| name | axiom-swiftui-animation-ref |
| description | Use when implementing SwiftUI animations, understanding VectorArithmetic, using @Animatable macro, zoom transitions, UIKit/AppKit animation bridging, choosing between spring and timing curve animations, or debugging animation behavior - comprehensive animation reference from iOS 13 through iOS 26 |
| skill_type | reference |
| version | 1.1.0 |
SwiftUI Animation
Overview
Comprehensive guide to SwiftUI's animation system, from foundational concepts to advanced techniques. This skill covers the Animatable protocol, the iOS 26 @Animatable macro, animation types, and the Transaction system.
Core principle Animation in SwiftUI is mathematical interpolation over time, powered by the VectorArithmetic protocol. Understanding this foundation unlocks the full power of SwiftUI's declarative animation system.
When to Use This Skill
- Implementing custom animated views or shapes
- Understanding why a property doesn't animate (Int vs Float/Double)
- Choosing between spring and timing curve animations
- Using the @Animatable macro (iOS 26+)
- Conforming views to the Animatable protocol
- Debugging animation merging behavior
- Optimizing animation performance
- Creating multi-step or complex animations
- Understanding model vs presentation values
- Implementing custom animation algorithms
- Adding zoom transitions for navigation/presentation (iOS 18+)
- Animating UIKit/AppKit views with SwiftUI animations (iOS 18+)
- Bridging animations through UIViewRepresentable (iOS 18+)
- Building gesture-driven animations with velocity preservation
System Requirements
iOS 13+ for Animatable protocol
iOS 17+ for default spring animations, scoped animations
iOS 18+ for zoom transitions, UIKit/AppKit animation bridging
iOS 26+ for @Animatable macro
Part 1: Understanding Animation
What Is Interpolation
Animation is the process of generating intermediate values between a start and end state.
Example: Opacity animation
.opacity(0) → .opacity(1)
While this animation runs, SwiftUI computes intermediate values:
0.0 → 0.02 → 0.05 → 0.1 → 0.25 → 0.4 → 0.6 → 0.8 → 1.0
How values are distributed
- Determined by the animation's timing curve or velocity function
- Spring animations use physics simulation
- Timing curves use bezier curves
- Each animation type calculates values differently
VectorArithmetic Protocol
SwiftUI requires animated data to conform to VectorArithmetic, which provides:
protocol VectorArithmetic {
// Compute difference between two values
static func - (lhs: Self, rhs: Self) -> Self
// Scale values
static func * (lhs: Self, rhs: Double) -> Self
// Add values
static func + (lhs: Self, rhs: Self) -> Self
// Zero value
static var zero: Self { get }
}
Built-in conforming types
- 1-dimensional:
CGFloat,Double,Float,Angle - 2-dimensional:
CGPoint,CGSize - 4-dimensional:
CGRect
Key insight Vector arithmetic abstracts over the dimensionality of animated data. SwiftUI can animate all these types with a single generic implementation.
Why Int Can't Be Animated
Int does not conform to VectorArithmetic because:
- No fractional intermediate values — There is no "3.5" between 3 and 4
- Not continuous — Integers are discrete values
- Scaling doesn't make sense — What does 5 × 0.5 mean for an integer?
What happens when you try
struct CounterView: View {
@State private var count: Int = 0
var body: some View {
Text("\(count)")
.animation(.spring, value: count)
}
}
Result: SwiftUI simply replaces the old text with the new one. No interpolation occurs.
Solution: Use Float or Double
struct AnimatedCounterView: View {
@State private var count: Float = 0
var body: some View {
Text("\(Int(count))")
.animation(.spring, value: count)
}
}
Result: SwiftUI interpolates 0.0 → ... → 100.0, and you display the rounded integer at each frame.
Model vs Presentation Values
Animatable attributes conceptually have two values:
Model Value
- The target value set by your code
- Updated immediately when state changes
- What you write in your view's body
Presentation Value
- The current interpolated value being rendered
- Updates frame-by-frame during animation
- What the user actually sees
Example
.scaleEffect(selected ? 1.5 : 1.0)
When selected becomes true:
- Model value: Immediately becomes
1.5 - Presentation value: Interpolates
1.0 → 1.1 → 1.2 → 1.3 → 1.4 → 1.5over time
Part 2: Animatable Protocol
Overview
The Animatable protocol allows views to animate their properties by defining which data should be interpolated.
protocol Animatable {
associatedtype AnimatableData: VectorArithmetic
var animatableData: AnimatableData { get set }
}
SwiftUI builds an animatable attribute for any view conforming to this protocol.
Built-in Animatable Views
Many SwiftUI modifiers conform to Animatable:
Visual Effects
.scaleEffect()— Animates scale transform.rotationEffect()— Animates rotation.offset()— Animates position offset.opacity()— Animates transparency.blur()— Animates blur radius.shadow()— Animates shadow properties
All Shape types
Circle,Rectangle,RoundedRectangleCapsule,Ellipse,Path- Custom
Shapeimplementations
AnimatablePair for Multi-Dimensional Data
When animating multiple properties, use AnimatablePair to combine vectors.
Example: scaleEffect implementation
struct ScaleEffectModifier: ViewModifier, Animatable {
var scale: CGSize
var anchor: UnitPoint
// Combine two 2D vectors into one 4D vector
var animatableData: AnimatablePair<CGSize.AnimatableData, UnitPoint.AnimatableData> {
get {
AnimatablePair(scale.animatableData, anchor.animatableData)
}
set {
scale.animatableData = newValue.first
anchor.animatableData = newValue.second
}
}
func body(content: Content) -> some View {
content.scaleEffect(scale, anchor: anchor)
}
}
How it works
CGSizeis 2-dimensional (width, height)UnitPointis 2-dimensional (x, y)AnimatablePairfuses them into a 4-dimensional vector- SwiftUI interpolates all 4 values together
Custom Animatable Conformance
When to use
- Animating custom layout (like RadialLayout)
- Animating custom drawing code
- Animating properties that affect shape paths
Example: Animated number view
struct AnimatableNumberView: View, Animatable {
var number: Double
var animatableData: Double {
get { number }
set { number = newValue }
}
var body: some View {
Text("\(Int(number))")
.font(.largeTitle)
}
}
// Usage
AnimatableNumberView(number: value)
.animation(.spring, value: value)
How it works
numberchanges from 0 to 100- SwiftUI calls
bodyfor every frame of the animation - Each frame gets a new
numbervalue: 0 → 5 → 15 → 30 → 55 → 80 → 100 - Text updates to show the interpolated integer
Performance Warning
Custom Animatable conformance can be expensive.
When you conform a view to Animatable:
- SwiftUI calls your view's
bodyfor every frame of the animation - Layout is rerun every frame
- This happens on the main thread
Built-in animatable effects (like .scaleEffect(), .opacity()) are much more efficient:
- They run off the main thread
- They don't call your view's body
- They update only the rendering layer
Guideline
- Use built-in effects whenever possible
- Only use custom Animatable conformance if you can't achieve the effect with built-in modifiers
- Profile with Instruments if you have performance issues
Example: Circular layout animation
// This is expensive but necessary for animating along a circular path
@Animatable
struct RadialLayout: Layout {
var offsetAngle: Angle
var animatableData: Angle.AnimatableData {
get { offsetAngle.animatableData }
set { offsetAngle.animatableData = newValue }
}
func sizeThatFits(proposal: ProposedViewSize, subviews: Subviews, cache: inout ()) -> CGSize {
proposal.replacingUnspecifiedDimensions()
}
func placeSubviews(in bounds: CGRect, proposal: ProposedViewSize, subviews: Subviews, cache: inout ()) {
let radius = min(bounds.width, bounds.height) / 2
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let angleStep = Angle.degrees(360.0 / Double(subviews.count))
for (index, subview) in subviews.enumerated() {
let angle = offsetAngle + angleStep * Double(index)
let x = center.x + radius * cos(angle.radians)
let y = center.y + radius * sin(angle.radians)
subview.place(at: CGPoint(x: x, y: y), anchor: .center, proposal: .unspecified)
}
}
}
Why necessary: Animating offsetAngle requires recalculating positions every frame. No built-in modifier can do this.
Part 3: @Animatable Macro (iOS 26+)
Overview
The @Animatable macro eliminates the boilerplate of manually conforming to the Animatable protocol.
Before iOS 26, you had to:
- Manually conform to
Animatable - Write
animatableDatagetter and setter - Use
AnimatablePairfor multiple properties - Exclude non-animatable properties manually
iOS 26+, you just add @Animatable:
@MainActor
@Animatable
struct MyView: View {
var scale: CGFloat
var opacity: Double
var body: some View {
// ...
}
}
The macro automatically:
- Generates
Animatableconformance - Inspects all stored properties
- Creates
animatableDatafrom VectorArithmetic-conforming properties - Handles multi-dimensional data with
AnimatablePair
Before/After Comparison
Before @Animatable macro
struct HikingRouteShape: Shape {
var startPoint: CGPoint
var endPoint: CGPoint
var elevation: Double
var drawingDirection: Bool // Don't want to animate this
// Tedious manual animatableData declaration
var animatableData: AnimatablePair<AnimatablePair<CGFloat, CGFloat>,
AnimatablePair<Double, AnimatablePair<CGFloat, CGFloat>>> {
get {
AnimatablePair(
AnimatablePair(startPoint.x, startPoint.y),
AnimatablePair(elevation, AnimatablePair(endPoint.x, endPoint.y))
)
}
set {
startPoint = CGPoint(x: newValue.first.first, y: newValue.first.second)
elevation = newValue.second.first
endPoint = CGPoint(x: newValue.second.second.first, y: newValue.second.second.second)
}
}
func path(in rect: CGRect) -> Path {
// Drawing code
}
}
After @Animatable macro
@Animatable
struct HikingRouteShape: Shape {
var startPoint: CGPoint
var endPoint: CGPoint
var elevation: Double
@AnimatableIgnored
var drawingDirection: Bool // Excluded from animation
func path(in rect: CGRect) -> Path {
// Drawing code
}
}
Lines of code: 20 → 12 (40% reduction)
@AnimatableIgnored
Use @AnimatableIgnored to exclude properties from animation.
When to use
- Debug values — Flags for development only
- IDs — Identifiers that shouldn't animate
- Timestamps — When the view was created/updated
- Internal state — Non-visual bookkeeping
- Non-VectorArithmetic types — Colors, strings, booleans
Example
@MainActor
@Animatable
struct ProgressView: View {
var progress: Double // Animated
var totalItems: Int // Animated (if Float, not if Int)
@AnimatableIgnored
var title: String // Not animated
@AnimatableIgnored
var startTime: Date // Not animated
@AnimatableIgnored
var debugEnabled: Bool // Not animated
var body: some View {
VStack {
Text(title)
ProgressBar(value: progress)
if debugEnabled {
Text("Started: \(startTime.formatted())")
}
}
}
}
Real-World Use Cases
Numeric animations are extremely common across app categories:
Fintech Apps
@MainActor
@Animatable
struct StockPriceView: View {
var price: Double
var changePercent: Double
var body: some View {
VStack(alignment: .trailing) {
Text("$\(price, format: .number.precision(.fractionLength(2)))")
.font(.title)
Text("\(changePercent > 0 ? "+" : "")\(changePercent, format: .percent)")
.foregroundColor(changePercent > 0 ? .green : .red)
}
}
}
Use case: Animate stock price changes, portfolio value, account balance transitions
Health & Fitness
@MainActor
@Animatable
struct HeartRateView: View {
var bpm: Double
@AnimatableIgnored
var timestamp: Date
var body: some View {
VStack {
Text("\(Int(bpm))")
.font(.system(size: 60, weight: .bold))
Text("BPM")
.font(.caption)
.foregroundColor(.secondary)
}
}
}
Use case: Heart rate indicators, step counters, calorie calculations, distance traveled
Games
@MainActor
@Animatable
struct ScoreView: View {
var score: Float
var multiplier: Float
var body: some View {
HStack {
Text("\(Int(score))")
.font(.largeTitle)
Text("×\(multiplier, format: .number.precision(.fractionLength(1)))")
.font(.title2)
.foregroundColor(.orange)
}
}
}
Use case: Score animations, XP transitions, level progress, combo multipliers
Productivity Apps
@MainActor
@Animatable
struct TimerView: View {
var remainingSeconds: Double
var body: some View {
let minutes = Int(remainingSeconds) / 60
let seconds = Int(remainingSeconds) % 60
Text(String(format: "%02d:%02d", minutes, seconds))
.font(.system(.largeTitle, design: .monospaced))
}
}
Use case: Progress bars, countdown timers, percentage indicators, task completion metrics
Complete Example
struct ContentView: View {
@State private var stockPrice: Double = 142.50
var body: some View {
VStack(spacing: 20) {
StockPriceView(price: stockPrice, changePercent: 0.025)
.animation(.spring(duration: 0.8), value: stockPrice)
Button("Simulate Price Change") {
stockPrice = Double.random(in: 130...160)
}
.buttonStyle(.borderedProminent)
}
.padding()
}
}
@MainActor
@Animatable
struct StockPriceView: View {
var price: Double
var changePercent: Double
var body: some View {
VStack(alignment: .trailing) {
Text("$\(price, format: .number.precision(.fractionLength(2)))")
.font(.title)
.fontWeight(.semibold)
Text("\(changePercent > 0 ? "+" : "")\(changePercent, format: .percent.precision(.fractionLength(2)))")
.font(.subheadline)
.foregroundColor(changePercent > 0 ? .green : .red)
}
}
}
Result: Smooth, natural animation of stock price changes that feels professional and polished.
Part 4: Animation Types
Timing Curve Animations
Timing curve animations use bezier curves to control the speed of animation over time.
Built-in presets
.animation(.linear) // Constant speed
.animation(.easeIn) // Starts slow, ends fast
.animation(.easeOut) // Starts fast, ends slow
.animation(.easeInOut) // Slow start and end, fast middle
Custom timing curves
let customCurve = UnitCurve(
startControlPoint: CGPoint(x: 0.2, y: 0),
endControlPoint: CGPoint(x: 0.8, y: 1)
)
.animation(.timingCurve(customCurve, duration: 0.5))
Duration
All timing curve animations accept an optional duration:
.animation(.easeInOut(duration: 0.3))
.animation(.linear(duration: 1.0))
Default: 0.35 seconds
Spring Animations
Spring animations use physics simulation to create natural, organic motion.
Built-in presets
.animation(.smooth) // No bounce (default since iOS 17)
.animation(.snappy) // Small amount of bounce
.animation(.bouncy) // Larger amount of bounce
Custom springs
.animation(.spring(duration: 0.6, bounce: 0.3))
Parameters
duration— Perceived animation durationbounce— Amount of bounce (0 = no bounce, 1 = very bouncy)
Much more intuitive than traditional spring parameters (mass, stiffness, damping).
Higher-Order Animations
Modify base animations to create complex effects.
Delay
.animation(.spring.delay(0.5))
Waits 0.5 seconds before starting the animation.
Repeat
.animation(.easeInOut.repeatCount(3, autoreverses: true))
.animation(.linear.repeatForever(autoreverses: false))
Repeats the animation multiple times or infinitely.
Speed
.animation(.spring.speed(2.0)) // 2x faster
.animation(.spring.speed(0.5)) // 2x slower
Multiplies the animation speed.
Default Animation Changes (iOS 17+)
Before iOS 17
withAnimation {
// Used timing curve by default
}
iOS 17+
withAnimation {
// Uses .smooth spring by default
}
Why the change: Spring animations feel more natural and preserve velocity when interrupted.
Recommendation: Embrace springs. They make your UI feel more responsive and polished.
Part 5: Transaction System
withAnimation
The most common way to trigger an animation.
Button("Scale Up") {
withAnimation(.spring) {
scale = 1.5
}
}
How it works
withAnimationopens a transaction- Sets the animation in the transaction dictionary
- Executes the closure (state changes)
- Transaction propagates down the view hierarchy
- Animatable attributes check for animation and interpolate
Explicit animation
withAnimation(.spring(duration: 0.6, bounce: 0.4)) {
isExpanded.toggle()
}
No animation
withAnimation(nil) {
// Changes happen immediately, no animation
resetState()
}
animation() View Modifier
Apply animations to specific values within a view.
Basic usage
Circle()
.fill(isActive ? .blue : .gray)
.animation(.spring, value: isActive)
How it works: Animation only applies when isActive changes. Other state changes won't trigger this animation.
Multiple animations on same view
Circle()
.scaleEffect(scale)
.animation(.bouncy, value: scale)
.opacity(opacity)
.animation(.easeInOut, value: opacity)
Different animations for different properties.
Scoped Animations (iOS 17+)
Narrowly scope animations to specific animatable attributes.
Problem with old approach
struct AvatarView: View {
var selected: Bool
var body: some View {
Image("avatar")
.scaleEffect(selected ? 1.5 : 1.0)
.animation(.spring, value: selected)
// ⚠️ If image also changes when selected changes,
// image transition gets animated too (accidental)
}
}
Solution: Scoped animation
struct AvatarView: View {
var selected: Bool
var body: some View {
Image("avatar")
.animation(.spring, value: selected) {
$0.scaleEffect(selected ? 1.5 : 1.0)
}
// ✅ Only scaleEffect animates, image transition doesn't
}
}
How it works
- Animation only applies to attributes in the closure
- Other attributes are unaffected
- Prevents accidental animations
Custom Transaction Keys
Define your own transaction values to propagate custom context.
Define a key
struct AvatarTappedKey: TransactionKey {
static let defaultValue: Bool = false
}
extension Transaction {
var avatarTapped: Bool {
get { self[AvatarTappedKey.self] }
set { self[AvatarTappedKey.self] = newValue }
}
}
Set value in transaction
var transaction = Transaction()
transaction.avatarTapped = true
withTransaction(transaction) {
isSelected.toggle()
}
Read value in view
.transaction { transaction in
if transaction.avatarTapped {
transaction.animation = .bouncy
} else {
transaction.animation = .smooth
}
}
Use case: Apply different animations based on how the state change was triggered (tap vs programmatic).
Part 6: Advanced Topics
CustomAnimation Protocol
Implement your own animation algorithms.
protocol CustomAnimation {
// Calculate current value
func animate<V: VectorArithmetic>(
value: V,
time: TimeInterval,
context: inout AnimationContext<V>
) -> V?
// Optional: Should this animation merge with previous?
func shouldMerge<V>(previous: Animation, value: V, time: TimeInterval, context: inout AnimationContext<V>) -> Bool
// Optional: Current velocity
func velocity<V: VectorArithmetic>(
value: V,
time: TimeInterval,
context: AnimationContext<V>
) -> V?
}
Example: Linear timing curve
struct LinearAnimation: CustomAnimation {
let duration: TimeInterval
func animate<V: VectorArithmetic>(
value: V, // Delta vector: target - current
time: TimeInterval, // Elapsed time since animation started
context: inout AnimationContext<V>
) -> V? {
// Animation is done when time exceeds duration
if time >= duration {
return nil
}
// Calculate linear progress (0.0 to 1.0)
let progress = time / duration
// Scale the delta vector by progress
// This returns how much to move FROM current position
// NOT the final target position
return value.scaled(by: progress)
}
}
Critical understanding: The value parameter is the delta vector (target - current), not the target value itself.
Example in practice:
- Current position:
10.0 - Target position:
100.0 - Delta vector passed to
animate():90.0(target - current) - At 50% progress:
return value.scaled(by: 0.5)→ returns45.0 - SwiftUI adds this to current:
10.0 + 45.0 = 55.0(halfway to target) ✅
Common mistake:
// ❌ WRONG: Treating value as the target
let progress = time / duration
return value.scaled(by: progress) // This assumes value is delta
// ❌ WRONG: Trying to interpolate manually
let target = value // No! value is already the delta
return current + (target - current) * progress // Incorrect
// ✅ CORRECT: Scale the delta
return value.scaled(by: progress) // SwiftUI handles the addition
Animation Merging Behavior
What happens when a new animation starts before the previous one finishes?
Timing curve animations (default: don't merge)
func shouldMerge(...) -> Bool {
return false // Default implementation
}
Behavior: Both animations run together, results are combined additively.
Example
- First tap: animate 1.0 → 1.5 (running)
- Second tap (before finish): animate 1.5 → 1.0
- Result: Both animations run, values combine
Spring animations (merge and retarget)
func shouldMerge(...) -> Bool {
return true // Springs override this
}
Behavior: New animation incorporates state of previous animation, preserving velocity.
Example
- First tap: animate 1.0 → 1.5 with velocity V
- Second tap (before finish): retarget to 1.0, preserving current velocity V
- Result: Smooth transition, no sudden velocity change
Why springs feel more natural: They preserve momentum when interrupted.
Part 7: Zoom Transitions (iOS 18+)
Overview
iOS 18 introduces the zoom transition, where a tapped cell morphs into the incoming view. This transition is continuously interactive—users can grab and drag the view during or after the transition begins.
Key benefit In parts of your app where you transition from a large cell, zoom transitions increase visual continuity by keeping the same UI elements on screen across the transition.
SwiftUI Implementation
Two steps to adopt zoom transitions:
Step 1: Declare the transition style on the destination
NavigationLink {
BraceletEditor(bracelet)
.navigationTransition(.zoom(sourceID: bracelet.id, in: namespace))
} label: {
BraceletPreview(bracelet)
}
Step 2: Mark the source view
BraceletPreview(bracelet)
.matchedTransitionSource(id: bracelet.id, in: namespace)
Complete example
struct BraceletListView: View {
@Namespace private var braceletList
let bracelets: [Bracelet]
var body: some View {
NavigationStack {
ScrollView {
LazyVGrid(columns: [GridItem(.adaptive(minimum: 150))]) {
ForEach(bracelets) { bracelet in
NavigationLink {
BraceletEditor(bracelet: bracelet)
.navigationTransition(
.zoom(sourceID: bracelet.id, in: braceletList)
)
} label: {
BraceletPreview(bracelet: bracelet)
}
.matchedTransitionSource(id: bracelet.id, in: braceletList)
}
}
}
}
}
}
UIKit Implementation
func showEditor(for bracelet: Bracelet) {
let braceletEditor = BraceletEditorViewController(bracelet: bracelet)
// Step 1: Specify zoom transition on the pushed view controller
braceletEditor.preferredTransition = .zoom { context in
// Step 2: Return the source view
let editor = context.zoomedViewController as! BraceletEditorViewController
return self.cell(for: editor.bracelet)
}
navigationController?.pushViewController(braceletEditor, animated: true)
}
Critical detail The closure is called on both zoom in and zoom out. Capture a stable identifier (like the model object), not a view directly—the source view may get reused in a collection view.
Handling content changes during presentation
If the editor's content can change (e.g., swiping between items), use the context to retrieve the current item:
braceletEditor.preferredTransition = .zoom { context in
let editor = context.zoomedViewController as! BraceletEditorViewController
// Use current bracelet, not the one captured at push time
return self.cell(for: editor.bracelet)
}
Presentations (Sheets and Full Screen Covers)
Zoom transitions work with fullScreenCover and sheet in both SwiftUI and UIKit:
.fullScreenCover(item: $selectedBracelet) { bracelet in
BraceletEditor(bracelet: bracelet)
.navigationTransition(.zoom(sourceID: bracelet.id, in: namespace))
}
Styling the Source View
Use the configuration closure to style the source during transition:
.matchedTransitionSource(id: bracelet.id, in: namespace) { source in
source
.cornerRadius(8.0)
.shadow(radius: 4)
}
Modifiers applied here are smoothly interpolated during the zoom transition.
View Controller Lifecycle with Fluid Transitions
Key insight Push transitions cannot be cancelled. When interrupted, they convert to pop transitions.
Normal push (no interaction)
Disappeared → [viewWillAppear] → Appearing → [viewIsAppearing] → [viewDidAppear] → Appeared
Interrupted push (user starts pop during push)
Appearing → Appeared → Disappearing → ...
The push completes immediately, then the pop begins. The view controller always reaches the Appeared state—callbacks complete their full cycle for consistency.
UIKit Best Practices for Fluid Transitions
// ❌ DON'T: Block actions during transitions
func handleTap() {
guard !isTransitioning else { return } // Don't do this
pushViewController(...)
}
// ✅ DO: Always allow the action
func handleTap() {
pushViewController(...) // System handles overlapping transitions
}
Guidelines
- Be ready for a new transition to start at any time
- Keep temporary transition state to a minimum
- Reset transition state in
viewDidAppearorviewDidDisappear - Consider adopting SwiftUI for complex transition logic
Part 8: UIKit/AppKit Animation Bridging (iOS 18+)
Overview
iOS 18 enables using SwiftUI Animation types to animate UIKit and AppKit views. This provides access to the full suite of SwiftUI animations, including custom animations.
API Signature
@MainActor static func animate(
_ animation: Animation,
changes: () -> Void,
completion: (() -> Void)? = nil
)
Basic Usage
// Old way: Describe spring in parameters
UIView.animate(withDuration: 0.5,
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.5) {
bead.center = endOfBracelet
}
// New way: Use SwiftUI Animation type
UIView.animate(.spring(duration: 0.5)) {
bead.center = endOfBracelet
}
Available Animation Types
All SwiftUI animations work with UIKit views:
// Timing curves
UIView.animate(.linear(duration: 0.3)) { ... }
UIView.animate(.easeIn(duration: 0.3)) { ... }
UIView.animate(.easeOut(duration: 0.3)) { ... }
UIView.animate(.easeInOut(duration: 0.3)) { ... }
// Springs
UIView.animate(.spring) { ... }
UIView.animate(.spring(duration: 0.6, bounce: 0.3)) { ... }
UIView.animate(.smooth) { ... }
UIView.animate(.snappy) { ... }
UIView.animate(.bouncy) { ... }
// Repeating
UIView.animate(.linear(duration: 1.3).repeatForever()) { ... }
// Custom animations
UIView.animate(myCustomAnimation) { ... }
Implementation Detail: No CAAnimation
Important architectural difference:
| Old UIKit API | New SwiftUI Animation API |
|---|---|
Generates a CAAnimation |
No CAAnimation generated |
| Animation added to layer | Animates presentation values directly |
Animation in layer's animations dict |
Presentation values in presentation layer |
Both approaches reflect values in the presentation layer, but the mechanism differs.
Complete Example
class BeadViewController: UIViewController {
private var animatingView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
animatingView = UIImageView(image: UIImage(systemName: "circle.fill"))
animatingView.tintColor = .systemPink
animatingView.frame = CGRect(x: 0, y: 0, width: 80, height: 80)
view.addSubview(animatingView)
animatingView.center = view.center
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
startAnimating()
}
private func startAnimating() {
let animation = Animation
.linear(duration: 1.3)
.repeatForever()
UIView.animate(animation) { [weak self] in
self?.animatingView.transform = CGAffineTransform(scaleX: 2, y: 2)
}
}
}
Part 9: UIViewRepresentable Animation Bridging (iOS 18+)
The Problem
When wrapping UIKit views in SwiftUI, animations don't automatically bridge:
struct BeadBoxWrapper: UIViewRepresentable {
@Binding var isOpen: Bool
func updateUIView(_ box: BeadBox, context: Context) {
// ❌ Animation on binding doesn't affect UIKit
box.lid.center.y = isOpen ? -100 : 100
}
}
// Usage
BeadBoxWrapper(isOpen: $isOpen)
.animation(.spring, value: isOpen) // No effect on UIKit view
The Solution: context.animate()
Use context.animate() to bridge SwiftUI animations:
struct BeadBoxWrapper: UIViewRepresentable {
@Binding var isOpen: Bool
func makeUIView(context: Context) -> BeadBox {
BeadBox()
}
func updateUIView(_ box: BeadBox, context: Context) {
// ✅ Bridges animation from Transaction to UIKit
context.animate {
box.lid.center.y = isOpen ? -100 : 100
}
}
}
How It Works
- SwiftUI stores animation info in the current
Transaction context.animate()reads the Transaction's animation- Applies that animation to UIView changes in the closure
- If no animation in Transaction, changes happen immediately (no animation)
Key Behavior
context.animate {
// Changes here
} completion: {
// Called when animation completes
// If not animated, called immediately inline
}
Works whether animated or not — safe to always use this pattern.
Perfect Synchronization
A single animation running across SwiftUI Views and UIViews runs perfectly in sync. This enables seamless mixed hierarchies.
Part 10: Gesture-Driven Animations (iOS 18+)
The Problem with Manual Velocity
Traditional UIKit gesture animations require manual velocity calculation:
// Old way: Manual velocity computation
func handlePan(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .changed:
bead.center = gesture.location(in: view)
case .ended:
let velocity = gesture.velocity(in: view)
let distance = endOfBracelet.distance(to: bead.center)
// 😫 Convert to unit velocity manually
let unitVelocity = CGVector(
dx: velocity.x / distance,
dy: velocity.y / distance
)
UIView.animate(withDuration: 0.5,
delay: 0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: unitVelocity.length) {
bead.center = endOfBracelet
}
}
}
SwiftUI Solution: Automatic Velocity Preservation
SwiftUI animations automatically preserve velocity through animation merging:
// New way: Automatic velocity preservation
func handlePan(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .changed:
// Interactive spring during drag
UIView.animate(.interactiveSpring) {
bead.center = gesture.location(in: view)
}
case .ended:
// Final spring uses velocity from interactiveSprings
UIView.animate(.spring) {
bead.center = endOfBracelet
}
}
}
How Velocity Preservation Works
[Drag starts]
↓
[.changed] → interactiveSpring animation (retargets previous)
↓
[.changed] → interactiveSpring animation (retargets previous)
↓
[.changed] → interactiveSpring animation (retargets previous)
↓
[.ended] → .spring animation inherits velocity from interactiveSprings
↓
[Smooth deceleration to final position]
No velocity calculation needed — SwiftUI handles it automatically.
SwiftUI Equivalent
struct DraggableBead: View {
@State private var position: CGPoint = .zero
@State private var isDragging = false
var body: some View {
Circle()
.position(position)
.gesture(
DragGesture()
.onChanged { value in
withAnimation(.interactiveSpring) {
position = value.location
}
}
.onEnded { value in
withAnimation(.spring) {
position = targetPosition
}
}
)
}
}
Why This Matters
Continuous velocity creates natural, physical-feeling interactions:
- No jarring velocity discontinuities
- Momentum carries through gesture end
- Spring animations feel connected to user input
Off-Main-Thread Performance
Built-in animatable attributes run efficiently:
.scaleEffect(scale)
.opacity(opacity)
.rotationEffect(angle)
Benefits
- Runs off the main thread
- Doesn't call your view's
body - Minimal performance impact
Custom Animatable conformance runs on main thread:
@MainActor
@Animatable
struct MyView: View {
var value: Double
var animatableData: Double {
get { value }
set { value = newValue }
}
var body: some View {
// Called every frame! (main thread)
}
}
Performance tip: Profile with Instruments if you have many custom animatable views.
Delta Vector Logic
SwiftUI animates the difference between values, not the values themselves.
Example: Scale effect
// User taps, scale changes from 1.0 to 1.5
.scaleEffect(isSelected ? 1.5 : 1.0)
What SwiftUI actually animates
- Delta vector: 1.5 - 1.0 = 0.5
- Animation interpolates: 0.0 → 0.1 → 0.2 → 0.3 → 0.4 → 0.5
- Final value: 1.0 + interpolated delta
Why this matters
- Makes animation merging easier
- Allows additive combination of animations
- Simplifies CustomAnimation implementations
Troubleshooting
Property Not Animating
Symptom: Property changes but doesn't animate.
Cause 1: Type doesn't conform to VectorArithmetic
@State private var count: Int = 0 // ❌ Int doesn't animate
// Solution
@State private var count: Double = 0 // ✅ Double animates
Text("\(Int(count))") // Display as Int
Cause 2: Missing animation modifier
// ❌ No animation specified
Text("\(value)")
// ✅ Add animation
Text("\(value)")
.animation(.spring, value: value)
Cause 3: Wrong value in animation modifier
struct ProgressView: View {
@State private var progress: Double = 0
@State private var title: String = "Loading"
var body: some View {
VStack {
Text(title)
ProgressBar(value: progress)
}
.animation(.spring, value: title) // ❌ Animates when title changes, not progress
}
}
// Solution
.animation(.spring, value: progress) // ✅
Cause 4: View doesn't conform to Animatable
If you have a custom view with animatable properties:
// ❌ Missing Animatable conformance
struct MyView: View {
var value: Double
var body: some View { ... }
}
// ✅ Add @Animatable macro (iOS 26+)
@MainActor
@Animatable
struct MyView: View {
var value: Double
var body: some View { ... }
}
// ✅ OR manual conformance (iOS 13+)
struct MyView: View, Animatable {
var value: Double
var animatableData: Double {
get { value }
set { value = newValue }
}
var body: some View { ... }
}
Animation Stuttering
Symptom: Animation is choppy or drops frames.
Cause 1: Expensive body computation
@MainActor
@Animatable
struct ExpensiveView: View {
var value: Double
var animatableData: Double {
get { value }
set { value = newValue }
}
var body: some View {
// ❌ Called every frame!
let heavyComputation = performExpensiveWork(value)
return Text("\(heavyComputation)")
}
}
Solution: Use built-in effects instead
struct OptimizedView: View {
@State private var value: Double = 0
var body: some View {
Text("\(computeOnce(value))")
.opacity(value) // ✅ Built-in effect, off-main-thread
}
}
Cause 2: Too many simultaneous animations
Profile with Instruments to identify bottlenecks.
Unexpected Animation Merging
Symptom: Animation behavior changes when interrupted.
Cause: Spring animations merge by default, preserving velocity from the previous animation.
Solution: Use a timing curve animation if you don't want merging behavior:
// ❌ Spring merges with previous animation
withAnimation(.spring) {
scale = 1.0
}
// ✅ Timing curve starts fresh (additive, no merge)
withAnimation(.easeInOut(duration: 0.5)) {
scale = 1.0
}
See Animation Merging Behavior section above for detailed explanation of merge vs additive animations.
Resources
WWDC: 2023-10156, 2023-10157, 2023-10158, 2024-10145, 2025-256
Docs: /swiftui/animatable, /swiftui/animation, /swiftui/vectorarithmetic, /swiftui/transaction, /swiftui/view/navigationtransition(:), /swiftui/view/matchedtransitionsource(id:in:configuration:), /uikit/uiview/animate(:changes:completion:)
Skills: axiom-swiftui-26-ref, axiom-swiftui-nav-ref, axiom-swiftui-performance, axiom-swiftui-debugging
Last Updated Based on WWDC 2023/10156-10158, WWDC 2024/10145, WWDC 2025/256 Version iOS 13+ (Animatable), iOS 17+ (scoped animations), iOS 18+ (zoom transitions, UIKit bridging), iOS 26+ (@Animatable)