Agent SkillsProjectKumo/KumoApp › swiftui-liquid-glass

swiftui-liquid-glass

GitHub

用于在 iOS 26+ 中实现、审查或优化 SwiftUI 的 Liquid Glass API。指导使用原生玻璃效果组件,确保代码正确性、性能及设计一致性,并提供适配旧版本的回退方案。

.agents/skills/swiftui-liquid-glass/SKILL.md ProjectKumo/KumoApp

Trigger Scenarios

需要在新 SwiftUI UI 中采用 Liquid Glass 将现有功能重构为 Liquid Glass 审查 Liquid Glass 使用的正确性和性能

Install

npx skills add ProjectKumo/KumoApp --skill swiftui-liquid-glass -g -y
More Options

Non-standard path

npx skills add https://github.com/ProjectKumo/KumoApp/tree/main/.agents/skills/swiftui-liquid-glass -g -y

Use without installing

npx skills use ProjectKumo/KumoApp@swiftui-liquid-glass

指定 Agent (Claude Code)

npx skills add ProjectKumo/KumoApp --skill swiftui-liquid-glass -a claude-code -g -y

安装 repo 全部 skill

npx skills add ProjectKumo/KumoApp --all -g -y

预览 repo 内 skill

npx skills add ProjectKumo/KumoApp --list

SKILL.md

Frontmatter
{
    "name": "swiftui-liquid-glass",
    "description": "Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment."
}

SwiftUI Liquid Glass

Overview

Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (glassEffect, GlassEffectContainer, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.

Workflow Decision Tree

Choose the path that matches the request:

1) Review an existing feature

  • Inspect where Liquid Glass should be used and where it should not.
  • Verify correct modifier order, shape usage, and container placement.
  • Check for iOS 26+ availability handling and sensible fallbacks.

2) Improve a feature using Liquid Glass

  • Identify target components for glass treatment (surfaces, chips, buttons, cards).
  • Refactor to use GlassEffectContainer where multiple glass elements appear.
  • Introduce interactive glass only for tappable or focusable elements.

3) Implement a new feature using Liquid Glass

  • Design the glass surfaces and interactions first (shape, prominence, grouping).
  • Add glass modifiers after layout/appearance modifiers.
  • Add morphing transitions only when the view hierarchy changes with animation.

Core Guidelines

  • 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 for a cohesive look.
  • Gate with #available(iOS 26, *) and provide a non-glass fallback.

Review Checklist

  • 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 the feature.

Implementation Checklist

  • Define target elements and desired glass prominence.
  • Wrap grouped glass elements in GlassEffectContainer and tune 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 and visuals for earlier iOS versions.

Quick Snippets

Use these patterns directly and tailor shapes/tints/spacing.

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)

Resources

  • Reference guide: references/liquid-glass.md
  • Prefer Apple docs for up-to-date API details, and use web search to consult current Apple Developer documentation in addition to the references above.

Version History

  • 0.0.15 Current 2026-07-24 12:28

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Metadata

Files
0
Version
0.0.15
Hash
4894cc1b
Indexed
2026-07-24 12:28

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