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iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit. Use when building iOS 26 Liquid Glass UI in SwiftUI, UIKit, or WidgetKit.

Use this Skill: https://skilld.dev/gh/affaan-m/everything-claude-code/liquid-glass-design

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SKILL.md

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Liquid Glass Design System (iOS 26)

Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.

When to Activate

  • Building or updating apps for iOS 26+ with the new design language
  • Implementing glass-style buttons, cards, toolbars, or containers
  • Creating morphing transitions between glass elements
  • Applying Liquid Glass effects to widgets
  • Migrating existing blur/material effects to the new Liquid Glass API

Core Pattern — SwiftUI

Basic Glass Effect

The simplest way to add Liquid Glass to any view:

Text("Hello, World!")
    .font(.title)
    .padding()
    .glassEffect()  // Default: regular variant, capsule shape

Customizing Shape and Tint

Text("Hello, World!")
    .font(.title)
    .padding()
    .glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))

Key customization options:

  • .regular — standard glass effect
  • .tint(Color) — add color tint for prominence
  • .interactive() — react to touch and pointer interactions
  • Shape: .capsule (default), .rect(cornerRadius:), .circle

Glass Button Styles

Button("Click Me") { /* action */ }
    .buttonStyle(.glass)

Button("Important") { /* action */ }
    .buttonStyle(.glassProminent)

GlassEffectContainer for Multiple Elements

Always wrap multiple glass views in a container for performance and morphing:

GlassEffectContainer(spacing: 40.0) {
    HStack(spacing: 40.0) {
        Image(systemName: "scribble.variable")
            .frame(width: 80.0, height: 80.0)
            .font(.system(size: 36))
            .glassEffect()

        Image(systemName: "eraser.fill")
            .frame(width: 80.0, height: 80.0)
            .font(.system(size: 36))
            .glassEffect()
    }
}

The spacing parameter controls merge distance — closer elements blend their glass shapes together.

Uniting Glass Effects

Combine multiple views into a single glass shape with glassEffectUnion:

@Namespace private var namespace

GlassEffectContainer(spacing: 20.0) {
    HStack(spacing: 20.0) {
        ForEach(symbolSet.indices, id: \.self) { item in
            Image(systemName: symbolSet[item])
                .frame(width: 80.0, height: 80.0)
                .glassEffect()
                .glassEffectUnion(id: item < 2 ? "group1" : "group2", namespace: namespace)
        }
    }
}

Morphing Transitions

Create smooth morphing when glass elements appear/disappear:

@State private var isExpanded = false
@Namespace private var namespace

GlassEffectContainer(spacing: 40.0) {
    HStack(spacing: 40.0) {
        Image(systemName: "scribble.variable")
            .frame(width: 80.0, height: 80.0)
            .glassEffect()
            .glassEffectID("pencil", in: namespace)

        if isExpanded {
            Image(systemName: "eraser.fill")
                .frame(width: 80.0, height: 80.0)
                .glassEffect()
                .glassEffectID("eraser", in: namespace)
        }
    }
}

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

Extending Horizontal Scrolling Under Sidebar

To allow horizontal scroll content to extend under a sidebar or inspector, ensure the ScrollView content reaches the leading/trailing edges of the container. The system automatically handles the under-sidebar scrolling behavior when the layout extends to the edges — no additional modifier is needed.

Core Pattern — UIKit

Basic UIGlassEffect

let glassEffect = UIGlassEffect()
glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)
glassEffect.isInteractive = true

let visualEffectView = UIVisualEffectView(effect: glassEffect)
visualEffectView.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.layer.cornerRadius = 20
visualEffectView.clipsToBounds = true

view.addSubview(visualEffectView)
NSLayoutConstraint.activate([
    visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
    visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
    visualEffectView.widthAnchor.constraint(equalToConstant: 200),
    visualEffectView.heightAnchor.constraint(equalToConstant: 120)
])

// Add content to contentView
let label = UILabel()
label.text = "Liquid Glass"
label.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.contentView.addSubview(label)
NSLayoutConstraint.activate([
    label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),
    label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)
])

UIGlassContainerEffect for Multiple Elements

let containerEffect = UIGlassContainerEffect()
containerEffect.spacing = 40.0

let containerView = UIVisualEffectView(effect: containerEffect)

let firstGlass = UIVisualEffectView(effect: UIGlassEffect())
let secondGlass = UIVisualEffectView(effect: UIGlassEffect())

containerView.contentView.addSubview(firstGlass)
containerView.contentView.addSubview(secondGlass)

Scroll Edge Effects

scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true

Toolbar Glass Integration

let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction))
favoriteButton.hidesSharedBackground = true  // Opt out of shared glass background

Core Pattern — WidgetKit

Rendering Mode Detection

struct MyWidgetView: View {
    @Environment(\.widgetRenderingMode) var renderingMode

    var body: some View {
        if renderingMode == .accented {
            // Tinted mode: white-tinted, themed glass background
        } else {
            // Full color mode: standard appearance
        }
    }
}

Accent Groups for Visual Hierarchy

HStack {
    VStack(alignment: .leading) {
        Text("Title")
            .widgetAccentable()  // Accent group
        Text("Subtitle")
            // Primary group (default)
    }
    Image(systemName: "star.fill")
        .widgetAccentable()  // Accent group
}

Image Rendering in Accented Mode

Image("myImage")
    .widgetAccentedRenderingMode(.monochrome)

Container Background

VStack { /* content */ }
    .containerBackground(for: .widget) {
        Color.blue.opacity(0.2)
    }

Key Design Decisions

Decision Rationale
GlassEffectContainer wrapping Performance optimization, enables morphing between glass elements
spacing parameter Controls merge distance — fine-tune how close elements must be to blend
@Namespace + glassEffectID Enables smooth morphing transitions on view hierarchy changes
interactive() modifier Explicit opt-in for touch/pointer reactions — not all glass should respond
UIGlassContainerEffect in UIKit Same container pattern as SwiftUI for consistency
Accented rendering mode in widgets System applies tinted glass when user selects tinted Home Screen

Best Practices

  • Always use GlassEffectContainer when applying glass to multiple sibling views — it enables morphing and improves rendering performance
  • Apply .glassEffect() after other appearance modifiers (frame, font, padding)
  • Use .interactive() only on elements that respond to user interaction (buttons, toggleable items)
  • Choose spacing carefully in containers to control when glass effects merge
  • Use withAnimation when changing view hierarchies to enable smooth morphing transitions
  • Test across appearances — light mode, dark mode, and accented/tinted modes
  • Ensure accessibility contrast — text on glass must remain readable

Anti-Patterns to Avoid

  • Using multiple standalone .glassEffect() views without a GlassEffectContainer
  • Nesting too many glass effects — degrades performance and visual clarity
  • Applying glass to every view — reserve for interactive elements, toolbars, and cards
  • Forgetting clipsToBounds = true in UIKit when using corner radii
  • Ignoring accented rendering mode in widgets — breaks tinted Home Screen appearance
  • Using opaque backgrounds behind glass — defeats the translucency effect

When to Use

  • Navigation bars, toolbars, and tab bars with the new iOS 26 design
  • Floating action buttons and card-style containers
  • Interactive controls that need visual depth and touch feedback
  • Widgets that should integrate with the system's Liquid Glass appearance
  • Morphing transitions between related UI states

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    This skill provides design patterns and code snippets for implementing a specific UI design system in iOS. No security risks or malicious behaviors were detected.

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    No alerts

  • Snyk1mo

    Risk: LOW · No issues

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    Score: 93/100 · 2 sections analyzed

Signed by skilld at c70874f. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 15 hours ago.

Activeupdated 2 days ago
  • swiftui
  • uikit
  • widgetkit
  • ios
  • glass-morphism
  • blur
  • interactive-ui
  • design-system

README badge

README badge for affaan-m/everything-claude-code/liquid-glass-design

Implements Apple's Liquid Glass design system for iOS 26 — a dynamic material with blur, reflection, and interactive morphing across SwiftUI, UIKit, and WidgetKit. Provides container patterns, shape customization, button styles, and transition support for glass-styled UI elements like toolbars, cards, and floating buttons.

Generated from the current SKILL.md.

Does this skill work with iOS versions before iOS 26?
No. The skill is specifically for iOS 26+ and the new Liquid Glass API. Existing blur/material effects for earlier versions are not covered.
Can I use Liquid Glass in UIKit and WidgetKit, or just SwiftUI?
The skill covers all three: SwiftUI (with `.glassEffect()` and `GlassEffectContainer`), UIKit (with `UIGlassEffect` and `UIGlassContainerEffect`), and WidgetKit (with rendering mode detection and accent groups).
Does the skill explain how to animate morphing transitions between glass elements?
Yes. It covers using `@Namespace` with `glassEffectID` to enable smooth morphing when glass elements appear or disappear, wrapped in `withAnimation`.
What happens when glass elements are placed close together in a container?
The `spacing` parameter in `GlassEffectContainer` controls the merge distance — elements placed closer than the spacing value will blend their glass shapes together.
Do I need to handle widget accented mode separately?
Yes. The skill shows how to detect accented rendering mode with `@Environment` and apply tinted glass backgrounds or monochrome image rendering accordingly for tinted Home Screens.

Generated from the current SKILL.md. These answers refresh after source changes.