ios-liquid-glass-designerlisted
Install: claude install-skill Xopoko/plug-n-skills
# iOS Liquid Glass Designer
Use native iOS 26+ Liquid Glass APIs first. Keep glass grouped, interactive only when appropriate, performance aware, and backed by non-glass fallback UI.
## Paths
- Review: inspect where glass belongs, modifier order, shape consistency, `GlassEffectContainer`, availability, and fallback.
- Improve: target surfaces/chips/buttons/cards, group multiple glass elements, and make only tappable/focusable elements interactive.
- New feature: design shapes/prominence/grouping first, apply glass after layout/appearance modifiers, and add morphing only for animated hierarchy changes.
## Rules
- Prefer native APIs over custom blurs.
- Use `GlassEffectContainer` for multiple glass views.
- Apply `.glassEffect(...)` after layout and visual modifiers.
- Use `.interactive()` only for interactive elements.
- Keep related shapes, tinting, spacing, and prominence consistent.
- Gate with `#available(iOS 26, *)` and provide a fallback.
- Use `.buttonStyle(.glass)` or `.buttonStyle(.glassProminent)` for actions.
- Use `glassEffectID` with `@Namespace` only for morphing transitions.
## Snippets
```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