iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
Liquid Glass Design System (iOS 26)
Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.
When to Activate
Building or updating apps for iOS 26+ with the new design language
Implementing glass-style buttons, cards, toolbars, or containers
Creating morphing transitions between glass elements
Applying Liquid Glass effects to widgets
Migrating existing blur/material effects to the new Liquid Glass API
Core Pattern — SwiftUI
Basic Glass Effect
The simplest way to add Liquid Glass to any view:
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
Customizing Shape and Tint
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
Key customization options:
.regular — standard glass effect
.tint(Color) — add color tint for prominence
.interactive() — react to touch and pointer interactions
Shape: .capsule (default), .rect(cornerRadius:), .circle
Glass Button Styles
Button("Click Me") { /* action */ }
.buttonStyle(.glass)
Button("Important") { /* action */ }
.buttonStyle(.glassProminent)
GlassEffectContainer for Multiple Elements
Always wrap multiple glass views in a container for performance and morphing:
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "scribble.variable")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
Image(systemName: "eraser.fill")
.frame(width: 80.0, height: 80.0)
.font(.system(size: 36))
.glassEffect()
}
}
The spacing parameter controls merge distance — closer elements blend their glass shapes together.
Uniting Glass Effects
Combine multiple views into a single glass shape with glassEffectUnion:
@Namespace private var namespace
GlassEffectContainer(spacing: 20.0) {
HStack(spacing: 20.0) {
ForEach(symbolSet.indices, id: \.self) { item in
Image(systemName: symbolSet[item])
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectUnion(id: item < 2 ? "group1" : "group2", namespace: namespace)
}
}
}
Morphing Transitions
Create smooth morphing when glass elements appear/disappear:
@State private var isExpanded = false
@Namespace private var namespace
GlassEffectContainer(spacing: 40.0) {
HStack(spacing: 40.0) {
Image(systemName: "scribble.variable")
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectID("pencil", in: namespace)
if isExpanded {
Image(systemName: "eraser.fill")
.frame(width: 80.0, height: 80.0)
.glassEffect()
.glassEffectID("eraser", in: namespace)
}
}
}
Button("Toggle") {
withAnimation { isExpanded.toggle() }
}
.buttonStyle(.glass)
Extending Horizontal Scrolling Under Sidebar
To allow horizontal scroll content to extend under a sidebar or inspector, ensure the ScrollView content reaches the leading/trailing edges of the container. The system automatically handles the under-sidebar scrolling behavior when the layout extends to the edges — no additional modifier is needed.
Core Pattern — UIKit
Basic UIGlassEffect
let glassEffect = UIGlassEffect()
glassEffect.tintColor = UIColor.systemBlue.withAlphaComponent(0.3)
glassEffect.isInteractive = true
let visualEffectView = UIVisualEffectView(effect: glassEffect)
visualEffectView.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.layer.cornerRadius = 20
visualEffectView.clipsToBounds = true
view.addSubview(visualEffectView)
NSLayoutConstraint.activate([
visualEffectView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
visualEffectView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
visualEffectView.widthAnchor.constraint(equalToConstant: 200),
visualEffectView.heightAnchor.constraint(equalToConstant: 120)
])
// Add content to contentView
let label = UILabel()
label.text = "Liquid Glass"
label.translatesAutoresizingMaskIntoConstraints = false
visualEffectView.contentView.addSubview(label)
NSLayoutConstraint.activate([
label.centerXAnchor.constraint(equalTo: visualEffectView.contentView.centerXAnchor),
label.centerYAnchor.constraint(equalTo: visualEffectView.contentView.centerYAnchor)
])
UIGlassContainerEffect for Multiple Elements
let containerEffect = UIGlassContainerEffect()
containerEffect.spacing = 40.0
let containerView = UIVisualEffectView(effect: containerEffect)
let firstGlass = UIVisualEffectView(effect: UIGlassEffect())
let secondGlass = UIVisualEffectView(effect: UIGlassEffect())
containerView.contentView.addSubview(firstGlass)
containerView.contentView.addSubview(secondGlass)
Scroll Edge Effects
scrollView.topEdgeEffect.style = .automatic
scrollView.bottomEdgeEffect.style = .hard
scrollView.leftEdgeEffect.isHidden = true
Toolbar Glass Integration
let favoriteButton = UIBarButtonItem(image: UIImage(systemName: "heart"), style: .plain, target: self, action: #selector(favoriteAction))
favoriteButton.hidesSharedBackground = true // Opt out of shared glass background
Core Pattern — WidgetKit
Rendering Mode Detection
struct MyWidgetView: View {
@Environment(\.widgetRenderingMode) var renderingMode
var body: some View {
if renderingMode == .accented {
// Tinted mode: white-tinted, themed glass background
} else {
// Full color mode: standard appearance
}
}
}
Accent Groups for Visual Hierarchy
HStack {
VStack(alignment: .leading) {
Text("Title")
.widgetAccentable() // Accent group
Text("Subtitle")
// Primary group (default)
}
Image(systemName: "star.fill")
.widgetAccentable() // Accent group
}
Image Rendering in Accented Mode
Image("myImage")
.widgetAccentedRenderingMode(.monochrome)
Container Background
VStack { /* content */ }
.containerBackground(for: .widget) {
Color.blue.opacity(0.2)
}
Key Design Decisions
Decision
Rationale
GlassEffectContainer wrapping
Performance optimization, enables morphing between glass elements
spacing parameter
Controls merge distance — fine-tune how close elements must be to blend
@Namespace + glassEffectID
Enables smooth morphing transitions on view hierarchy changes
interactive() modifier
Explicit opt-in for touch/pointer reactions — not all glass should respond
UIGlassContainerEffect in UIKit
Same container pattern as SwiftUI for consistency
Accented rendering mode in widgets
System applies tinted glass when user selects tinted Home Screen
Best Practices
Always use GlassEffectContainer when applying glass to multiple sibling views — it enables morphing and improves rendering performance
Apply .glassEffect() after other appearance modifiers (frame, font, padding)
Use .interactive() only on elements that respond to user interaction (buttons, toggleable items)
Choose spacing carefully in containers to control when glass effects merge
Use withAnimation when changing view hierarchies to enable smooth morphing transitions
Test across appearances — light mode, dark mode, and accented/tinted modes
Ensure accessibility contrast — text on glass must remain readable
Anti-Patterns to Avoid
Using multiple standalone .glassEffect() views without a GlassEffectContainer
Nesting too many glass effects — degrades performance and visual clarity
Applying glass to every view — reserve for interactive elements, toolbars, and cards
Forgetting clipsToBounds = true in UIKit when using corner radii
Ignoring accented rendering mode in widgets — breaks tinted Home Screen appearance
Using opaque backgrounds behind glass — defeats the translucency effect
When to Use
Navigation bars, toolbars, and tab bars with the new iOS 26 design
Floating action buttons and card-style containers
Interactive controls that need visual depth and touch feedback
Widgets that should integrate with the system's Liquid Glass appearance
Morphing transitions between related UI statesdon't have the plugin yet? install it then click "run inline in claude" again.