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liquid-glass-design
iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
The full skill
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name: liquid-glass-design
description: iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
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# 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.withAlphaComponent(0.3)
glassEffect.isInteractive = true
let visualEffectView = UIVisualEffectView(effect: glassEffect)
visualEffectView.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.layer.cornerRadius = 20
visualEffectView.clipsToBounds = true
view.addSubview(visualEffectView)
NSLayoutConstraint.activate([
visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
visualEffectView.widthAnchor.constraint(equalToConstant: 200),
visualEffectView.heightAnchor.constraint(equalToConstant: 120)
])
// Add content to contentView
let label = UILabel()
label.text = "Liquid Glass"
label.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.contentView.addSubview(label)
NSLayoutConstraint.activate([
label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),
label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)
])
“`
### UIGlassContainerEffect for Multiple Elements
“`swift
let containerEffect = UIGlassContainerEffect()
containerEffect.spacing = 40.0
let containerView = UIVisualEffectView(effect: containerEffect)
let firstGlass = UIVisualEffectView(effect: UIGlassEffect())
let secondGlass = UIVisualEffectView(effect: UIGlassEffect())
containerView.contentView.addSubview(firstGlass)
containerView.contentView.addSubview(secondGlass)
“`
### Scroll Edge Effects
“`swift
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
“`
### Toolbar Glass Integration
“`swift
let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction))
favoriteButton.hidesSharedBackground = true // Opt out of shared glass background
“`
## Core Pattern — WidgetKit
### Rendering Mode Detection
“`swift
struct MyWidgetView: View {
@Environment(\.widgetRenderingMode) var renderingMode
var body: some View {
if renderingMode == .accented {
// Tinted mode: white-tinted, themed glass background
} else {
// Full color mode: standard appearance
}
}
}
“`
### Accent Groups for Visual Hierarchy
“`swift
HStack {
VStack(alignment: .leading) {
Text("Title")
.widgetAccentable() // Accent group
Text("Subtitle")
// Primary group (default)
}
Image(systemName: "star.fill")
.widgetAccentable() // Accent group
}
“`
### Image Rendering in Accented Mode
“`swift
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
“`
### Container Background
“`swift
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
“`
## Key Design Decisions
| Decision | Rationale |
|———-|———–|
| GlassEffectContainer wrapping | Performance optimization, enables morphing between glass elements |
| `spacing` parameter | Controls merge distance — fine-tune how close elements must be to blend |
| `@Namespace` + `glassEffectID` | Enables smooth morphing transitions on view hierarchy changes |
| `interactive()` modifier | Explicit opt-in for touch/pointer reactions — not all glass should respond |
| UIGlassContainerEffect in UIKit | Same container pattern as SwiftUI for consistency |
| Accented rendering mode in widgets | System 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