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Swiftui Animation

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dpearson2699
swiftui-animation

Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.

Overview

Publisherdpearson2699
Repositoryswift-ios-skills
Skill nameswiftui-animation
Stars
1.2K
Forks
61
Bundled files
3
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by dpearson2699 on GitHub. Read the source before you install it.

Installation

Install the Swiftui Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/dpearson2699/swift-ios-skills/tree/main/skills/swiftui-animation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/dpearson2699/swift-ios-skills.git /tmp/swift-ios-skills
mkdir -p .claude/skills
cp -r /tmp/swift-ios-skills/skills/swiftui-animation .claude/skills/swiftui-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Swiftui Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Swiftui Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Swiftui Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

SwiftUI Animation (iOS 26+)

Review, write, and fix SwiftUI animations. Apply modern animation APIs with correct timing, transitions, and accessibility handling using Swift 6.3 patterns.

Contents

Triage Workflow

Step 1: Identify the animation category

CategoryAPIWhen to use
State-drivenwithAnimation, .animation(_:body:), .animation(_:value:)Explicit state changes, selective modifier animation, or simple value-bound changes
Multi-phasePhaseAnimatorSequenced multi-step animations
KeyframeKeyframeAnimatorComplex multi-property choreography
Shared elementmatchedGeometryEffectLayout-driven hero transitions
NavigationmatchedTransitionSource + .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
CustomCustomAnimation protocolNovel timing curves
Core Animation bridgeCALayer, CAAnimation, CADisplayLinkRead references/core-animation-bridge.md before advising

Step 2: Choose the animation curve

swift
.easeInOut(duration: 0.3)       // mechanical timing
.smooth                         // fluid, no bounce
.snappy                         // responsive, small bounce
.bouncy                         // playful, visible bounce
.spring(duration: 0.5, bounce: 0.3)

Use the advanced catalog when presets do not express the intended motion.

Step 3: Apply and verify

  • Confirm animation triggers on the correct state change.
  • Test with Accessibility > Reduce Motion enabled.
  • Verify no expensive work runs inside animation content closures.
  • For CA bridges, use Coordinators for delegates, invalidate display links, treat frame-rate ranges as hints, and adapt work to the actual refresh rate.

withAnimation (Explicit Animation)

swift
withAnimation(.spring) { isExpanded.toggle() }

// With completion (iOS 17+)
withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {
    isExpanded = true
} completion: { loadContent() }

Implicit Animation

Use withAnimation for state-mutation ownership, .animation(_:body:) for selected modifiers, and .animation(_:value:) for simple value-bound changes.

swift
Badge()
    .foregroundStyle(isActive ? .green : .secondary)
    .animation(.snappy) { content in
        content
            .scaleEffect(isActive ? 1.15 : 1.0)
            .opacity(isActive ? 1.0 : 0.7)
    }
swift
Circle()
    .scaleEffect(isActive ? 1.2 : 1.0)
    .opacity(isActive ? 1.0 : 0.6)
    .animation(.bouncy, value: isActive)

Spring Type (iOS 17+)

Prefer the perceptual form or a preset. Load the advanced reference only when physical, response-based, or settling parameters are required.

swift
Spring(duration: 0.5, bounce: 0.3)
Spring.smooth
Spring.snappy
Spring.bouncy

PhaseAnimator (iOS 17+)

Cycle through discrete phases with per-phase animation curves.

swift
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 advances to the next phase on each trigger change:

swift
PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in
    // ...
} animation: { _ in .spring(duration: 0.4) }

KeyframeAnimator (iOS 17+)

Animate multiple properties along independent timelines.

swift
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. Swift 6: keyframe closures are @Sendable; capture state/env values before the modifier.

@Animatable Macro

Replaces manual AnimatableData boilerplate. Attach to any type with animatable stored properties.

swift
@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:

  • Stored properties must conform to VectorArithmetic.
  • Use @AnimatableIgnored to exclude non-animatable properties.
  • Computed properties are never included.

matchedGeometryEffect (iOS 14+)

Synchronize geometry between views for shared-element animations.

swift
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 source view per ID should be visible; otherwise results are undefined.

Navigation Zoom Transition (iOS 18+)

Pair matchedTransitionSource on the source view with .navigationTransition(.zoom(...)) on the destination.

swift
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.

Transitions (iOS 17+)

Control how views animate on insertion and removal.

swift
if showBanner {
    BannerView()
        .transition(.move(edge: .top).combined(with: .opacity))
}

See All Transition Types for the built-in catalog and custom Transition examples.

Asymmetric transitions:

swift
.transition(.asymmetric(
    insertion: .push(from: .bottom),
    removal: .opacity
))

ContentTransition (iOS 16+)

Animate in-place content changes without insertion/removal.

swift
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.

Symbol Effects (iOS 17+)

Animate SF Symbols with semantic effects. .bounce, .pulse, .variableColor, .scale, .appear, .disappear, and .replace are iOS 17+; .breathe, .rotate, and .wiggle require iOS 18+.

swift
// Discrete (triggers on value change)
Image(systemName: "bell.fill").symbolEffect(.bounce, value: notificationCount)

// iOS 18+
Image(systemName: "arrow.clockwise")
    .symbolEffect(.wiggle.clockwise, value: refreshCount)

// Indefinite (active while condition holds)
Image(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching)

// iOS 18+
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
    )

Scope: .byLayer, .wholeSymbol. Direction varies per effect.

Symbol Rendering Modes

Choose .monochrome, .hierarchical, .multicolor, or .palette with .symbolRenderingMode(_:); use .foregroundStyle to supply palette colors.

Variable symbols: use Image(systemName:variableValue:) (iOS 16+) for percentage fill. Use .symbolVariableValueMode(_:) (iOS 26+) to choose .draw or .color.

swift
Image(systemName: "wifi", variableValue: signalStrength) // 0.0...1.0
    .symbolVariableValueMode(.draw) // iOS 26+

Docs: SymbolRenderingMode · symbolRenderingMode(_:) · Image(systemName:variableValue:) · symbolVariableValueMode(_:)

Common Mistakes

1. Using bare .animation(_:) when you need precise scope

swift
// TOO BROAD — applies when the view changes
.animation(.easeIn)

.animation(.easeIn, value: isVisible) // CORRECT: value-bound

// CORRECT — scope animation to selected modifiers
.animation(.easeIn) { content in
    content.opacity(isVisible ? 1.0 : 0.0)
}

withAnimation(.easeIn) { isVisible.toggle() } // CORRECT: own mutation

2. Expensive work or actor-isolated reads inside animation closures

keyframeAnimator / PhaseAnimator content closures run every frame. Precompute expensive values, animate only visual properties, and capture state/env values before @Sendable keyframe closures.

3. Missing reduce motion support

For symbols, remove inherited effects; gate larger motion with reduceMotion ? .none : animation.

swift
@Environment(\.accessibilityReduceMotion) private var reduceMotion
Image(systemName: "wifi").symbolEffect(.pulse, isActive: isSearching).symbolEffectsRemoved(reduceMotion)

4. Multiple matchedGeometryEffect sources

Only one source view per ID should be visible at a time. Multiple visible sources with the same ID cause undefined layout.

5. Using DispatchQueue or UIView.animate

swift
// WRONG
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { withAnimation { isVisible = true } }
// CORRECT
withAnimation(.spring.delay(0.5)) { isVisible = true }

6. Forgetting animation on ContentTransition

swift
// 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)

7. navigationTransition on wrong view

Apply .navigationTransition(.zoom(sourceID:in:)) on the outermost destination view, not inside a container.

Review Checklist

  • Animation curve matches intent (spring for natural, ease for mechanical)
  • withAnimation wraps the state change; implicit animation uses .animation(_:body:) for selective modifier scope or .animation(_:value:) with an explicit value
  • matchedGeometryEffect has exactly one source per ID; zoom uses matching id/namespace
  • @Animatable macro used when synthesis fits; manual animatableData kept only when custom packing is clearer
  • accessibilityReduceMotion checked; no DispatchQueue/UIView.animate
  • Transitions use .transition(); contentTransition is paired with animation and uses the narrowest implicit animation scope that fits
  • Animated state changes on @MainActor; animation-driving types are Sendable

References

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Swiftui Animation AI skill do?

Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.

Why use Swiftui Animation on TypingMind?

Because you install it once and use it with any model. Swiftui Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Swiftui Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/dpearson2699/swift-ios-skills/tree/main/skills/swiftui-animation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Swiftui Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Swiftui Animation?

As many as you like. As long as a model supports skills, you can use Swiftui Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Swiftui Animation AI skill free?

It is published on GitHub by dpearson2699. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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