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    "slug": "swiftui-liquid-glass",
    "name": "Swiftui Liquid Glass",
    "source": "tencent",
    "type": "skill",
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          "label": "Upgrade existing",
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        "Confirm the extracted package includes the expected docs or setup files.",
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      "Paste one of the prompts below and point your agent at the extracted folder."
    ],
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      {
        "label": "New install",
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      },
      {
        "label": "Upgrade existing",
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  "documentation": {
    "source": "clawhub",
    "primaryDoc": "SKILL.md",
    "sections": [
      {
        "title": "SwiftUI Liquid Glass",
        "body": "Attribution: copied from @Dimillian’s Dimillian/Skills (2025-12-31)."
      },
      {
        "title": "Overview",
        "body": "Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (glassEffect, GlassEffectContainer, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware."
      },
      {
        "title": "Workflow Decision Tree",
        "body": "Choose the path that matches the request:"
      },
      {
        "title": "1) Review an existing feature",
        "body": "Inspect where Liquid Glass should be used and where it should not.\nVerify correct modifier order, shape usage, and container placement.\nCheck for iOS 26+ availability handling and sensible fallbacks."
      },
      {
        "title": "2) Improve a feature using Liquid Glass",
        "body": "Identify target components for glass treatment (surfaces, chips, buttons, cards).\nRefactor to use GlassEffectContainer where multiple glass elements appear.\nIntroduce interactive glass only for tappable or focusable elements."
      },
      {
        "title": "3) Implement a new feature using Liquid Glass",
        "body": "Design the glass surfaces and interactions first (shape, prominence, grouping).\nAdd glass modifiers after layout/appearance modifiers.\nAdd morphing transitions only when the view hierarchy changes with animation."
      },
      {
        "title": "Core Guidelines",
        "body": "Prefer native Liquid Glass APIs over custom blurs.\nUse GlassEffectContainer when multiple glass elements coexist.\nApply .glassEffect(...) after layout and visual modifiers.\nUse .interactive() for elements that respond to touch/pointer.\nKeep shapes consistent across related elements for a cohesive look.\nGate with #available(iOS 26, *) and provide a non-glass fallback."
      },
      {
        "title": "Review Checklist",
        "body": "Availability: #available(iOS 26, *) present with fallback UI.\nComposition: Multiple glass views wrapped in GlassEffectContainer.\nModifier order: glassEffect applied after layout/appearance modifiers.\nInteractivity: interactive() only where user interaction exists.\nTransitions: glassEffectID used with @Namespace for morphing.\nConsistency: Shapes, tinting, and spacing align across the feature."
      },
      {
        "title": "Implementation Checklist",
        "body": "Define target elements and desired glass prominence.\nWrap grouped glass elements in GlassEffectContainer and tune spacing.\nUse .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed.\nUse .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions.\nAdd morphing transitions with glassEffectID when hierarchy changes.\nProvide fallback materials and visuals for earlier iOS versions."
      },
      {
        "title": "Quick Snippets",
        "body": "Use these patterns directly and tailor shapes/tints/spacing.\n\nif #available(iOS 26, *) {\n    Text(\"Hello\")\n        .padding()\n        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))\n} else {\n    Text(\"Hello\")\n        .padding()\n        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))\n}\n\nGlassEffectContainer(spacing: 24) {\n    HStack(spacing: 24) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 72, height: 72)\n            .font(.system(size: 32))\n            .glassEffect()\n        Image(systemName: \"eraser.fill\")\n            .frame(width: 72, height: 72)\n            .font(.system(size: 32))\n            .glassEffect()\n    }\n}\n\nButton(\"Confirm\") { }\n    .buttonStyle(.glassProminent)"
      },
      {
        "title": "Resources",
        "body": "Reference guide: references/liquid-glass.md\nPrefer Apple docs for up-to-date API details."
      }
    ],
    "body": "SwiftUI Liquid Glass\n\nAttribution: copied from @Dimillian’s Dimillian/Skills (2025-12-31).\n\nOverview\n\nUse this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (glassEffect, GlassEffectContainer, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.\n\nWorkflow Decision Tree\n\nChoose the path that matches the request:\n\n1) Review an existing feature\nInspect where Liquid Glass should be used and where it should not.\nVerify correct modifier order, shape usage, and container placement.\nCheck for iOS 26+ availability handling and sensible fallbacks.\n2) Improve a feature using Liquid Glass\nIdentify target components for glass treatment (surfaces, chips, buttons, cards).\nRefactor to use GlassEffectContainer where multiple glass elements appear.\nIntroduce interactive glass only for tappable or focusable elements.\n3) Implement a new feature using Liquid Glass\nDesign the glass surfaces and interactions first (shape, prominence, grouping).\nAdd glass modifiers after layout/appearance modifiers.\nAdd morphing transitions only when the view hierarchy changes with animation.\nCore Guidelines\nPrefer native Liquid Glass APIs over custom blurs.\nUse GlassEffectContainer when multiple glass elements coexist.\nApply .glassEffect(...) after layout and visual modifiers.\nUse .interactive() for elements that respond to touch/pointer.\nKeep shapes consistent across related elements for a cohesive look.\nGate with #available(iOS 26, *) and provide a non-glass fallback.\nReview Checklist\nAvailability: #available(iOS 26, *) present with fallback UI.\nComposition: Multiple glass views wrapped in GlassEffectContainer.\nModifier order: glassEffect applied after layout/appearance modifiers.\nInteractivity: interactive() only where user interaction exists.\nTransitions: glassEffectID used with @Namespace for morphing.\nConsistency: Shapes, tinting, and spacing align across the feature.\nImplementation Checklist\nDefine target elements and desired glass prominence.\nWrap grouped glass elements in GlassEffectContainer and tune spacing.\nUse .glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...)) as needed.\nUse .buttonStyle(.glass) / .buttonStyle(.glassProminent) for actions.\nAdd morphing transitions with glassEffectID when hierarchy changes.\nProvide fallback materials and visuals for earlier iOS versions.\nQuick Snippets\n\nUse these patterns directly and tailor shapes/tints/spacing.\n\nif #available(iOS 26, *) {\n    Text(\"Hello\")\n        .padding()\n        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))\n} else {\n    Text(\"Hello\")\n        .padding()\n        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))\n}\n\nGlassEffectContainer(spacing: 24) {\n    HStack(spacing: 24) {\n        Image(systemName: \"scribble.variable\")\n            .frame(width: 72, height: 72)\n            .font(.system(size: 32))\n            .glassEffect()\n        Image(systemName: \"eraser.fill\")\n            .frame(width: 72, height: 72)\n            .font(.system(size: 32))\n            .glassEffect()\n    }\n}\n\nButton(\"Confirm\") { }\n    .buttonStyle(.glassProminent)\n\nResources\nReference guide: references/liquid-glass.md\nPrefer Apple docs for up-to-date API details."
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    "provenanceUrl": "https://clawhub.ai/steipete/swiftui-liquid-glass",
    "publisherUrl": "https://clawhub.ai/steipete/swiftui-liquid-glass",
    "owner": "steipete",
    "version": "1.0.0",
    "license": null,
    "verificationStatus": "Indexed source record"
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