ios-liquid-glass
DesignAPI reference: Liquid Glass (iOS 26+). Query for glass effects, navigation patterns, GlassEffect modifiers, design principles.
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iOS Liquid Glass Reference
API reference for the Liquid Glass design system (iOS 26+): glass effects, containers, morphing transitions, and related system behaviors. This documents what the system provides — design direction is yours.
When to Use
- Implementing glass materials,
glassEffectmodifiers, orGlassEffectContainer - Navigation surfaces that use system glass (tabs, toolbars, sheets)
- Checking how glass adapts to accessibility settings
- Creating app icons with Icon Composer
Apple's Stated Design Principles
Apple describes Liquid Glass with three principles (reference, not a mandate):
| Principle | Description |
|---|---|
| Hierarchy | Controls float above content. Glass frames content rather than obscuring it. |
| Harmony | Software design aligns with hardware — concentric corners, fluid gestures. |
| Consistency | Adapts across iPhone, iPad, Mac — same identity, contextual expression. |
One functional constraint worth knowing: glass is designed for the navigation/control layer. Applying it to content surfaces defeats its sampling model (see containers below).
Liquid Glass Core API
Basic Glass Effect
import SwiftUI
// Simple glass application
Text("Action")
.padding()
.glassEffect() // .regular variant, .capsule shape
// With explicit parameters
Button("Confirm") { }
.padding()
.glassEffect(.regular, in: RoundedRectangle(cornerRadius: 12), isEnabled: true)
Glass Variants
| Variant | Use Case |
|---|---|
.regular | Toolbars, nav bars, tab bars, standard controls |
.clear | Floating controls over media (photos, maps, video) |
.identity | Conditional disable: glassEffect(isActive ? .regular : .identity) |
Glass Modifiers
// Semantic tinting
.glassEffect(.regular.tint(.accentColor))
// Interactive behaviors (scaling, shimmer, touch illumination)
.glassEffect(.regular.interactive())
// Combined
.glassEffect(.regular.tint(.blue).interactive())
Custom Shapes
// Standard shapes
.glassEffect(.regular, in: .capsule)
.glassEffect(.regular, in: .circle)
.glassEffect(.regular, in: RoundedRectangle(cornerRadius: 16))
// Container-concentric (matches device/container corners)
.glassEffect(.regular, in: .rect(cornerRadius: .containerConcentric))
GlassEffectContainer & Morphing
Container Setup
Glass cannot sample other glass. Use containers for multiple glass elements:
GlassEffectContainer(spacing: 30) {
HStack(spacing: 20) {
ForEach(actions) { action in
Button(action.title, systemImage: action.icon) { }
.frame(width: 44, height: 44)
.glassEffect(.regular.interactive())
}
}
}
Morphing Transitions
struct ExpandableActions: View {
@State private var isExpanded = false
@Namespace private var namespace
var body: some View {
GlassEffectContainer(spacing: 30) {
VStack(spacing: 30) {
if isExpanded {
ActionButton(icon: "rotate.right")
.glassEffectID("rotate", in: namespace)
}
HStack(spacing: 30) {
if isExpanded {
ActionButton(icon: "slider.horizontal.3")
.glassEffectID("adjust", in: namespace)
}
Button {
withAnimation(.bouncy) { isExpanded.toggle() }
} label: {
Image(systemName: isExpanded ? "xmark" : "plus")
.frame(width: 56, height: 56)
}
.glassEffect(.regular.tint(.accentColor).interactive())
.glassEffectID("toggle", in: namespace)
if isExpanded {
ActionButton(icon: "crop")
.glassEffectID("crop", in: namespace)
}
}
if isExpanded {
ActionButton(icon: "wand.and.stars")
.glassEffectID("enhance", in: namespace)
}
}
}
}
}
Navigation Patterns
Tab Bar (Floating)
TabView {
Tab("Home", systemImage: "house") {
HomeView()
}
Tab("Search", systemImage: "magnifyingglass") {
SearchView()
}
Tab("Profile", systemImage: "person") {
ProfileView()
}
}
// Tab bar now floats, reacts to background, collapses on scroll
Toolbar with Grouping
.toolbar {
ToolbarItemGroup(placement: .topBarTrailing) {
Button("Edit", systemImage: "pencil") { }
Button("Share", systemImage: "square.and.arrow.up") { }
}
ToolbarSpacer(.flexible, placement: .topBarTrailing)
ToolbarItem(placement: .topBarTrailing) {
Button("Done", systemImage: "checkmark") { }
.tint(.accentColor)
}
}
Sheets with Morphing
struct ContentView: View {
@State private var showSettings = false
@Namespace private var namespace
var body: some View {
NavigationStack {
ContentView()
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button("Settings", systemImage: "gear") {
showSettings = true
}
.matchedTransitionSource(id: "settings", in: namespace)
}
}
.sheet(isPresented: $showSettings) {
SettingsView()
.navigationTransition(.zoom(sourceID: "settings", in: namespace))
.presentationDetents([.medium, .large])
}
}
}
}
SF Symbols Effects
Image(systemName: "checkmark.circle")
.symbolEffect(.drawOn, value: isComplete)
Image(systemName: "heart.fill")
.symbolEffect(.bounce, value: isFavorite)
Haptics API
import UIKit
// Impact feedback
let generator = UIImpactFeedbackGenerator(style: .medium)
generator.impactOccurred()
// Selection feedback
let selection = UISelectionFeedbackGenerator()
selection.selectionChanged()
// Success/error
let notification = UINotificationFeedbackGenerator()
notification.notificationOccurred(.success)
Accessibility Behaviors
Automatic Glass Adaptations
Glass automatically adapts to:
- Reduce Transparency: More frosting
- Increase Contrast: Stark borders
- Reduce Motion: Tones down animation
Manual Checks
@Environment(\.accessibilityReduceTransparency) var reduceTransparency
@Environment(\.accessibilityReduceMotion) var reduceMotion
var animation: Animation? {
reduceMotion ? nil : .bouncy
}
System expectations: minimum 44x44pt touch targets, accessibility labels, Dynamic Type support.
Reference
For official Apple documentation links, WWDC session IDs, and API quick reference tables, see reference.md.