Token导航 LogoToken导航

Agent Skill · 研究检索

swiftui-liquid-glass(SwiftUI 液态玻璃)

swiftui-liquid-glass 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

swiftui-liquid-glass 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,674 个 Skill 里排第 4,900。

总安装 29,088周安装 1,219GitHub Stars 501下载 9,504核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:swiftui-liquid-glass(SwiftUI 液态玻璃)
来源仓库:https://github.com/dpearson2699/swift-ios-skills
仓库路径:skills/swiftui-liquid-glass
安装命令:
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-liquid-glass
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-liquid-glass

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

适用于 iOS 26+ 的 SwiftUI 液体玻璃效果,具有交互式玻璃容器、变形过渡和按钮样式。

提供.glassEffect() 用于将半透明液体玻璃材质应用于自定义视图的修改器,支持着色、交互性和自定义形状 包括 GlassEffectContainer 用于分组和混合多个玻璃元素,以及 glassEffectID 和玻璃效果联盟 用于在视图层次结构更改期间变形动画 提供预建按钮样式(.glass, .glass突出 )、滚动边缘效果和 ToolbarSpacer 等工具栏实用程序 适用于 iOS 26 设计模式 需要使用 if #available(iOS 26, *) 进行可用性门控 以及早期版本的后备 UI;强调正确的修饰符排序并避免过度使用玻璃效果

来源仓库内路径:skills/swiftui-liquid-glass

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

swiftui-liquid-glass 怎么安装?

在终端执行 npx skills add https://github.com/dpearson2699/swift-ios-skills --skill swiftui-liquid-gla…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

swiftui-liquid-glass 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

swiftui-liquid-glass 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

swiftui-liquid-glass 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

swiftui-liquid-glass 用的人多吗?

公开数据是累计安装 29,088 次,近一周安装 1,219 次,下载 9,504 次,GitHub 501 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

swiftui-liquid-glass 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
swiftui-liquid-glass

SwiftUI 液态玻璃 · 本页

29,088501需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

SwiftUI Liquid Glass

Liquid Glass is the dynamic translucent material introduced in iOS 26 (and iPadOS 26, macOS 26, tvOS 26, watchOS 26). It blurs content behind it, reflects surrounding color and light, and reacts to touch and pointer interactions. Standard SwiftUI components (tab bars, toolbars, navigation bars, sheets) adopt Liquid Glass automatically when built with the iOS 26 SDK. Use the APIs below for custom views and controls.

See references/liquid-glass.md for the full API reference with additional examples.

Contents

Workflow

Choose the path that matches the request:

1. Implement a new feature with Liquid Glass

  1. Identify target surfaces (cards, chips, floating controls, custom bars).
  2. Decide shape, prominence, and whether each element needs interactivity.
  3. Wrap grouped glass elements in a GlassEffectContainer.
  4. Apply .glassEffect() after layout and appearance modifiers.
  5. Add .interactive() only to tappable/focusable elements.
  6. Add morphing transitions with glassEffectID(_:in:) where the view hierarchy changes with animation.
  7. Gate with if #available(iOS 26, *) and provide a fallback for earlier versions.

2. Improve an existing feature with Liquid Glass

  1. Find custom blur/material backgrounds that can be replaced with .glassEffect().
  2. Wrap sibling glass elements in GlassEffectContainer for blending and performance.
  3. Replace custom glass-like buttons with .buttonStyle(.glass) or .buttonStyle(.glassProminent).
  4. Add morphing transitions where animated insertion/removal occurs.

3. Review existing Liquid Glass usage

Run through the Review Checklist below and verify each item.

Core API Summary

glassEffect(_:in:)

Applies Liquid Glass behind a view. Default: .regular variant in a Capsule shape.

nonisolated func glassEffect(
    _ glass: Glass = .regular,
    in shape: some Shape = DefaultGlassEffectShape()
) -> some View

Glass struct

Property / MethodPurpose
.regularStandard glass material
.clearClear variant (minimal tint)
.identityNo visual effect (pass-through)
.tint(_:)Add a color tint for prominence
.interactive(_:)React to touch and pointer interactions

Chain them: .regular.tint(.blue).interactive()

GlassEffectContainer

Wraps multiple glass views for shared rendering, blending, and morphing.

GlassEffectContainer(spacing: 24) {
    // child views with .glassEffect()
}

The spacing controls when nearby glass shapes begin to blend. Match or exceed the interior layout spacing so shapes merge during animated transitions but remain separate at rest.

Morphing & Transitions

ModifierPurpose
glassEffectID(_:in:)Stable identity for morphing during view hierarchy changes
glassEffectUnion(id:namespace:)Merge multiple views into one glass shape
glassEffectTransition(_:)Control how glass appears/disappears

Transition types: .matchedGeometry (default when within spacing), .materialize (fade content + animate glass in/out), .identity (no transition).

Button Styles

Button("Action") { }
    .buttonStyle(.glass)           // standard glass button

Button("Primary") { }
    .buttonStyle(.glassProminent)  // prominent glass button

Scroll Edge Effects and Background Extension (iOS 26+)

These complement Liquid Glass when building custom toolbars and scroll views:

ScrollView {
    content
}
.scrollEdgeEffectStyle(.soft, for: .top)  // Configures edge effect at scroll boundaries

// Duplicate view into mirrored copies at safe area edges with blur (e.g., under sidebars)
content
    .backgroundExtensionEffect()

ToolbarSpacer (iOS 26+)

Creates a visual break between items in toolbars:

.toolbar {
    ToolbarItem { Button("Edit") { } }
    ToolbarSpacer(.fixed)
    ToolbarItem { Button("Share") { } }
}

Code Examples

Basic glass effect with availability gate

if #available(iOS 26, *) {
    Text("Status")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Status")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}

Grouped glass elements in a container

GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        ForEach(tools) { tool in
            Image(systemName: tool.icon)
                .frame(width: 56, height: 56)
                .glassEffect(.regular.interactive())
        }
    }
}

Morphing transition

@State private var isExpanded = false
@Namespace private var ns

var body: some View {
    GlassEffectContainer(spacing: 40) {
        HStack(spacing: 40) {
            Image(systemName: "pencil")
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectID("pencil", in: ns)

            if isExpanded {
                Image(systemName: "eraser.fill")
                    .frame(width: 80, height: 80)
                    .glassEffect()
                    .glassEffectID("eraser", in: ns)
            }
        }
    }

    Button("Toggle") {
        withAnimation { isExpanded.toggle() }
    }
    .buttonStyle(.glass)
}

Unioning views into a single glass shape

@Namespace private var ns

GlassEffectContainer(spacing: 20) {
    HStack(spacing: 20) {
        ForEach(items.indices, id: \.self) { i in
            Image(systemName: items[i])
                .frame(width: 80, height: 80)
                .glassEffect()
                .glassEffectUnion(id: i < 2 ? "group1" : "group2", namespace: ns)
        }
    }
}

Tinted glass badge

struct GlassBadge: View {
    let icon: String
    let tint: Color

    var body: some View {
        Image(systemName: icon)
            .font(.title2)
            .padding()
            .glassEffect(.regular.tint(tint), in: .rect(cornerRadius: 12))
    }
}

Common Mistakes

DON'T: Apply Liquid Glass to every surface

Overuse distracts from content. Glass should emphasize key interactive elements, not decorate everything.

// WRONG: Glass on everything
VStack {
    Text("Title").glassEffect()
    Text("Subtitle").glassEffect()
    Divider().glassEffect()
    Text("Body").glassEffect()
}

// CORRECT: Glass on primary interactive elements only
VStack {
    Text("Title").font(.title)
    Text("Subtitle").font(.subheadline)
    Divider()
    Text("Body")
}
.padding()
.glassEffect()

DON'T: Nest GlassEffectContainer inside another

Nested containers cause undefined rendering behavior.

// WRONG
GlassEffectContainer {
    GlassEffectContainer {
        content.glassEffect()
    }
}

// CORRECT: Single container wrapping all glass views
GlassEffectContainer {
    content.glassEffect()
}

DON'T: Add.interactive() to non-interactive elements

.interactive() adds visual affordance suggesting tappability. Using it on decorative glass misleads users.

DON'T: Apply.glassEffect() before layout modifiers

Glass calculates its shape from the final frame. Applying it before padding/frame produces incorrect bounds.

// WRONG: Glass applied before padding
Text("Label").glassEffect().padding()

// CORRECT: Glass applied after layout
Text("Label").padding().glassEffect()

DON'T: Forget accessibility testing

Always test with Reduce Transparency and Reduce Motion enabled. Glass degrades gracefully but verify content remains readable.

DON'T: Skip availability checks

Liquid Glass requires iOS 26+. Gate with if #available(iOS 26, *) and provide a fallback.

Review Checklist

  • Availability: if #available(iOS 26, *) present with fallback UI.
  • Container: Multiple glass views wrapped in GlassEffectContainer.
  • Modifier order: .glassEffect() applied after layout/appearance modifiers.
  • Interactivity: .interactive() used only where user interaction exists.
  • Transitions: glassEffectID used with @Namespace for morphing animations.
  • Transition type: .matchedGeometry for nearby effects; .materialize for distant ones.
  • Consistency: Shapes, tints, and spacing are uniform across related elements.
  • Performance: Glass effects are limited in number; container used for grouping.
  • Accessibility: Tested with Reduce Transparency and Reduce Motion enabled.
  • Button styles: Standard .glass / .glassProminent used for buttons.
  • Ensure types driving Liquid Glass effects are Sendable; apply glass effects on @MainActor context

References

平台分布

Codex

35.56%
按下载量换算3,380

Claude

29.09%
按下载量换算2,765

Cursor

18.26%
按下载量换算1,735

Gemini CLI

8.52%
按下载量换算810

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

继续浏览同类 Skills