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Design patterns and code examples for implementing iOS 26's Liquid Glass material across SwiftUI, UIKit, and WidgetKit—blurs, tints, interactive morphing, and c
Provides a practical design-system skill for implementing Apple’s Liquid Glass material on iOS 26. Includes concrete SwiftUI, UIKit, and WidgetKit patterns: simple glass effects, tinting, interactive modifiers, container strategies for performance and morphing transitions, and Widget rendering considerations. The skill supplies code snippets and best-practice rules for building glass-style buttons, cards, toolbars, and morphing transitions between UI states.
Use this skill when building or updating apps to the iOS 26 visual language, when you need semi-translucent, reflective UI elements that respond to touch/pointer, or when migrating legacy blur materials to the new Liquid Glass APIs. Also relevant for WidgetKit authors who must adapt rendering modes and accent groups.
Likely useful for developer-facing agents that assist iOS engineers (Claude Code, Copilot-style coding assistants, or internal build bots).
A well-structured skill providing iOS 26 Liquid Glass design patterns for SwiftUI, UIKit, and WidgetKit. Contains clear code examples, when-to-activate triggers, best practices, and anti-patterns. Written entirely in Chinese which limits accessibility. No scripts, no security concerns — purely reference/educational content. Solid for iOS developers adopting the new design language but niche audience.
Clean skill with no security issues. Good structure with frontmatter, clear sections, code examples, design decisions table, best practices, and anti-patterns. Architecture follows skill spec reasonably well. Deductions: Chinese-only content reduces broad usefulness; no scripts to validate; no references/ directory for supplementary docs. Usefulness is moderate — specific to iOS 26 developers adopting Liquid Glass, which is a narrow audience.