassButton)
Use UIGlassContainerEffect when combining multiple glass elements. This is the UIKit equivalent of SwiftUI's GlassEffectContainer -- it enables proper blending and morphing between glass views:
let containerEffect = UIGlassContainerEffect()
containerEffect.spacing = 40.0
let containerView = UIVisualEffectView(effect: containerEffect)
containerView.frame = CGRect(x: 50, y: 400, width: 300, height: 200)
let firstGlassEffect = UIGlassEffect()
let firstGlassView = UIVisualEffectView(effect: firstGlassEffect)
firstGlassView.frame = CGRect(x: 20, y: 20, width: 100, height: 100)
firstGlassView.layer.cornerRadius = 20
firstGlassView.clipsToBounds = true
let secondGlassEffect = UIGlassEffect()
secondGlassEffect.tintColor = UIColor.systemPink.withAlphaComponent(0.3)
let secondGlassView = UIVisualEffectView(effect: secondGlassEffect)
secondGlassView.frame = CGRect(x: 80, y: 60, width: 100, height: 100)
secondGlassView.layer.cornerRadius = 20
secondGlassView.clipsToBounds = true
containerView.contentView.addSubview(firstGlassView)
containerView.contentView.addSubview(secondGlassView)
view.addSubview(containerView)
UIKit scroll views now support configurable edge effects for Liquid Glass integration:
let scrollView = UIScrollView(frame: view.bounds)
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
scrollView.rightEdgeEffect.isHidden = true
Available Edge Effect Styles:
| Style | Description |
|-------|-------------|
| .automatic | System determines style based on context |
| .hard | Hard cutoff with a dividing line |
Coordinates glass elements (such as bottom toolbars) with scroll edge behavior:
let interaction = UIScrollEdgeElementContainerInteraction()
interaction.scrollView = scrollView
interaction.edge = .bottom
buttonContainer.addInteraction(interaction)
UIKit navigation bar items integrate with Liquid Glass automatically; hidesSharedBackground opts an item out of the shared glass bar:
let shareButton = UIBarButtonItem(
barButtonSystemItem: .action,
target: self,
action: #selector(shareAction)
)
let favoriteButton = UIBarButtonItem(
image: UIImage(systemName: "heart"),
style: .plain,
target: self,
action: #selector(favoriteAction)
)
favoriteButton.hidesSharedBackground = true
navigationItem.rightBarButtonItems = [shareButton, favoriteButton]
| SwiftUI | UIKit |
|---------|-------|
| .glassEffect() | UIVisualEffectView(effect: UIGlassEffect()) |
| .glassEffect(.regular.interactive()) | UIGlassEffect() with isInteractive = true |
| .glassEffect(.regular.tint(.blue)) | UIGlassEffect() with tintColor = ... |
| GlassEffectContainer(spacing:) | UIGlassContainerEffect() with spacing |
| .buttonStyle(.glass) | Insert UIVisualEffectView as button subview |
Widgets support two rendering modes that affect how Liquid Glass is displayed:
| Mode | Description | |------|-------------| | Full Color | Default mode. Displays all colors, images, and transparency as designed. | | Accented | Used when tinted or clear appearance is chosen. Primary and accented content tinted white (iOS and macOS). Background replaced with themed glass or tinted color effect. |
Detect the rendering mode and adapt layout accordingly. Use .widgetAccentable() to mark views that should be tinted in accented mode:
struct MyWidgetView: View {
@Environment(\.widgetRenderingMode) var renderingMode
var body: some View {
if renderingMode == .accented {
// Layout optimized for accented mode
AccentedWidgetLayout()
} else {
// Standard full-color layout
FullColorWidgetLayout()
}
}
}
HStack(alignment: .center, spacing: 0) {
VStack(alignment: .leading) {
Text("Widget Title")
.font(.headline)
.widgetAccentable()
Text("Widget Subtitle")
}
Image(systemName: "star.fill")
.widgetAccentable()
}
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
Define a container background for your widget content:
var body: some View {
VStack {
// Widget content
}
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
}
Prevent the system from removing the widget background. Note that marking a background as non-removable excludes the widget from contexts that require removable backgrounds (iPad Lock Screen, StandBy):
var body: some WidgetConfiguration {
StaticConfiguration(kind: "MyWidget", provider: Provider()) { entry in
MyWidgetView(entry: entry)
}
.containerBackgroundRemovable(false)
}
// Default glass texture
.widgetTexture(.glass)
// Paper-like texture
.widgetTexture(.paper)
.supportedMountingStyles([.recessed, .elevated])
| Style | Description |
|-------|-------------|
| .recessed | Widget appears embedded into a vertical surface |
| .elevated | Widget appears on top of a surface |
Apply .glassEffect() and .buttonStyle(.glass) directly within widget views:
// Glass text element
Text("Custom Element")
.padding()
.glassEffect()
// Glass image element
Image(systemName: "star.fill")
.frame(width: 60, height: 60)
.glassEffect(.regular, in: .rect(cornerRadius: 12))
// Glass button in widget
Button("Action") { }
.buttonStyle(.glass)
Use GlassEffectContainer for multiple glass views
Apply glass effect last in modifier chain
Choose appropriate spacing in containers
Use animations for state changes
Add interactivity for touchable elements
.interactive() for buttons and controlsTint sparingly — reserve tint for the primary action
Consistent shapes across your app
.glassEffect() instead of .background(.material)GlassEffectContainer@Namespace for morphing transitions.glassEffectID() on views that appear/disappear.interactive() for touchable elements.buttonStyle(.glass) for glass buttonsUIVisualEffectView with UIGlassEffect for glass surfacesisInteractive = true on glass effects for touchable elementsUIGlassContainerEffect.automatic or .hard)UIScrollEdgeElementContainerInteraction for scroll-coordinated toolbarshidesSharedBackground for toolbar items that need independent glasswidgetRenderingMode and adapt layout for accented mode.widgetAccentable().widgetAccentedRenderingMode() on images.containerBackground(for: .widget) for backgrounds.containerBackgroundRemovable(false) only when necessary.glassEffect() and .buttonStyle(.glass) in widget views.widgetTexture() and .supportedMountingStyles() for visionOSdevelopment
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