KS
Killer-Skills

liquid-glass-design — iOS 26 Liquid Glass implementation iOS 26 Liquid Glass implementation, SwiftUI glass material tutorial, UIKit dynamic blur setup, WidgetKit glass design patterns, how to use liquid-glass-design skill, liquid-glass-design vs other iOS design systems, install liquid-glass-design MCP client, liquid-glass-design setup guide for developers, iOS 26 morphing transitions code, Apple Liquid Glass development patterns

Verified
v1.0.0
GitHub

About this Skill

Essential for iOS UI/UX Agents crafting immersive glass-morphism interfaces for iOS 26+ applications. liquid-glass-design is an AI agent skill providing implementation patterns for Apple's iOS 26 Liquid Glass design system. It covers creating dynamic glass materials with content blur, environmental reflection, and touch-responsive morphing across SwiftUI, UIKit, and WidgetKit frameworks.

Features

Implements dynamic glass material with content blur for iOS 26
Creates color and light reflections from surrounding UI elements
Adds touch and pointer interaction responses for glass components
Provides patterns for SwiftUI, UIKit, and WidgetKit integration
Supports creation of glass-style buttons, cards, and toolbars
Enables morphing transitions between glass material elements

# Core Topics

affaan-m affaan-m
[62.0k]
[7678]
Updated: 3/6/2026

Quality Score

Top 5%
89
Excellent
Based on code quality & docs
Installation
SYS Universal Install (Auto-Detect)
Cursor IDE Windsurf IDE VS Code IDE
> npx killer-skills add affaan-m/everything-claude-code/liquid-glass-design

Agent Capability Analysis

The liquid-glass-design MCP Server by affaan-m is an open-source Categories.official integration for Claude and other AI agents, enabling seamless task automation and capability expansion. Optimized for iOS 26 Liquid Glass implementation, SwiftUI glass material tutorial, UIKit dynamic blur setup.

Ideal Agent Persona

Essential for iOS UI/UX Agents crafting immersive glass-morphism interfaces for iOS 26+ applications.

Core Value

Enables the implementation of Apple's Liquid Glass material with dynamic blur, real-time color reflection, and interactive morphing reactions to touch and pointer events. Provides direct integration patterns for SwiftUI, UIKit, and WidgetKit to create authentic glass-style UI components.

Capabilities Granted for liquid-glass-design MCP Server

Implementing dynamic glass material overlays on background content
Creating interactive glass buttons and cards that morph on user touch
Designing system-wide toolbars and containers with light reflection effects
Building WidgetKit extensions that adhere to the iOS 26 design language

! Prerequisites & Limits

  • iOS 26+ compatibility only
  • Requires SwiftUI or UIKit development environment
  • Limited to Apple ecosystem implementations
Project
SKILL.md
8.6 KB
.cursorrules
1.2 KB
package.json
240 B
Ready
UTF-8
SKILL.md
Readonly

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
1Text("Hello, World!") 2 .font(.title) 3 .padding() 4 .glassEffect() // Default: regular variant, capsule shape

Customizing Shape and Tint

swift
1Text("Hello, World!") 2 .font(.title) 3 .padding() 4 .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
1Button("Click Me") { /* action */ } 2 .buttonStyle(.glass) 3 4Button("Important") { /* action */ } 5 .buttonStyle(.glassProminent)

GlassEffectContainer for Multiple Elements

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

swift
1GlassEffectContainer(spacing: 40.0) { 2 HStack(spacing: 40.0) { 3 Image(systemName: "scribble.variable") 4 .frame(width: 80.0, height: 80.0) 5 .font(.system(size: 36)) 6 .glassEffect() 7 8 Image(systemName: "eraser.fill") 9 .frame(width: 80.0, height: 80.0) 10 .font(.system(size: 36)) 11 .glassEffect() 12 } 13}

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
1@Namespace private var namespace 2 3GlassEffectContainer(spacing: 20.0) { 4 HStack(spacing: 20.0) { 5 ForEach(symbolSet.indices, id: \.self) { item in 6 Image(systemName: symbolSet[item]) 7 .frame(width: 80.0, height: 80.0) 8 .glassEffect() 9 .glassEffectUnion(id: item < 2 ? "group1" : "group2", namespace: namespace) 10 } 11 } 12}

Morphing Transitions

Create smooth morphing when glass elements appear/disappear:

swift
1@State private var isExpanded = false 2@Namespace private var namespace 3 4GlassEffectContainer(spacing: 40.0) { 5 HStack(spacing: 40.0) { 6 Image(systemName: "scribble.variable") 7 .frame(width: 80.0, height: 80.0) 8 .glassEffect() 9 .glassEffectID("pencil", in: namespace) 10 11 if isExpanded { 12 Image(systemName: "eraser.fill") 13 .frame(width: 80.0, height: 80.0) 14 .glassEffect() 15 .glassEffectID("eraser", in: namespace) 16 } 17 } 18} 19 20Button("Toggle") { 21 withAnimation { isExpanded.toggle() } 22} 23.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
1let glassEffect = UIGlassEffect() 2glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3) 3glassEffect.isInteractive = true 4 5let visualEffectView = UIVisualEffectView(effect: glassEffect) 6visualEffectView.translatesAutoresizingMaskIntoConstraints = false 7visualEffectView.layer.cornerRadius = 20 8visualEffectView.clipsToBounds = true 9 10view.addSubview(visualEffectView) 11NSLayoutConstraint.activate([ 12 visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor), 13 visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor), 14 visualEffectView.widthAnchor.constraint(equalToConstant: 200), 15 visualEffectView.heightAnchor.constraint(equalToConstant: 120) 16]) 17 18// Add content to contentView 19let label = UILabel() 20label.text = "Liquid Glass" 21label.translatesAutoresizingMaskIntoConstraints = false 22visualEffectView.contentView.addSubview(label) 23NSLayoutConstraint.activate([ 24 label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor), 25 label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor) 26])

UIGlassContainerEffect for Multiple Elements

swift
1let containerEffect = UIGlassContainerEffect() 2containerEffect.spacing = 40.0 3 4let containerView = UIVisualEffectView(effect: containerEffect) 5 6let firstGlass = UIVisualEffectView(effect: UIGlassEffect()) 7let secondGlass = UIVisualEffectView(effect: UIGlassEffect()) 8 9containerView.contentView.addSubview(firstGlass) 10containerView.contentView.addSubview(secondGlass)

Scroll Edge Effects

swift
1scrollView.topEdgeEffect.style = .automatic 2scrollView.bottomEdgeEffect.style = .hard 3scrollView.leftEdgeEffect.isHidden = true

Toolbar Glass Integration

swift
1let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction)) 2favoriteButton.hidesSharedBackground = true // Opt out of shared glass background

Core Pattern — WidgetKit

Rendering Mode Detection

swift
1struct MyWidgetView: View { 2 @Environment(\.widgetRenderingMode) var renderingMode 3 4 var body: some View { 5 if renderingMode == .accented { 6 // Tinted mode: white-tinted, themed glass background 7 } else { 8 // Full color mode: standard appearance 9 } 10 } 11}

Accent Groups for Visual Hierarchy

swift
1HStack { 2 VStack(alignment: .leading) { 3 Text("Title") 4 .widgetAccentable() // Accent group 5 Text("Subtitle") 6 // Primary group (default) 7 } 8 Image(systemName: "star.fill") 9 .widgetAccentable() // Accent group 10}

Image Rendering in Accented Mode

swift
1Image("myImage") 2 .widgetAccentedRenderingMode(.monochrome)

Container Background

swift
1VStack { /* content */ } 2 .containerBackground(for: .widget) { 3 Color.blue.opacity(0.2) 4 }

Key Design Decisions

DecisionRationale
GlassEffectContainer wrappingPerformance optimization, enables morphing between glass elements
spacing parameterControls merge distance — fine-tune how close elements must be to blend
@Namespace + glassEffectIDEnables smooth morphing transitions on view hierarchy changes
interactive() modifierExplicit opt-in for touch/pointer reactions — not all glass should respond
UIGlassContainerEffect in UIKitSame container pattern as SwiftUI for consistency
Accented rendering mode in widgetsSystem 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

Related Skills

Looking for an alternative to liquid-glass-design or building a Categories.official AI Agent? Explore these related open-source MCP Servers.

View All

flags

Logo of facebook
facebook

flags is a feature flag management system that enables developers to check flag states, compare channels, and debug feature behavior differences across release channels.

243.6k
0
Design

extract-errors

Logo of facebook
facebook

extract-errors is a skill that assists in extracting and managing error codes in React applications using yarn extract-errors command.

243.6k
0
Design

fix

Logo of facebook
facebook

fix is a technical skill that resolves lint errors, formatting issues, and ensures code quality in declarative, frontend, and UI projects

243.6k
0
Design

flow

Logo of facebook
facebook

Flow is a type checking system for JavaScript, used to validate React code and ensure consistency across applications

243.6k
0
Design