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liquid-glass-design

by affaan-m

liquid-glass-design helps you implement Apple’s iOS 26 Liquid Glass system for SwiftUI, UIKit, and WidgetKit. Use it for glassy buttons, cards, toolbars, containers, and widgets, with guidance on shape, tint, interactivity, and when the effect fits a real UI.

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AddedApr 15, 2026
CategoryUI Design
Install Command
npx skills add affaan-m/everything-claude-code --skill liquid-glass-design
Curation Score

This skill scores 68/100, which means it is list-worthy but best framed as a focused implementation aid rather than a fully packaged workflow skill. Directory users can expect concrete SwiftUI/UIKit/WidgetKit examples for Apple’s Liquid Glass patterns, but should also expect to do some interpretation because the repository lacks supporting scripts, references, or an explicit install command.

68/100
Strengths
  • Clear activation intent for iOS 26+ Liquid Glass work, including buttons, cards, toolbars, transitions, and widgets.
  • Substantial SKILL.md content with multiple headings and code examples, giving agents a fast path to usable implementation patterns.
  • Covers more than one framework (SwiftUI, UIKit, WidgetKit), increasing reuse across related Apple UI tasks.
Cautions
  • No install command or companion files, so triggerability depends mainly on reading SKILL.md and applying the examples manually.
  • The repo appears to be documentation-heavy with no scripts, references, or rules, so agents may still need judgment for edge cases and migration details.
Overview

Overview of liquid-glass-design skill

What liquid-glass-design is for

The liquid-glass-design skill helps you apply Apple’s iOS 26 Liquid Glass system in real UI work: glassy buttons, cards, toolbars, containers, morphing surfaces, and widget treatments. It is most useful when you want code that feels native to SwiftUI, UIKit, or WidgetKit rather than a generic “frosted glass” approximation.

Who should install it

Install the liquid-glass-design skill if you are building or updating an iOS 26+ app and need a clear implementation path for the new material. It is a strong fit for UI engineers, product teams polishing a design system, and agents that need to translate a rough visual request into Swift code.

What it helps you decide

This liquid-glass-design guide is less about inspiration and more about execution: when to activate the effect, which APIs to use, how to choose shapes and tint, and where Liquid Glass improves the interface versus where it becomes noise. That makes it more useful than a quick repo skim when you need install-time confidence.

How to Use liquid-glass-design skill

Install and open the skill files

Use the skill install flow for your environment, then open skills/liquid-glass-design/SKILL.md first. If you are working from the repo directly, start there and then inspect any linked examples or adjacent docs before coding. The liquid-glass-design install decision is easiest when you confirm the skill is scoped to iOS 26+ and your target UI stack.

Give the skill a concrete UI target

The liquid-glass-design usage pattern works best when your prompt names the exact component, platform, and interaction model. Better input: “Convert this SwiftUI settings card into Liquid Glass with a subtle tint, rounded rectangle shape, and no layout change on iPhone.” Weaker input: “Make this screen more modern.” The first gives the skill enough detail to choose shape, intensity, and integration style.

Read the right parts before you edit

For practical execution, read the activation guidance, the core SwiftUI pattern, shape/tint customization, button styles, and the UIKit/WidgetKit sections if those are in scope. That is usually enough to understand the expected liquid-glass-design workflow without over-reading the repository. Focus on examples that show glassEffect, buttonStyle(.glass), and interaction-specific variants.

Apply it in a workflow, not one-shot

A good liquid-glass-design guide workflow is: identify the surfaces that should feel glassy, choose one default effect, test contrast against real content, then refine tint and shape only if the design still reads clearly. Ask for one component at a time when possible. That keeps the output grounded in implementation details instead of speculative styling.

liquid-glass-design skill FAQ

Is this only for iOS 26 apps?

Yes, that is the intended fit. If you are targeting older iOS versions, you should not expect a clean liquid-glass-design install to solve compatibility by itself; you will need fallback styling or conditional rendering.

Is it different from a normal prompt about glass UI?

Yes. A generic prompt may describe a glass look, but the liquid-glass-design skill is centered on Apple’s actual Liquid Glass behavior, including blur, reflection, interactive response, and the platform-specific API patterns that make the result feel native.

Can beginners use it?

Yes, if they already know the component they want to change. Beginners get the best results when they ask for one view, one platform, and one output goal at a time instead of requesting a full redesign.

When should I not use it?

Do not use liquid-glass-design for apps that need broad cross-platform support, strict visual consistency with non-Apple systems, or a flat design language. In those cases, the skill’s assumptions may push you toward an effect that does not match the product.

How to Improve liquid-glass-design skill

Start with the component, not the aesthetic

The biggest quality jump comes from naming the exact UI object: button, card, toolbar, widget, sheet, or container. A strong liquid-glass-design prompt also includes whether the element should be interactive, tinted, or merely decorative. That reduces guesswork in shape and API selection.

Include constraints that change the implementation

If you care about touch targets, contrast, layout stability, or animation restraint, say so up front. For example: “Keep the card’s size unchanged, preserve readability over busy backgrounds, and avoid strong tinting.” These details matter because Liquid Glass can look good while still being too loud or too weak in context.

Review the first pass for realism

After the first output, check whether the effect still works on real content, not just on a clean mockup. Common failure modes are excessive tint, poor text contrast, and using glass on too many surfaces at once. Refine with a narrower prompt instead of asking for “more glass,” which usually worsens the result.

Iterate by environment and framework

If the first liquid-glass-design result is close but not ready, iterate with the actual framework and destination: SwiftUI card, UIKit control, or WidgetKit surface. Mention the surrounding screen, background complexity, and any system styling you need to preserve. That is the fastest way to get output you can ship instead of output that only reads well in isolation.

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