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swiftui-liquid-glass

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.

The UIDesignRequiresCompatibility opt-out ends with the iOS 27 SDK

Section titled “The UIDesignRequiresCompatibility opt-out ends with the iOS 27 SDK”

The UIDesignRequiresCompatibility Info.plist key lets an app built with the iOS 26 SDK keep its pre-iOS 26 look. Apple’s reference page for the key says: “The system ignores this key when you build for iOS 27 or later, iPadOS 27 or later, Mac Catalyst 27 or later, macOS 27 or later, or tvOS 27 or later.” (https://developer.apple.com/documentation/bundleresources/information-property-list/uidesignrequirescompatibility)

Before moving a project to Xcode 27, audit its UI under the current design with the key removed or set to NO, and fix what changes. Do not rely on the key to postpone that work.

  • 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
  • Identify target components (surfaces, chips, buttons, cards)
  • Refactor to use GlassEffectContainer for 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
  • Prefer native Liquid Glass APIs over custom blurs
  • Use GlassEffectContainer when 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
  • Availability: #available(iOS 26, *) present with fallback UI
  • Composition: Multiple glass views wrapped in GlassEffectContainer
  • Modifier order: glassEffect applied after layout/appearance modifiers
  • Interactivity: interactive() only where user interaction exists
  • Transitions: glassEffectID used with @Namespace for morphing
  • Consistency: Shapes, tinting, and spacing align across feature
  • Define target elements and desired glass prominence
  • Wrap grouped glass elements in GlassEffectContainer with spacing
  • Use .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed
  • Use .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions
  • Add morphing transitions with glassEffectID when hierarchy changes
  • Provide fallback materials for earlier iOS versions
if #available(iOS 26, *) {
Text("Hello")
.padding()
.glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
Text("Hello")
.padding()
.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
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()
}
}
Button("Confirm") { }
.buttonStyle(.glassProminent)
Button("Cancel") { }
.buttonStyle(.glass)
@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)
Text("Tinted Glass")
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .capsule)
@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)
}
}
}
  • .capsule (default)
  • .rect(cornerRadius: CGFloat)
  • .circle

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
  • 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 using navigationZoomTransition.
  • 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)

  1. Container Usage: Always use GlassEffectContainer for multiple glass views
  2. Modifier Order: Apply .glassEffect() after appearance modifiers
  3. Spacing: Choose spacing values carefully to control effect merging
  4. Animation: Use animations when changing view hierarchies for smooth morphing
  5. Interactivity: Add .interactive() only to touchable elements
  6. 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.