Swiftui Liquid Glass logo

Swiftui Liquid Glass

CommunityPopular
dpearson2699
swiftui-liquid-glass

Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design.

Overview

Publisherdpearson2699
Repositoryswift-ios-skills
Skill nameswiftui-liquid-glass
Stars
1.2K
Forks
61
Bundled files
2
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.

  • 2 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 Liquid Glass 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-liquid-glass
  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-liquid-glass .claude/skills/swiftui-liquid-glass
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Swiftui Liquid Glass 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 Liquid Glass 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 Liquid Glass 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 Liquid Glass

Liquid Glass is the dynamic translucent material introduced across Apple platforms 26. Standard SwiftUI bars and presentations adopt it automatically when built with the current SDK. Reserve custom glass for functional controls and navigation surfaces, not general content backgrounds.

See references/liquid-glass.md for the full API reference with additional examples.

Contents

Workflow

Choose the path that matches the request:

1. Implement a new feature with Liquid Glass

  1. Identify target surfaces (floating controls, custom bars, transient controls).
  2. Decide shape, prominence, and whether each element is a real control or static status.
  3. Wrap grouped glass elements in a GlassEffectContainer.
  4. Apply .glassEffect() after layout and appearance modifiers.
  5. Add .interactive() only to tappable/focusable elements.
  6. Add morphing transitions with glassEffectID(_:in:) where the view hierarchy changes with animation. Put glassEffectTransition(_:) on the inserted or removed glass child, not on the always-present container, and choose the style using Morphing & Transitions.
  7. Gate with if #available(iOS 26, *) and provide a fallback for earlier versions.

2. Improve an existing feature with Liquid Glass

  1. Find custom control or navigation backgrounds that can be replaced with .glassEffect().
  2. Wrap sibling glass elements in GlassEffectContainer for blending and performance.
  3. Replace custom glass-like buttons with .buttonStyle(.glass), .buttonStyle(.glassProminent), or configurable styles such as .buttonStyle(.glass(.clear)). Use .glass(_:) when the button needs a specific tint or variant; reserve .glassProminent for high-emphasis primary actions.
  4. Add morphing transitions where animated insertion/removal occurs.

3. Review existing Liquid Glass usage

Trace each effect through content/control ownership, layout order, container scope, interactivity, transitions, availability, accessibility settings, and fallback. Restore the same UI fixture and rerun the checklist after each correction.

Core API Summary

glassEffect(_:in:)

Applies Liquid Glass behind a view. Default: .regular variant in a Capsule shape.

swift
nonisolated func glassEffect(
    _ glass: Glass = .regular,
    in shape: some Shape = DefaultGlassEffectShape()
) -> some View

Glass struct

Property / MethodPurpose
.regularStandard glass material
.clearClear variant; add dimming/contrast treatment when legibility needs it
.identityNo visual effect (pass-through)
.tint(_:)Add a color tint for prominence
.interactive(_:)React to touch and pointer interactions

Chain them: .regular.tint(.blue).interactive()

GlassEffectContainer

Wraps multiple glass views for shared rendering, blending, and morphing.

swift
GlassEffectContainer(spacing: 24) {
    // child views with .glassEffect()
}

The spacing controls when nearby glass shapes begin to blend. Match or exceed the interior layout spacing so shapes merge during animated transitions but remain separate at rest.

Morphing & Transitions

ModifierPurpose
glassEffectID(_:in:)Stable identity for morphing during view hierarchy changes
glassEffectUnion(id:namespace:)Merge multiple views into one glass shape
glassEffectTransition(_:)Control how glass appears/disappears

Transition decision: use .matchedGeometry for nearby effects inside the container's spacing; use .materialize for distant insertion/removal or when no geometry match should occur; use .identity only when no transition animation is wanted.

Button Styles

swift
Button("Action") { }
    .buttonStyle(.glass)           // standard glass button

Button("Primary") { }
    .buttonStyle(.glassProminent)  // prominent glass button

Button("Media") { }
    .buttonStyle(.glass(.clear))    // configurable variant; verify contrast

Related iOS 26 APIs

APIUse
scrollEdgeEffectStyleConfigure a scroll boundary's visual treatment.
backgroundExtensionEffectExtend one background under safe-area edges with mirrored blur.
ToolbarSpacerCreate a visual break between toolbar items.

See the corresponding sections in references/liquid-glass.md for signatures and examples.

Code Examples

Glass button with availability gate

swift
if #available(iOS 26, *) {
    Button("Show Status") { showStatusDetails() }
        .buttonStyle(.glass)
} else {
    Button("Show Status") { showStatusDetails() }
        .buttonStyle(.bordered)
}

Grouped glass shapes in a container

swift
let symbols = ["pencil", "eraser.fill", "lasso"]

GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        ForEach(symbols, id: \.self) { symbol in
            Image(systemName: symbol)
                .frame(width: 56, height: 56)
                .glassEffect()
        }
    }
}

Nearby morphing transition

swift
@State private var isExpanded = false
@Namespace private var ns

var body: some View {
    GlassEffectContainer(spacing: 40) {
        HStack(spacing: 40) {
            Image(systemName: "pencil")
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectID("pencil", in: ns)

            if isExpanded {
                Image(systemName: "eraser.fill")
                    .frame(width: 80, height: 80)
                    .glassEffect()
                    .glassEffectID("eraser", in: ns)
                    .glassEffectTransition(.matchedGeometry)
            }
        }
    }

    Button("Toggle") {
        withAnimation { isExpanded.toggle() }
    }
    .buttonStyle(.glass)
}

Unioning views into a single glass shape

swift
@Namespace private var ns

GlassEffectContainer(spacing: 20) {
    HStack(spacing: 20) {
        ForEach(items.indices, id: \.self) { i in
            Image(systemName: items[i])
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectUnion(id: i < 2 ? "group1" : "group2", namespace: ns)
        }
    }
}

Tinted glass icon control

swift
struct GlassIconControl: View {
    let icon: String
    let tint: Color
    let action: () -> Void

    var body: some View {
        Button(action: action) {
            Image(systemName: icon)
                .font(.title2)
                .padding()
        }
        .buttonStyle(.glass(.regular.tint(tint)))
    }
}

Clear glass action over bright content

swift
if #available(iOS 26, *) {
    ZStack {
        Capsule()
            .fill(.black.opacity(0.28))

        Button {
            playRecap()
        } label: {
            Label("Play", systemImage: "play.fill")
                .font(.headline)
                .padding(.horizontal, 8)
        }
        .buttonStyle(.glass(.clear))
    }
    .fixedSize()
} else {
    Button("Play", systemImage: "play.fill") { playRecap() }
        .buttonStyle(.borderedProminent)
}

Use clear glass only when the background still leaves labels and symbols readable. On bright or busy backgrounds, add a subtle dimming layer or choose a more opaque button style.

Static status count, not a toolbar control

swift
VStack(spacing: 8) {
    Text("24")
        .font(.headline.monospacedDigit())
        .accessibilityLabel("24 options expiring")

    Text("Options Expiring")
        .font(.subheadline)
        .foregroundStyle(.secondary)
}
// Keep read-only status out of toolbar control slots and do not add .interactive().

Common Mistakes

MistakeFix
Glass decorates static contentKeep it in the controls/navigation layer.
Read-only status uses .interactive() or an action slotPresent status as content, or make the whole badge one real accessible action.
Related effects use nested containersUse one GlassEffectContainer per related blending/morphing group.
.glassEffect() precedes padding/frame/styleApply layout and appearance first, then glass.
Custom effects assume default accessibility settingsTest Reduce Transparency, Reduce Motion, contrast, and legibility.
No pre-iOS 26 pathGate the effect and preserve a functional fallback.

Review Checklist

  • Availability: if #available(iOS 26, *) present with fallback UI.
  • Container: Multiple glass views wrapped in GlassEffectContainer.
  • Modifier order: .glassEffect() applied after layout/appearance modifiers.
  • Interactivity: .interactive() used only where user interaction exists.
  • Status vs action: Static counts/status are not toolbar controls and do not expose press/hover affordance.
  • Transitions: glassEffectID used with @Namespace for morphing animations.
  • Transition type: .matchedGeometry for nearby effects; .materialize for distant ones, applied to the conditional glass child.
  • Consistency: Shapes, tints, and spacing are uniform across related elements.
  • Performance: Glass effects are limited in number; container used for grouping.
  • Accessibility: Tested with Reduce Transparency and Reduce Motion enabled.
  • Button styles: Standard .glass, .glassProminent, or configurable .glass(_:) used for buttons; .glass(_:) is primary when a tint or clear variant is required.
  • Clear glass contrast: Clear glass over bright content has a dimming/contrast treatment or uses a more legible style.
  • Concurrency: IDs passed to glassEffectID / glassEffectUnion are Sendable; MainActor-annotated Liquid Glass APIs stay in SwiftUI UI code.

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 Liquid Glass AI skill do?

Implement, review, or improve SwiftUI Liquid Glass effects for iOS 26+. Covers glassEffect modifier, GlassEffectContainer, glass button styles, glass toolbar/tab bar, static status badges vs interactive controls, morphing transitions, tinting, interactive glass, ToolbarSpacer, scrollEdgeEffectStyle, backgroundExtensionEffect, and availability gating. Use when asked about Liquid Glass, glass buttons, glassEffect, GlassEffectTransition, glassEffectID, glassEffectUnion, scroll edge effects, or adopting iOS 26 design.

Why use Swiftui Liquid Glass on TypingMind?

Because you install it once and use it with any model. Swiftui Liquid Glass 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 Liquid Glass in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/dpearson2699/swift-ios-skills/tree/main/skills/swiftui-liquid-glass. 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 Liquid Glass?

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 Liquid Glass?

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

Is the Swiftui Liquid Glass 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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