swiftui-liquid-glass
SwiftUI Liquid Glass
Section titled “SwiftUI Liquid Glass”Overview
Section titled “Overview”Liquid Glass is a dynamic material in iOS 26+ that combines optical glass properties with fluidity. It blurs content, reflects surrounding color and light, and reacts to touch interactions in real time.
Workflow Decision Tree
Section titled “Workflow Decision Tree”1) Review an existing feature
Section titled “1) Review an existing feature”- Inspect where Liquid Glass should/shouldn’t be used
- Verify correct modifier order, shape usage, container placement
- Check for iOS 26+ availability handling and fallbacks
2) Improve a feature using Liquid Glass
Section titled “2) Improve a feature using Liquid Glass”- Identify target components (surfaces, chips, buttons, cards)
- Refactor to use
GlassEffectContainerfor multiple glass elements - Add interactive glass only for tappable/focusable elements
3) Implement a new feature using Liquid Glass
Section titled “3) Implement a new feature using Liquid Glass”- Design glass surfaces and interactions first (shape, prominence, grouping)
- Add glass modifiers after layout/appearance modifiers
- Add morphing transitions only when view hierarchy changes with animation
Core Guidelines
Section titled “Core Guidelines”- Prefer native Liquid Glass APIs over custom blurs
- Use
GlassEffectContainerwhen multiple glass elements coexist - Apply
.glassEffect(...)after layout and visual modifiers - Use
.interactive()for elements that respond to touch/pointer - Keep shapes consistent across related elements
- Gate with
#available(iOS 26, *)and provide non-glass fallback
Review Checklist
Section titled “Review Checklist”- Availability:
#available(iOS 26, *)present with fallback UI - Composition: Multiple glass views wrapped in
GlassEffectContainer - Modifier order:
glassEffectapplied after layout/appearance modifiers - Interactivity:
interactive()only where user interaction exists - Transitions:
glassEffectIDused with@Namespacefor morphing - Consistency: Shapes, tinting, and spacing align across feature
Implementation Checklist
Section titled “Implementation Checklist”- Define target elements and desired glass prominence
- Wrap grouped glass elements in
GlassEffectContainerwith spacing - Use
.glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...))as needed - Use
.buttonStyle(.glass)/.buttonStyle(.glassProminent)for actions - Add morphing transitions with
glassEffectIDwhen hierarchy changes - Provide fallback materials for earlier iOS versions
Quick Snippets
Section titled “Quick Snippets”Basic Glass Effect with Fallback
Section titled “Basic Glass Effect with Fallback”if #available(iOS 26, *) { Text("Hello") .padding() .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))} else { Text("Hello") .padding() .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))}Multiple Glass Elements
Section titled “Multiple Glass Elements”GlassEffectContainer(spacing: 24) { HStack(spacing: 24) { Image(systemName: "scribble.variable") .frame(width: 72, height: 72) .font(.system(size: 32)) .glassEffect() Image(systemName: "eraser.fill") .frame(width: 72, height: 72) .font(.system(size: 32)) .glassEffect() }}Glass Buttons
Section titled “Glass Buttons”Button("Confirm") { } .buttonStyle(.glassProminent)
Button("Cancel") { } .buttonStyle(.glass)Morphing Transitions
Section titled “Morphing Transitions”@State private var isExpanded = false@Namespace private var namespace
GlassEffectContainer(spacing: 40) { HStack(spacing: 40) { Image(systemName: "pencil") .frame(width: 80, height: 80) .glassEffect() .glassEffectID("pencil", in: namespace)
if isExpanded { Image(systemName: "eraser") .frame(width: 80, height: 80) .glassEffect() .glassEffectID("eraser", in: namespace) } }}
Button("Toggle") { withAnimation { isExpanded.toggle() }}.buttonStyle(.glass)Customizing Glass
Section titled “Customizing Glass”Text("Tinted Glass") .padding() .glassEffect(.regular.tint(.orange).interactive(), in: .capsule)Uniting Glass Effects
Section titled “Uniting Glass Effects”@Namespace private var namespace
GlassEffectContainer(spacing: 20) { HStack(spacing: 20) { ForEach(items.indices, id: \.self) { index in ItemView(item: items[index]) .glassEffect() .glassEffectUnion(id: index < 2 ? "group1" : "group2", namespace: namespace) } }}Shape Options
Section titled “Shape Options”.capsule(default).rect(cornerRadius: CGFloat).circle
Fallback Materials
Section titled “Fallback Materials”When gating with #available(iOS 26, *), fall back to a Material, ordered from closest to glass appearance to most opaque:
.ultraThinMaterial– closest to glass appearance.thinMaterial– slightly more opaque.regularMaterial– standard blur.thickMaterial– more opaque.ultraThickMaterial– most opaque
System Design Notes
Section titled “System Design Notes”- Toolbar icons render monochrome by default in the new design. The monochrome palette reduces visual noise and maintains legibility – use
tint(_:)only to convey meaning (e.g. a call to action), not for visual effect. - Partial-height sheets use a Liquid Glass background by default. If a custom
presentationBackground(_:)was previously applied, consider removing it to let the new material shine. Sheets can morph out of the glass controls that present them usingnavigationZoomTransition. - Scroll edge effects automatically blur and fade content under system toolbars to keep controls legible. Remove any custom background-darkening effects behind bar items – they interfere with the automatic effect.
Source: “Build a SwiftUI app with the new design” (WWDC25, session 323)
Best Practices
Section titled “Best Practices”- Container Usage: Always use
GlassEffectContainerfor multiple glass views - Modifier Order: Apply
.glassEffect()after appearance modifiers - Spacing: Choose spacing values carefully to control effect merging
- Animation: Use animations when changing view hierarchies for smooth morphing
- Interactivity: Add
.interactive()only to touchable elements - Consistency: Maintain consistent shapes and styles across your app
Source: split from AvdLee/SwiftUI-Agent-Skill’s reference material; also cites Apple’s WWDC25 session 323 for one design note.