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    anyproto

    liquid-glass-developer

    anyproto/liquid-glass-developer
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    SKILL.md

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    About

    Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects.

    SKILL.md

    Liquid Glass Developer (iOS 26)

    Purpose

    Context-aware routing to iOS 26 Liquid Glass implementation patterns. Proper use of GlassEffectContainer, glassEffect modifiers, morphing transitions, and interactive effects.

    When Auto-Activated

    • Working with glass effects or iOS 26 visual effects
    • Keywords: glass, liquid glass, glassEffect, GlassEffectContainer, iOS 26, morphing, UIGlassEffect, UIVisualEffectView, cornerConfiguration, GlassContainerViewIOS26, GlassEffectViewIOS26
    • Editing files with glass effect modifiers
    • Implementing navigation panels, floating buttons, or translucent UI

    🚨 CRITICAL RULES (NEVER VIOLATE)

    1. ALWAYS group glass elements in GlassEffectContainerIOS26 - Glass elements must be grouped for unified composition
    2. ALWAYS use glassEffectIDIOS26 for morphing - Elements that appear/disappear need IDs for smooth transitions
    3. Glass defines its shape - Use glassEffect(in: Shape), no separate clipShape() needed
    4. Glass is for navigation layer only - Never apply to content, only floating controls
    5. Use interactive glass for buttons - Buttons should use .regular.interactive() for touch feedback

    📋 Quick Reference

    Available Utilities (View+iOS26.swift)

    // Wrapper for GlassEffectContainer with iOS version check
    GlassEffectContainerIOS26(spacing: 20) {
        // Glass elements here
    }
    
    // Interactive glass effect (scaling/bounce on touch)
    .glassEffectInteractiveIOS26(in: Circle())
    .glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
    
    // Standard glass effect (no touch feedback)
    .glassEffectIOS26(in: Circle())
    
    // Morphing transition ID
    .glassEffectIDIOS26("buttonId", in: glassNamespace)
    
    // Circle glass button style (for Button views — handles full-frame hit testing)
    .buttonStyleCircleGlassIOS26()
    

    Complete Pattern Example

    struct NavigationPanel: View {
        @Namespace private var glassNamespace
        @State private var isExpanded = false
    
        var body: some View {
            GlassEffectContainerIOS26(spacing: 20) {
                HStack {
                    Button { } label: {
                        Image(systemName: "magnifyingglass")
                            .frame(width: 40, height: 40)
                    }
                    .glassEffectInteractiveIOS26(in: Circle())
                    .glassEffectIDIOS26("search", in: glassNamespace)
    
                    if isExpanded {
                        Button { } label: {
                            Image(systemName: "plus")
                                .frame(width: 40, height: 40)
                        }
                        .glassEffectInteractiveIOS26(in: Circle())
                        .glassEffectIDIOS26("add", in: glassNamespace)
                    }
                }
            }
            .animation(.bouncy, value: isExpanded)
        }
    }
    

    Glass Shapes

    // Circular buttons
    .glassEffectInteractiveIOS26(in: Circle())
    
    // Rounded rectangle
    .glassEffectInteractiveIOS26(in: .rect(cornerRadius: 16))
    
    // Capsule
    .glassEffectInteractiveIOS26(in: Capsule())
    

    🔄 Morphing Transitions

    For smooth state transitions between glass elements:

    @Namespace private var glassNamespace
    
    // Elements with same container + IDs morph smoothly
    GlassEffectContainerIOS26 {
        if editing {
            plusButton
                .glassEffectIDIOS26("leftButton", in: glassNamespace)
        } else {
            burgerButton
                .glassEffectIDIOS26("leftButton", in: glassNamespace)
        }
    }
    .animation(.bouncy, value: editing)
    

    Key requirements:

    1. Elements in same GlassEffectContainerIOS26
    2. Each element has glassEffectIDIOS26 with shared namespace
    3. Wrap state changes with animation

    ⚠️ Common Mistakes

    No Container Grouping

    // ❌ WRONG - Individual glass effects
    HStack {
        button1.glassEffectIOS26(in: Circle())
        button2.glassEffectIOS26(in: Circle())
    }
    
    // ✅ CORRECT - Grouped in container
    GlassEffectContainerIOS26 {
        HStack {
            button1.glassEffectInteractiveIOS26(in: Circle())
            button2.glassEffectInteractiveIOS26(in: Circle())
        }
    }
    

    Redundant clipShape

    // ❌ WRONG - clipShape before glass
    .clipShape(Circle())
    .glassEffectIOS26(in: Circle())
    
    // ✅ CORRECT - Glass defines shape
    .glassEffectInteractiveIOS26(in: Circle())
    

    Missing Morphing IDs

    // ❌ WRONG - Abrupt appear/disappear
    if isVisible {
        button.glassEffectInteractiveIOS26(in: Circle())
    }
    
    // ✅ CORRECT - Smooth morphing
    if isVisible {
        button
            .glassEffectInteractiveIOS26(in: Circle())
            .glassEffectIDIOS26("button", in: namespace)
    }
    

    Glass on Content

    // ❌ WRONG - Glass on content
    Text("Hello World")
        .glassEffectIOS26(in: .rect(cornerRadius: 8))
    
    // ✅ CORRECT - Glass only on floating controls
    // Use standard backgrounds for content:
    Text("Hello World")
        .background(Color.Background.primary)
    

    📚 iOS Version Handling

    All utilities handle iOS version checks internally:

    • iOS 26+: Native glass effects applied
    • iOS < 26: Fallback to Color.Background.navigationPanel + .ultraThinMaterial
    // This works on all iOS versions
    .glassEffectInteractiveIOS26(in: Circle())
    
    // Equivalent to:
    if #available(iOS 26.0, *) {
        self.glassEffect(.regular.interactive(), in: Circle())
    } else {
        self
            .background(Color.Background.navigationPanel)
            .background(.ultraThinMaterial)
    }
    

    🔧 UIKit Implementation

    Available Utilities (UIView+iOS26Glass.swift)

    // Container for grouping glass elements (like GlassEffectContainerIOS26 in SwiftUI)
    let container = GlassContainerViewIOS26(spacing: 12)
    container.glassContentView.addSubview(yourContent)
    
    // Individual glass effect view (always interactive)
    let glassView = GlassEffectViewIOS26()
    glassView.glassContentView.addSubview(yourButton)
    
    // Glass button configuration
    let config = UIButton.Configuration.glassIOS26()
    let button = UIButton(configuration: config)
    

    UIKit Pattern Example

    final class NavigationBarView: UIView {
        private let glassContainer = GlassContainerViewIOS26(spacing: 12)
        private let buttonGlass = GlassEffectViewIOS26()
    
        override init(frame: CGRect) {
            super.init(frame: frame)
            setup()
        }
    
        private func setup() {
            // Add container to view
            addSubview(glassContainer) {
                $0.pinToSuperview(insets: UIEdgeInsets(top: 0, left: 16, bottom: 0, right: 16))
                $0.height.equal(to: 44)
            }
    
            // Setup circular button with glass
            buttonGlass.applyCircleShape(diameter: 44)
            buttonGlass.layoutUsing.anchors {
                $0.size(CGSize(width: 44, height: 44))
            }
    
            // Add button to glass content view (NOT directly to buttonGlass)
            buttonGlass.glassContentView.addSubview(myButton) {
                $0.center(in: buttonGlass.glassContentView)
            }
    
            // Add glass button to container's content view
            glassContainer.glassContentView.addSubview(buttonGlass)
        }
    }
    

    Shape Methods

    // Circular buttons (44x44)
    glassView.applyCircleShape(diameter: 44)
    
    // Capsule/pill shape (e.g., for title views)
    glassView.applyCapsuleShape(height: 44)
    
    // iOS 26+: Uses cornerConfiguration = .capsule()
    // iOS < 26: Uses layer.cornerRadius fallback
    

    UIKit Critical Rules

    1. Always add content to glassContentView - Never add subviews directly to the glass view

      // ❌ WRONG
      glassView.addSubview(button)
      
      // ✅ CORRECT
      glassView.glassContentView.addSubview(button)
      
    2. Call shape methods once in setup - Not in layoutSubviews (unless height changes dynamically)

      // ❌ WRONG - Called every layout pass
      override func layoutSubviews() {
          super.layoutSubviews()
          glassView.applyCapsuleShape(height: bounds.height)
      }
      
      // ✅ CORRECT - Called once with fixed height
      func setup() {
          glassView.applyCapsuleShape(height: 44)
      }
      
    3. GlassEffectViewIOS26 is always interactive - No property to set, touch feedback is built-in

    4. Use glassIOS26() for text buttons

      var config = UIButton.Configuration.glassIOS26()
      config.title = "Done"
      config.baseForegroundColor = .Control.accent100
      let button = UIButton(configuration: config)
      

    iOS Version Handling (UIKit)

    // GlassEffectViewIOS26 handles version checks internally:
    // iOS 26+: UIGlassEffect with cornerConfiguration
    // iOS < 26: UIBlurEffect(style: .systemUltraThinMaterial) + Background.navigationPanel
    
    // Example of internal implementation:
    private func setupGlassEffect() {
        if #available(iOS 26.0, *) {
            let glassEffect = UIGlassEffect()
            glassEffect.isInteractive = true
            let effectView = UIVisualEffectView(effect: glassEffect)
            addSubview(effectView)
            glassEffectView = effectView
        } else {
            backgroundColor = .Background.navigationPanel
            let blurView = UIVisualEffectView(effect: UIBlurEffect(style: .systemUltraThinMaterial))
            addSubview(blurView)
        }
    }
    

    📁 Key Files

    File Purpose
    View+iOS26.swift SwiftUI glass effect utilities and wrappers
    UIView+iOS26Glass.swift UIKit glass effect utilities
    HomeBottomNavigationPanelView.swift Navigation panel with glass buttons
    ChatInput.swift Chat input with morphing burger/plus button
    ChatActionPanel.swift Action buttons with interactive glass
    EditorNavigationBarView.swift UIKit navigation bar with glass container
    EditorNavigationBarTitleView.swift UIKit title view with capsule glass

    🔗 External Resources

    • Understanding GlassEffectContainer - DEV
    • GlassEffectContainer - Apple Docs
    • iOS 26 Liquid Glass Reference
    • WWDC25: Build a SwiftUI app with the new design

    ✅ Implementation Checklist

    SwiftUI

    • Glass elements wrapped in GlassEffectContainerIOS26
    • Buttons use glassEffectInteractiveIOS26 (not just glassEffectIOS26)
    • State-dependent elements have glassEffectIDIOS26 for morphing
    • No redundant clipShape() before glass effects
    • Glass only on navigation/floating controls, not content
    • Animation wrapper for state changes (withAnimation(.bouncy) or .animation())

    UIKit

    • Glass elements wrapped in GlassContainerViewIOS26
    • Content added to glassContentView (not directly to glass view)
    • Shape methods called once in setup (not layoutSubviews)
    • Text buttons use UIButton.Configuration.glassIOS26()
    • Circular buttons use applyCircleShape(diameter:)
    • Pill/capsule shapes use applyCapsuleShape(height:)

    Testing

    • Tested on iOS 26 simulator for glass appearance
    • Tested on iOS 18 simulator for fallback behavior

    🔗 Related Skills

    • design-system-developer → Icons and colors used in glass buttons
    • ios-dev-guidelines → SwiftUI patterns and view modifiers

    Navigation: This skill covers iOS 26 Liquid Glass patterns. For implementation details, see View+iOS26.swift.

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    anyproto/anytype-swift
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