
Liquid Glass Design
Implement iOS 26 Liquid Glass blur, tint, and interactive glass UI in SwiftUI, UIKit, and widgets.
Overview
Liquid glass design is an agent skill for the Build phase that implements iOS 26 Liquid Glass UI with blur, reflection, and interactive morphing in SwiftUI, UIKit, and WidgetKit.
Install
npx skills add https://github.com/affaan-m/everything-claude-code --skill liquid-glass-designWhat is this skill?
- SwiftUI `.glassEffect()` with regular variant, tint, interactive mode, and custom shapes
- Glass button styles and morphing transitions between glass elements
- UIKit and WidgetKit integration patterns for the same material system
- Migration guidance from legacy blur/material APIs to Liquid Glass
- Covers capsules, rounded rects, circles, and prominence via tint
- Covers SwiftUI, UIKit, and WidgetKit integration paths
Adoption & trust: 5.1k installs on skills.sh; 210k GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
You are shipping an iOS 26 app but blur and glass effects are inconsistent or you are unsure how to use the new Liquid Glass APIs across views and widgets.
Who is it for?
Native iOS apps adopting iOS 26 design language, glass toolbars/cards, and widget updates.
Skip if: Web or Android UI, backend services, or projects still targeting pre-iOS-26-only APIs without migration intent.
When should I use this skill?
Building or updating apps for iOS 26+ with Liquid Glass; glass buttons, cards, toolbars, containers; morphing transitions; widgets; migrating blur/material effects.
What do I get? / Deliverables
You get copy-ready Swift patterns for glass effects, buttons, morphing transitions, and widget styling aligned to Apple’s iOS 26 design system.
- SwiftUI glassEffect snippets
- Glass button and container implementations
- Widget and UIKit integration examples
Recommended Skills
Journey fit
Visual implementation of Apple’s iOS 26 design language happens during product construction, not distribution or ops. Frontend subphase covers SwiftUI/UIKit surfaces, toolbars, cards, and widget chrome where glass effects are applied.
How it compares
UI implementation patterns for SwiftUI—not a Figma handoff skill or a cross-platform design system.
Common Questions / FAQ
Who is liquid glass design for?
Solo iOS developers and indie app builders updating SwiftUI or UIKit apps for Apple’s iOS 26 Liquid Glass look.
When should I use liquid glass design?
During build/frontend when implementing glass buttons, cards, toolbars, morphing transitions, or WidgetKit glass effects for iOS 26+.
Is liquid glass design safe to install?
It provides UI code patterns only; check the Security Audits panel on this Prism page for the skill package before install.
SKILL.md
READMESKILL.md - Liquid Glass Design
# 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: ```swift Text("Hello, World!") .font(.title) .padding() .glassEffect() // Default: regular variant, capsule shape ``` ### Customizing Shape and Tint ```swift 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 ```swift 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: ```swift 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`: ```swift @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: ```swift @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 ```swift let glassEffect = UIGlassEffect() glassEffect.tintColor = UIColor.systemBlue.withAlphaCompone