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SKILL verified MIT Self-run

Liquid Glass Motion

skill-yordilorenzo-liquid-glass-skills-liquid-glass-motion · by YordiLorenzo

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Install

$ agentstack add skill-yordilorenzo-liquid-glass-skills-liquid-glass-motion

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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24d ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Liquid Glass — motion, animation, and shaders

Companion to the liquid-glass skill (~/.claude/skills/liquid-glass/). Same tag system: [verified] / [apple] / [multi] / [single] / [version-pinned] — see that skill's SKILL.md. Composed 2026-08 and verified against Apple documentation and SDK interfaces.

Operating rules

  1. Before generating code, ALWAYS read the availability firewall in the companion

liquid-glass skill (installed alongside this one): references/availability-and-sdk27.md. Motion code trips the same SDK-27 breakages (.if ban, @ContentBuilder, renames).

  1. Load references on demand via the router — one topic, one file.
  2. The motion model: Liquid Glass and its motion were designed together. Glass does not

fade — it materializes by modulating lensing; when glass grows, its material gets thicker (deeper shadow, stronger lensing). Size change is a material change, which is why morphs must be the system animation, never hand-faked.

  1. Verify motion claims against references/ before repeating them — circulating write-ups

get several of these facts wrong; the corrected facts live in these files.

  1. Profiling evidence beats reasoning: record an Instruments trace with xctrace before

optimizing, and never trust the iOS Simulator for the SwiftUI instrument — see references/performance-and-instrumentation.md.

Hard rules (the short list)

  1. Never animate glass with .opacity / fades — use glassEffectTransition

(.materialize is the sanctioned fade-like option). [multi]

  1. Morphing silently no-ops unless ALL four hold: same GlassEffectContainer;

glassEffectID per element in one shared @Namespace; the change is view insertion/removal (not a value change); the state change is inside withAnimation. Plus geometry: nearest edges within the container's spacing. [multi]

  1. The interactive "squish" is one boolean — .interactive(). No public spring/damping/

stiffness knobs exist; do not promise tunable jelly. [multi]

  1. Gate every glass animation on accessibilityReduceMotion — the default morph is a

kinetic effect, and reduce-motion users have experienced it as flickering. The system does NOT gate your withAnimation for you. [multi]

  1. One animation source per property — never mix implicit .animation, withAnimation,

and scroll-driven updates on the same property. Implicit later in the view tree silently wins over explicit. [multi]

  1. The animation context must live OUTSIDE a conditional — an .animation() inside the

if is destroyed with the view and removal never animates. [multi]

  1. Prefer renderer-side motion for scroll: scrollTransition / visualEffect(in:) over

observable scroll-offset plumbing. [apple]

  1. Animate transforms first (scale/offset/rotation), frames second, identity changes last.

[multi]

Topic router

| Topic | Reference | |---|---| | Springs, curves, precedence, Transaction, @Animatable, CA bridge | references/animation-fundamentals.md | | Glass morphing, glassEffectID, union, glassEffectTransition | references/morphing.md | | Navigation zoom, custom Transition, sheets, touch-vs-trackpad | references/transitions-and-navigation.md | | Scroll-driven motion, scrollTransition, visualEffect, chrome interplay | references/scroll-driven.md | | PhaseAnimator, KeyframeAnimator, symbol effects | references/phase-and-keyframe.md | | Reduce Motion gating, replacement tables | references/reduce-motion.md | | Metal shaders with/under/instead-of glass | references/metal-and-glass.md | | Performance model, xctrace profiling | references/performance-and-instrumentation.md | | Static glass, availability, toolbars, platform APIs, a11y of the material | liquid-glass skill | | Choosing the actual spring/damping/duration values | apple-motion-feel skill |

Scripts

scripts/record_trace.py and scripts/analyze_trace.py (+ instruments_parser/) — vendored from Antoine van der Lee's SwiftUI-Agent-Skill (MIT; licence ships beside them as scripts/LICENSE-AvdLee-SwiftUI-Agent-Skill). Record and parse Instruments traces (Time Profiler, Hangs, Animation Hitches, SwiftUI lanes) into JSON/markdown. Usage and interpretation: references/performance-and-instrumentation.md.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.