Home/Skills/Development Tools/Swiftui Liquid Glass
Peter Steinberger

Swiftui Liquid Glass

Peter Steinberger·Jan 5, 2026

Summary

TL;DR: Guides your AI agent through building liquid glass visual effects in SwiftUI, including blur layers, transparency, dynamic materials, and glass morphism.

Swiftui Liquid Glass is an OpenClaw skill that 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.

Created by Peter Steinberger, this skill has been downloaded 3k+ times on ClawHub. Install it with one command and your AI agent gains these capabilities right away.

Use cases

  • Create a frosted glass navigation bar with dynamic blur and vibrancy
  • Build floating panels with layered transparency and subtle shadows
  • Apply liquid glass styling to custom sheets, popovers, and overlays
  • Implement glass-morphism effects that respect accessibility settings

Installation

Run this command to install the skill on your OpenClaw agent:

Install with OpenClaw
npx clawhub@latest install swiftui-liquid-glass
Downloads
2.8k
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Updated
Jan 5, 2026

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This is an instruction-only SwiftUI guidance skill about iOS 26+ Liquid Glass that is internally consistent: it needs no credentials, installs, or system access and its instructions stay on-topic.

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SKILL.md

SKILL.md
---
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

_Attribution: copied from @Dimillian’s `Dimillian/Skills` (2025-12-31)._

## 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.

```swift
if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
```

```swift
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()
    }
}
```

```swift
Button("Confirm") { }
    .buttonStyle(.glassProminent)
```

## Resources
- Reference guide: `references/liquid-glass.md`
- Prefer Apple docs for up-to-date API details.

Version history

v1.0.0Latest
Jan 5, 2026

Frequently asked questions

The core techniques work on iOS and macOS. Some effects depend on platform-specific APIs, and the skill notes where platform differences matter.

Installation method

Send this prompt to your agent to install the skill

npx clawhub@latest install swiftui-liquid-glass
Download ZIP

Skill info

Versionv1.0.0
AuthorPeter Steinberger
UpdatedJan 5, 2026

Files

SKILL.md3.7 KB

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Skill data sourced from ClawHub