| name | liquid-glass |
| description | Use when implementing Liquid Glass effects, reviewing UI for Liquid Glass adoption, debugging visual artifacts, optimizing performance, or requesting expert review of Liquid Glass implementation - provides comprehensive design principles, API patterns, and troubleshooting guidance from WWDC 2025. Includes design review pressure handling and professional push-back frameworks |
| skill_type | discipline |
| version | 1.2.0 |
| last_updated | Added new iOS 26 APIs and backward compatibility guidance |
| apple_platforms | iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+ |
Liquid Glass — Apple's New Material Design System
When to Use This Skill
Use when:
- Implementing Liquid Glass effects in your app
- Reviewing existing UI for Liquid Glass adoption opportunities
- Debugging visual artifacts with Liquid Glass materials
- Optimizing Liquid Glass performance
- Requesting expert review of Liquid Glass implementation
- Understanding when to use Regular vs Clear variants
- Troubleshooting tinting, legibility, or adaptive behavior issues
Related Skills
- Use
liquid-glass-reffor comprehensive app-wide adoption guidance (app icons, controls, navigation, menus, windows, platform considerations)
Example Prompts
These are real questions developers ask that this skill is designed to answer:
1. "I just saw Liquid Glass in WWDC videos. How is it different from blur effects I've used before? Should I adopt it?"
→ The skill explains Liquid Glass as a lensing-based material (not blur), shows design philosophy, and when adoption makes sense
2. "I'm implementing Liquid Glass in my app but the lensing effect doesn't look quite right. It looks like a regular blur. What am I missing?"
→ The skill covers the visual properties (lensing vs motion vs environment), Regular vs Clear variants, and debugging visual artifacts
3. "Liquid Glass works great on iPhone but looks odd on iPad. Should I adjust the implementation differently for different screen sizes?"
→ The skill demonstrates adaptive Liquid Glass patterns and platform-specific guidance (iOS 26+, macOS Tahoe+, visionOS 3+)
4. "I need to use Liquid Glass but still need legible text on top. How do I ensure text contrast while using Liquid Glass?"
→ The skill covers tinting strategies, adaptive color choices, and opacity patterns for maintaining readability across light/dark modes
5. "We want to do a design review of our Liquid Glass implementation. What are the expert criteria for a good Liquid Glass implementation?"
→ The skill provides the comprehensive review checklist and professional push-back frameworks for design review meetings
What is Liquid Glass?
Liquid Glass is Apple's next-generation material design system introduced at WWDC 2025. It represents a significant evolution from previous materials (Aqua, iOS 7 blurs, Dynamic Island) by creating a new digital meta-material that:
- Dynamically bends and shapes light (lensing) rather than scattering it
- Moves organically like a lightweight liquid, responding to touch and app dynamism
- Adapts automatically to size, environment, content, and light/dark modes
- Unifies design language across all Apple platforms (iOS, iPadOS, macOS, visionOS)
Core Philosophy: Liquid Glass complements the evolution of rounded, immersive screens with rounded, floating forms that feel natural to touch interaction while letting content shine through.
Visual Properties
1. Lensing (Primary Visual Characteristic)
Liquid Glass defines itself through lensing — the warping and bending of light that communicates presence, motion, and form.
How it works:
- Dynamically concentrates and shapes light in real-time
- Provides definition against background while feeling visually grounded
- Controls feel ultra-lightweight and transparent while visually distinguishable
- Elements materialize in/out by modulating light bending (not fading)
Design Implication: Unlike previous materials that scattered light, Liquid Glass uses instinctive visual cues from the natural world to provide separation.
2. Motion & Fluidity
Motion and visuals were designed as one unified experience:
- Instant flex and energize — Responds to interaction by flexing with light
- Gel-like flexibility — Communicates transient, malleable nature
- Moves in tandem with interaction — Aligns with dynamism of thinking and movement
- Temporary lift — Elements can lift into Liquid Glass on interaction (great for controls)
- Dynamic morphing — Continuously shape-shifts between app states as a singular floating plane
- Lightweight transitions — Menus pop open in-line, maintaining clear relationship to source
3. Adaptive Behavior
Liquid Glass continuously adapts without fixed light/dark appearance:
Content-aware adaptation:
- Shadows become more prominent when text scrolls underneath
- Tint and dynamic range shift to ensure legibility
- Independently switches light/dark to feel at home in any context
- Larger elements (menus, sidebars) simulate thicker material with deeper shadows and richer lensing
Platform adaptation:
- Nests perfectly into rounded corners of windows
- Forms distinct functional layer for controls/navigation
- Ambient environment (colorful content nearby) subtly spills onto surface
- Light reflects, scatters, and bleeds into shadows
Implementation Guide
Basic API Usage
SwiftUI: glassEffect Modifier
// Basic usage - applies glass within capsule shape
Text("Hello")
.glassEffect()
// Custom shape
Text("Hello")
.glassEffect(in: RoundedRectangle(cornerRadius: 12))
// Interactive elements (iOS - for controls/containers)
Button("Tap Me") {
// action
}
.glassEffect()
.interactive() // Add for custom controls on iOS
Automatic Adoption: Simply recompiling with Xcode 26 brings Liquid Glass to standard controls automatically.
Variants: Regular vs Clear
CRITICAL DECISION: Never mix Regular and Clear in the same interface.
Regular Variant (Default — Use Most Often)
Characteristics:
- Most versatile, use in 95% of cases
- Full visual and adaptive effects
- Provides legibility regardless of context
- Works in any size, over any content
- Anything can be placed on top
When to use: Navigation bars, tab bars, toolbars, buttons, menus, sidebars
// Regular is the default
NavigationView {
// Content
}
.glassEffect() // Uses Regular variant
Clear Variant (Special Cases Only)
Characteristics:
- Permanently more transparent
- No adaptive behaviors
- Allows content richness to interact with glass
- Requires dimming layer for legibility
Use ONLY when ALL three conditions are met:
- ✅ Element is over media-rich content
- ✅ Content layer won't be negatively affected by dimming layer
- ✅ Content above glass is bold and bright
// Clear variant with localized dimming for small footprints
ZStack {
MediaRichBackground()
.overlay(.black.opacity(0.3)) // Dimming layer
BoldBrightControl()
.glassEffect(.clear)
}
⚠️ WARNING: Using Clear without meeting all three conditions results in poor legibility.
Layered System Architecture
Liquid Glass is composed of multiple layers working together:
1. Highlights Layer
- Light sources shine on material, producing highlights responding to geometry
- Lights move during interactions (lock/unlock), defining silhouette
- Some cases respond to device motion (feels aware of position in real world)
2. Shadows Layer
- Aware of background content
- Increases shadow opacity over text for separation
- Lowers shadow opacity over solid light backgrounds
- Ensures elements are always easy to spot
3. Internal Glow (Interaction Feedback)
- Material illuminates from within on interaction
- Glow starts under fingertips, spreads throughout element
- Spreads to nearby Liquid Glass elements
- Interacts with flexible properties - feels natural and fluid
- Makes interface feel alive and connected to physical world
4. Adaptive Tinting Layer
- Multiple layers adapt together to maintain hierarchy
- Windows losing focus visually recede (Mac/iPad)
- All behaviors come built-in automatically
Design Principles & Best Practices
✅ DO: Reserve for Navigation Layer
Correct Usage:
[Content Layer — No Glass]
↓
[Navigation Layer — Liquid Glass]
• Tab bars
• Navigation bars
• Toolbars
• Floating controls
Why: Liquid Glass floats above content, creating clear hierarchy.
❌ DON'T: Use on Content Layer
Wrong:
// DON'T apply to table views, lists, or content
List(items) { item in
Text(item.name)
}
.glassEffect() // ❌ Competes with navigation, muddy hierarchy
Why: Makes elements compete, creates visual confusion.
❌ DON'T: Stack Glass on Glass
Wrong:
ZStack {
NavigationBar()
.glassEffect() // ❌
FloatingButton()
.glassEffect() // ❌ Glass on glass
}
Correct:
ZStack {
NavigationBar()
.glassEffect()
FloatingButton()
.foregroundStyle(.primary) // Use fills, transparency, vibrancy
// Feels like thin overlay part of the material
}
✅ DO: Avoid Content Intersections in Steady State
Wrong: Content intersects with Liquid Glass when app launches
Correct: Reposition or scale content to maintain separation in steady states
Why: Prevents unwanted visual noise; intersections acceptable during scrolling/transitions.
Scroll Edge Effects
Work in concert with Liquid Glass to maintain separation and legibility with scrolling content.
How they work:
- Content begins scrolling → effect gently dissolves content into background
- Lifts glass visually above moving content
- Floating elements (titles) remain clear
- Darker content triggers dark style → subtle dimming for contrast
Hard Style Effect
Use when pinned accessory views exist (e.g., column headers):
ScrollView {
// Content
}
.scrollEdgeEffect(.hard) // Uniform across toolbar + pinned accessories
When to use: Extra visual separation between floating elements in accessory view and scrolling content.
Tinting & Color
New Tinting System
Liquid Glass introduces adaptive tinting that respects material principles and maximizes legibility.
How it works:
- Selecting color generates range of tones
- Tones mapped to content brightness underneath element
- Inspired by colored glass in reality
- Changes hue, brightness, saturation based on background
- Doesn't deviate too much from intended color
Compatible with all glass behaviors (morphing, adaptation, interaction).
Button("Primary Action") {
// action
}
.tint(.red) // Adaptive tinting automatically applied
.glassEffect()
Tinting Best Practices
✅ DO: Use for Primary Actions
// Good — Emphasizes primary action
Button("View Bag") {
// action
}
.tint(.red)
.glassEffect()
❌ DON'T: Tint Everything
// Wrong — When everything is tinted, nothing stands out
VStack {
Button("Action 1").tint(.blue).glassEffect()
Button("Action 2").tint(.green).glassEffect()
Button("Action 3").tint(.purple).glassEffect()
} // ❌ Confusing, no hierarchy
Solution: Use color in content layer instead, reserve tinting for primary UI actions.
Solid Fills vs Tinting
Solid fills break Liquid Glass character:
// ❌ Opaque, breaks visual character
Button("Action") {}
.background(.red) // Solid, opaque
// ✅ Transparent, grounded in environment
Button("Action") {}
.tint(.red)
.glassEffect()
Legibility & Contrast
Automatic Legibility Features
Small elements (navbars, tabbars):
- Constantly adapt appearance based on background
- Flip light/dark for discernibility
Large elements (menus, sidebars):
- Adapt based on context
- Don't flip light/dark (too distracting for large surface area)
Symbols/glyphs:
- Mirror glass behavior (flip light/dark)
- Maximize contrast automatically
- All content on Regular variant receives this treatment
Custom Colors
Use selectively for distinct functional purpose:
// Selective tinting for emphasis
NavigationView {
List {
// Content
}
.toolbar {
ToolbarItem {
Button("Important") {}
.tint(.orange) // Brings attention
}
}
}
Applies to: Labels, text, fully tinted buttons, time on lock screen, etc.
Accessibility
Liquid Glass offers several accessibility features that modify material without sacrificing its magic:
Reduced Transparency
- Makes Liquid Glass frostier
- Obscures more content behind it
- Applied automatically when system setting enabled
Increased Contrast
- Makes elements predominantly black or white
- Highlights with contrasting border
- Applied automatically when system setting enabled
Reduced Motion
- Decreases intensity of effects
- Disables elastic properties
- Applied automatically when system setting enabled
Developer Action Required: None - all features available automatically when using Liquid Glass.
Performance Considerations
View Hierarchy Impact
Concern: Liquid Glass rendering cost in complex view hierarchies
Guidance:
- Regular variant optimized for performance
- Larger elements (menus, sidebars) use more pronounced effects but managed by system
- Avoid excessive nesting of glass elements
Optimization:
// ❌ Avoid deep nesting
ZStack {
GlassContainer1()
.glassEffect()
ZStack {
GlassContainer2()
.glassEffect()
// More nesting...
}
}
// ✅ Flatten hierarchy
VStack {
GlassContainer1()
.glassEffect()
GlassContainer2()
.glassEffect()
}
Rendering Costs
Adaptive behaviors have computational cost:
- Light/dark switching
- Shadow adjustments
- Tint calculations
- Lensing effects
System handles optimization, but be mindful:
- Don't animate Liquid Glass elements unnecessarily
- Use Clear variant sparingly (requires dimming layer computation)
- Profile with Instruments if experiencing performance issues
Testing Liquid Glass
Visual Regression Testing
Capture screenshots in multiple states:
func testLiquidGlassAppearance() {
let app = XCUIApplication()
app.launch()
// Test light mode
XCTContext.runActivity(named: "Light Mode Glass") { _ in
let screenshot = app.screenshot()
// Compare with baseline
}
// Test dark mode
app.launchArguments = ["-UIUserInterfaceStyle", "dark"]
app.launch()
XCTContext.runActivity(named: "Dark Mode Glass") { _ in
let screenshot = app.screenshot()
// Compare with baseline
}
}
Test Across Configurations
Critical test cases:
- ✅ Light mode vs dark mode
- ✅ Different color schemes (environment)
- ✅ Reduced Transparency enabled
- ✅ Increased Contrast enabled
- ✅ Reduced Motion enabled
- ✅ Dynamic Type (larger text sizes)
- ✅ Content scrolling (verify scroll edge effects)
- ✅ Right-to-left languages
Accessibility Testing
func testLiquidGlassAccessibility() {
// Enable accessibility features via launch arguments
app.launchArguments += [
"-UIAccessibilityIsReduceTransparencyEnabled", "1",
"-UIAccessibilityButtonShapesEnabled", "1",
"-UIAccessibilityIsReduceMotionEnabled", "1"
]
// Verify glass still functional and legible
XCTAssertTrue(glassElement.exists)
XCTAssertTrue(glassElement.isHittable)
}
Design Review Pressure: Defending Your Implementation
The Problem
Under design review pressure, you'll face requests to:
- "Use Clear variant everywhere — Regular is too opaque"
- "Glass on all controls for visual cohesion"
- "More transparency to let content shine through"
These sound reasonable. But they violate the framework. Your job: defend using evidence, not opinion.
Red Flags — Designer Requests That Violate Skill Guidelines
If you hear ANY of these, STOP and reference the skill:
- ❌ "Use Clear everywhere" – Clear requires three specific conditions, not design preference
- ❌ "Glass looks better than fills" – Correct layer (navigation vs content) trumps aesthetics
- ❌ "Users won't notice the difference" – Clear variant fails legibility tests in low-contrast scenarios
- ❌ "Stack glass on glass for consistency" – Explicitly prohibited; use fills instead
- ❌ "Apply glass to Lists for sophistication" – Lists are content layer; causes visual confusion
How to Push Back Professionally
Step 1: Show the Framework
"I want to make this change, but let me show you Apple's guidance on Clear variant.
It requires THREE conditions:
1. Media-rich content background
2. Dimming layer for legibility
3. Bold, bright controls on top
Let me show which screens meet all three..."
Step 2: Demonstrate the Risk
Open the app on a device. Show:
- Clear variant in low-contrast scenario (unreadable)
- Regular variant in same scenario (legible)
Step 3: Offer Compromise
"Clear can work beautifully in these 6 hero sections where all three conditions apply.
Regular handles everything else with automatic legibility. Best of both worlds."
Step 4: Document the Decision
If overruled (designer insists on Clear everywhere):
Slack message to PM + designer:
"Design review decided to use Clear variant across all controls.
Important: Clear variant requires legibility testing in low-contrast scenarios
(bright sunlight, dark content). If we see accessibility issues after launch,
we'll need an expedited follow-up. I'm flagging this proactively."
Why this works
- You're not questioning their taste (you like Clear too)
- You're raising accessibility/legibility risk
- You're offering a solution that preserves their vision in hero sections
- You're documenting the decision (protects you post-launch)
Real-World Example: App Store Launch Blocker (36-Hour Deadline)
Scenario
- 36 hours to launch
- Chief designer says: "Clear variant everywhere"
- Client watching the review meeting
- You already implemented Regular per the skill
What to do
// In the meeting, demo side-by-side:
// Regular variant (current implementation)
NavigationBar()
.glassEffect() // Automatic legibility
// Clear variant (requested)
NavigationBar()
.glassEffect(.clear) // Requires dimming layer below
// Show the three-condition checklist
// Demonstrate which screens pass/fail
// Offer: Clear in hero sections, Regular elsewhere
Result
- 30-minute compromise demo
- 90 minutes to implement changes
- Launch on schedule with optimal legibility
- No post-launch accessibility complaints
When to Accept the Design Decision (Even If You Disagree)
Sometimes designers have valid reasons to override the skill. Accept if:
- They understand the three-condition framework
- They're willing to accept legibility risks
- You document the decision in writing
- They commit to monitoring post-launch feedback
Document in Slack
"Design review decided to use Clear variant [in these locations].
We understand this requires:
- All three conditions met: [list them]
- Potential legibility issues in low-contrast scenarios
- Accessibility testing across brightness levels
Monitoring plan:
- Gather user feedback first 48 hours
- Run accessibility audit
- Have fallback to Regular variant ready for push if needed"
This protects both of you and shows you're not blocking - just de-risking.
Expert Review Checklist
When reviewing Liquid Glass implementation (your code or others'), check:
1. Material Appropriateness
- Is Liquid Glass used only on navigation layer (not content)?
- Are standard controls getting glass automatically via Xcode 26 recompile?
- Is glass avoided on glass situations?
2. Variant Selection
- Is Regular variant used for most cases?
- If Clear variant used, do all three conditions apply?
- Over media-rich content?
- Dimming layer acceptable?
- Content above is bold and bright?
- Are Regular and Clear never mixed in same interface?
3. Legibility & Contrast
- Are primary actions selectively tinted (not everything)?
- Is color used in content layer for overall app color scheme?
- Are solid fills avoided on glass elements?
- Do elements maintain legibility on various backgrounds?
4. Layering & Hierarchy
- Are content intersections avoided in steady states?
- Are elements on top of glass using fills/transparency (not glass)?
- Is visual hierarchy clear (navigation layer vs content layer)?
5. Scroll Edge Effects
- Are scroll edge effects applied where Liquid Glass meets scrolling content?
- Is hard style used for pinned accessory views?
6. Accessibility
- Does implementation work with Reduced Transparency?
- Does implementation work with Increased Contrast?
- Does implementation work with Reduced Motion?
- Are interactive elements hittable in all configurations?
7. Performance
- Is view hierarchy reasonably flat?
- Are glass elements animated only when necessary?
- Is Clear variant used sparingly?
Common Mistakes & Solutions
Mistake 1: Using Glass Everywhere
Wrong:
List(landmarks) { landmark in
LandmarkRow(landmark)
.glassEffect() // ❌
}
.glassEffect() // ❌
Correct:
NavigationView {
List(landmarks) { landmark in
LandmarkRow(landmark) // No glass
}
}
.toolbar {
ToolbarItem {
Button("Add") {}
.glassEffect() // ✅ Navigation layer only
}
}
Why: Content layer should defer to Liquid Glass navigation layer.
Mistake 2: Clear Variant Without Dimming
Wrong:
ZStack {
VideoPlayer(player: player)
PlayButton()
.glassEffect(.clear) // ❌ No dimming, poor legibility
}
Correct:
ZStack {
VideoPlayer(player: player)
.overlay(.black.opacity(0.4)) // Dimming layer
PlayButton()
.glassEffect(.clear) // ✅
}
Mistake 3: Over-Tinting
Wrong: All buttons tinted different colors
Correct: Primary action tinted, others use standard appearance
Mistake 4: Static Material Expectations
Wrong: Assuming glass always looks the same (e.g., hardcoded shadows, fixed opacity)
Correct: Embrace adaptive behavior, test across light/dark modes and backgrounds
Troubleshooting
Visual Artifacts
Issue: Glass appears too transparent or invisible
Check:
- Are you using Clear variant? (Switch to Regular if inappropriate)
- Is background content extremely light or dark? (Glass adapts - this may be correct behavior)
- Is Reduced Transparency enabled? (Check accessibility settings)
Issue: Glass appears opaque or has harsh edges
Check:
- Are you using solid fills on glass? (Remove, use tinting)
- Is Increased Contrast enabled? (Expected behavior)
- Is custom shape too complex? (Simplify geometry)
Dark Mode Issues
Issue: Glass doesn't flip to dark style on dark backgrounds
Check:
- Is element large (menu, sidebar)? (Large elements don't flip - by design)
- Is background actually dark? (Use Color Picker to verify)
- Are you overriding appearance? (Remove
.preferredColorScheme()if unintended)
Issue: Content on glass not legible in dark mode
Fix:
// Let SwiftUI handle contrast automatically
Text("Label")
.foregroundStyle(.primary) // ✅ Adapts automatically
// Don't hardcode colors
Text("Label")
.foregroundColor(.black) // ❌ Won't adapt to dark mode
Performance Issues
Issue: Scrolling feels janky with Liquid Glass
Debug:
- Profile with Instruments (see
swiftui-performanceskill) - Check for excessive view body updates
- Simplify view hierarchy under glass
- Verify not applying glass to content layer (major performance hit)
Issue: Animations stuttering
Check:
- Are you animating glass shape changes? (Expensive)
- Profile with SwiftUI Instrument for long view updates
- Consider reducing glass usage if critical path
Migration from Previous Materials
From UIBlurEffect / NSVisualEffectView
Before (UIKit):
let blurEffect = UIBlurEffect(style: .systemMaterial)
let blurView = UIVisualEffectView(effect: blurEffect)
view.addSubview(blurView)
After (SwiftUI with Liquid Glass):
ZStack {
// Content
}
.glassEffect()
Benefits:
- Automatic adaptation (no manual style switching)
- Built-in interaction feedback
- Platform-appropriate appearance
- Accessibility features included
From Custom Materials
If you've built custom translucent effects:
- Try Liquid Glass first — may provide desired effect automatically
- Evaluate Regular vs Clear — Clear may match custom transparency needs
- Test across configurations — Liquid Glass adapts automatically
- Measure performance — Likely improvement over custom implementations
When to keep custom materials:
- Specific artistic effect not achievable with Liquid Glass
- Backward compatibility with iOS < 26 required
- Non-standard UI paradigm incompatible with Liquid Glass principles
API Reference
SwiftUI Modifiers
glassEffect(in:isInteractive:)
Applies Liquid Glass effect to view.
func glassEffect<S: Shape>(
in shape: S = Capsule(),
isInteractive: Bool = false
) -> some View
Parameters:
shape: Shape defining glass bounds (default:Capsule())isInteractive: On iOS, enables interactive mode for custom controls (default:false)
Returns: View with Liquid Glass effect applied
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+
Example:
// Default capsule shape
Text("Hello").glassEffect()
// Custom shape
Text("Hello").glassEffect(in: RoundedRectangle(cornerRadius: 16))
// Interactive (iOS)
Button("Tap") {}.glassEffect(isInteractive: true)
glassEffect(_:in:isInteractive:)
Applies specific Liquid Glass variant.
func glassEffect<S: Shape>(
_ variant: GlassVariant,
in shape: S = Capsule(),
isInteractive: Bool = false
) -> some View
Parameters:
variant:.regularor.clearshape: Shape defining glass boundsisInteractive: Interactive mode for custom controls (iOS)
Example:
Text("Hello").glassEffect(.clear, in: Circle())
scrollEdgeEffect(_:)
Configures scroll edge appearance with Liquid Glass.
func scrollEdgeEffect(_ style: ScrollEdgeStyle) -> some View
Parameters:
style:.automatic,.soft, or.hard
Example:
ScrollView {
// Content
}
.scrollEdgeEffect(.hard) // For pinned accessories
scrollEdgeEffectStyle(_:for:) NEW in iOS 26
Optimizes legibility for controls when content scrolls beneath them.
func scrollEdgeEffectStyle(_ style: ScrollEdgeStyle, for edges: Edge.Set) -> some View
Parameters:
style:.hard,.soft, or.automaticedges: Which edges to apply effect (.top,.bottom,.leading,.trailing)
Use case: Custom bars with controls, text, or icons that have content scrolling beneath them. System bars (toolbars, navigation bars) adopt this automatically.
Example:
// Custom toolbar with controls
CustomToolbar()
.scrollEdgeEffectStyle(.hard, for: .top) // Maintain legibility
ScrollView {
LazyVStack {
ForEach(items) { item in
ItemRow(item)
}
}
}
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+
glassBackgroundEffect() NEW in iOS 26
Applies glass effect to custom views for reflecting surrounding content.
func glassBackgroundEffect() -> some View
Use case: Apply Liquid Glass appearance to custom views (not buttons/controls) that should beautifully reflect surrounding content like photos.
Example:
struct PhotoGalleryView: View {
var body: some View {
CustomPhotoGrid()
.glassBackgroundEffect() // Reflects surrounding photos
}
}
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+
Toolbar Modifiers NEW in iOS 26
.toolbar with Spacer(.fixed)
Separates toolbar button groups with fixed spacing.
.toolbar {
ToolbarItemGroup(placement: .topBarTrailing) {
Button("Up") { }
Button("Down") { }
Spacer(.fixed) // Fixed spacer separates groups
Button("Settings") { }
}
}
Why use .fixed: Creates logical visual separation between button groups. Default Spacer() is flexible and adjusts based on available space; .fixed maintains consistent separation.
Common pattern: Separate navigation buttons from action buttons, or primary actions from secondary actions.
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+
.buttonStyle(.borderedProminent) + .tint() in Toolbars
Makes toolbar items more prominent with Liquid Glass tinting.
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button("Add Trip") {
addTrip()
}
.buttonStyle(.borderedProminent)
.tint(.blue) // Liquid Glass toolbars support tinting
}
}
Visual effect: Button appears with bordered prominent style and custom tint color, making it stand out against Liquid Glass toolbar background.
Best practice: Use for primary actions in toolbars. Don't over-tint - use for prominence, not decoration.
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+
Navigation & Search NEW in iOS 26
Bottom-Aligned Search
Search automatically appears bottom-aligned on iPhone (more ergonomic), top-trailing on iPad.
NavigationSplitView {
List { }
.searchable(text: $searchText)
}
// Placement on NavigationSplitView automatically:
// - Bottom-aligned on iPhone
// - Top trailing corner on iPad
No code changes required — existing .searchable() modifier automatically adopts platform-specific placement.
Why bottom-aligned: More ergonomic to reach on iPhone with thumb-based interaction.
Availability: iOS 26+, iPadOS 26+
Search Tab Role
Separates search tab from other tabs in tab bar, morphs into search field.
TabView {
SearchView()
.tabItem { Label("Search", systemImage: "magnifyingglass") }
.tabRole(.search) // Separated from other tabs, morphs into search
TripsView()
.tabItem { Label("Trips", systemImage: "map") }
}
Visual effect: Search tab appears separated from other tabs in the tab bar. When tapped, morphs into the search field.
Use case: Tab-based apps where search is a primary destination.
Availability: iOS 26+
Controls and Layout NEW in iOS 26
containerRelativeShape()
Aligns control shapes with container curvature for visual continuity.
func containerRelativeShape(_ shape: ContainerRelativeShape) -> some View
Parameters:
shape: Shape that aligns with container (e.g.,.roundedRectangle)
Use case: Create visual harmony by making controls concentric to their containers (sheets concentric to windows, controls concentric to sheets).
Example:
// Control shape aligns with container curvature
Button("Action") { }
.containerRelativeShape(.roundedRectangle)
.glassEffect()
Visual Effect Nested elements feel visually harmonious, with curvature matching container shape.
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+
tabBarMinimizationBehavior(_:) NEW in iOS 26
Configures tab bar to minimize when scrolling to elevate underlying content.
func tabBarMinimizationBehavior(_ behavior: TabBarMinimizationBehavior) -> some View
Parameters:
behavior:.onScrollDown,.onScrollUp,.automatic, or.never
Use case: Content-focused apps (reading, media) where tab bar should recede during scrolling.
Example:
TabView {
ContentView()
.tabItem { Label("Home", systemImage: "house") }
}
.tabBarMinimizationBehavior(.onScrollDown) // Minimize when scrolling down
Visual Effect Tab bar recedes when scrolling down, expands when scrolling up. Content gains more screen space.
Availability: iOS 26+
Types
GlassVariant
enum GlassVariant {
case regular // Default - full adaptive behavior
case clear // More transparent, no adaptation
}
ScrollEdgeStyle
enum ScrollEdgeStyle {
case automatic // System determines style
case soft // Gradual fade
case hard // Uniform effect across toolbar height
}
GlassEffectContainer NEW in iOS 26
Container for combining multiple Liquid Glass effects with optimized rendering performance.
struct GlassEffectContainer<Content: View>: View {
init(@ViewBuilder content: () -> Content)
}
Use case When applying Liquid Glass effects to multiple custom elements. Optimizes performance and enables fluid morphing between glass shapes.
Example
// ✅ Combine effects in container for optimization
GlassEffectContainer {
HStack {
Button("Action 1") { }
.glassEffect()
Button("Action 2") { }
.glassEffect()
Button("Action 3") { }
.glassEffect()
}
}
Benefits
- Optimizes rendering performance
- Fluidly morphs Liquid Glass shapes into each other
- Reduces compositor overhead
- Better animation performance
When to use
- Multiple custom Liquid Glass elements
- Morphing animations between glass shapes
- Performance-critical interfaces
Availability: iOS 26+, iPadOS 26+, macOS Tahoe+, visionOS 3+
Backward Compatibility
UIDesignRequiresCompatibility Key NEW in iOS 26
To ship with latest SDKs while maintaining previous appearance:
Add to Info.plist
<key>UIDesignRequiresCompatibility</key>
<true/>
Effect
- App built with iOS 26 SDK
- Appearance matches iOS 18 and earlier
- Liquid Glass effects disabled
- Previous blur/material styles used
When to use
- Need time to audit interface changes
- Gradual adoption strategy
- Maintain exact appearance temporarily
Migration strategy
- Ship with
UIDesignRequiresCompatibilityenabled - Audit interface changes in separate build
- Update interface incrementally
- Remove key when ready for Liquid Glass
Availability: iOS 26+, iPadOS 26+
WWDC 2025 References
Primary Session:
- Meet Liquid Glass — WWDC25 Session 219
- Design principles and visual properties
- Adaptive behavior and platform integration
- Variants and usage guidelines
Related Sessions:
Build a SwiftUI app with the new design — WWDC25 Session 323
- Practical implementation patterns
What's new in SwiftUI - WWDC25 Session 256
- API overview and integration with SwiftUI ecosystem
Documentation:
- Adopting Liquid Glass
- Landmarks: Building an app with Liquid Glass
- Applying Liquid Glass to custom views
Sample Code:
- Landmarks tutorial series (WWDC 2025)
Related Skills:
liquid-glass-ref- Comprehensive app-wide adoption guide (app icons, controls, navigation, menus, windows, platform considerations)
Platforms: iOS 26+, iPadOS 26+, macOS Tahoe, visionOS 3 Xcode: 26+ History: See git log for changes