iOS 26 Liquid Glass represents Apple's most significant design evolution since iOS 7, introduced at WWDC 2025 (June 9, 2025). Liquid Glass is a translucent, dynamic material that reflects and refracts surrounding content while transforming to bring focus to user tasks. This unified design language spans iOS 26, iPadOS 26, macOS Tahoe 26, watchOS 26, tvOS 26, and visionOS 26.
Liquid Glass features real-time light bending (lensing), specular highlights responding to device motion, adaptive shadows, and interactive behaviors. The material continuously adapts to background content, light conditions, and user interactions, creating depth and hierarchy between foreground controls and background content.
Key Characteristics:
- Lensing: Bends and concentrates light in real-time (vs. traditional blur that scatters light)
- Materialization: Elements appear by gradually modulating light bending
- Fluidity: Gel-like flexibility with instant touch responsiveness
- Morphing: Dynamic transformation between control states
- Adaptivity: Multi-layer composition adjusting to content, color scheme, and size
Design Philosophy Liquid Glass is exclusively for the navigation layer that floats above app content. Never apply to content itself (lists, tables, media). This maintains clear visual hierarchy: content remains primary while controls provide functional overlay.
Material Variants
| Variant | Use Case | Transparency | Adaptivity |
|---|---|---|---|
.regular |
Default for most UI | Medium | Full - adapts to any content |
.clear |
Media-rich backgrounds | High | Limited - requires dimming layer |
.identity |
Conditional disable | None | N/A - no effect applied |
When to Use Each Variant:
- Regular: Toolbars, buttons, navigation bars, tab bars, standard controls
- Clear: Small floating controls over photos/maps with bold foreground content
- Identity: Conditional toggling (e.g.,
glassEffect(isEnabled ? .regular : .identity))
Design Requirements for Clear Variant (all must be met):
- Element sits over media-rich content
- Content won't be negatively affected by dimming layer
- Content above glass is bold and bright
Simple Glass Effect
import SwiftUI
struct BasicGlassView: View {
var body: some View {
Text("Hello, Liquid Glass!")
.padding()
.glassEffect() // Default: .regular variant, .capsule shape
}
}With Explicit Parameters
Text("Custom Glass")
.padding()
.glassEffect(.regular, in: .capsule, isEnabled: true)API Signature
func glassEffect<S: Shape>(
_ glass: Glass = .regular,
in shape: S = DefaultGlassEffectShape,
isEnabled: Bool = true
) -> some ViewCore Structure
struct Glass {
static var regular: Glass
static var clear: Glass
static var identity: Glass
func tint(_ color: Color) -> Glass
func interactive() -> Glass
}Tinting
// Basic tint
Text("Tinted")
.padding()
.glassEffect(.regular.tint(.blue))
// With opacity
Text("Subtle Tint")
.padding()
.glassEffect(.regular.tint(.purple.opacity(0.6)))Purpose: Convey semantic meaning (primary action, state), NOT decoration. Use selectively for call-to-action only.
Interactive Modifier (iOS only)
Button("Tap Me") {
// action
}
.glassEffect(.regular.interactive())Behaviors Enabled:
- Scaling on press
- Bouncing animation
- Shimmering effect
- Touch-point illumination that radiates to nearby glass
- Response to tap and drag gestures
Method Chaining
.glassEffect(.regular.tint(.orange).interactive())
.glassEffect(.clear.interactive().tint(.blue)) // Order doesn't matterAvailable Shapes
// Capsule (default)
.glassEffect(.regular, in: .capsule)
// Circle
.glassEffect(.regular, in: .circle)
// Rounded Rectangle
.glassEffect(.regular, in: RoundedRectangle(cornerRadius: 16))
// Container-concentric (aligns with container corners)
.glassEffect(.regular, in: .rect(cornerRadius: .containerConcentric))
// Ellipse
.glassEffect(.regular, in: .ellipse)
// Custom shape conforming to Shape protocol
struct CustomShape: Shape {
func path(in rect: CGRect) -> Path {
// Custom path logic
}
}
.glassEffect(.regular, in: CustomShape())Corner Concentricity Maintains perfect alignment between elements and containers across devices:
// Automatically matches container/window corners
RoundedRectangle(cornerRadius: .containerConcentric, style: .continuous)Text Rendering
Text("Glass Text")
.font(.title)
.bold()
.foregroundStyle(.white) // High contrast for legibility
.padding()
.glassEffect()Text on glass automatically receives vibrant treatment - adjusts color, brightness, saturation based on background.
Icon Rendering
Image(systemName: "heart.fill")
.font(.largeTitle)
.foregroundStyle(.white)
.frame(width: 60, height: 60)
.glassEffect(.regular.interactive())Labels
Label("Settings", systemImage: "gear")
.labelStyle(.iconOnly)
.padding()
.glassEffect()Automatic Adaptation - No code changes required:
- Reduced Transparency: Increases frosting for clarity
- Increased Contrast: Stark colors and borders
- Reduced Motion: Tones down animations and elastic effects
- iOS 26.1+ Tinted Mode: User-controlled opacity increase (Settings → Display & Brightness → Liquid Glass)
Environment Values
@Environment(\.accessibilityReduceTransparency) var reduceTransparency
@Environment(\.accessibilityReduceMotion) var reduceMotion
var body: some View {
Text("Accessible")
.padding()
.glassEffect(reduceTransparency ? .identity : .regular)
}Best Practice: Let system handle accessibility automatically. Don't override unless absolutely necessary.
Purpose
- Combines multiple Liquid Glass shapes into unified composition
- Improves rendering performance by sharing sampling region
- Enables morphing transitions between glass elements
- Critical Rule: Glass cannot sample other glass; container provides shared sampling region
Basic Usage
GlassEffectContainer {
HStack(spacing: 20) {
Image(systemName: "pencil")
.frame(width: 44, height: 44)
.glassEffect(.regular.interactive())
Image(systemName: "eraser")
.frame(width: 44, height: 44)
.glassEffect(.regular.interactive())
}
}With Spacing Control
GlassEffectContainer(spacing: 40.0) {
// Glass elements within 40 points will morph together
ForEach(icons) { icon in
IconView(icon)
.glassEffect()
}
}Spacing Parameter: Controls morphing threshold - elements within this distance visually blend and morph together during transitions.
API Signature
struct GlassEffectContainer<Content: View>: View {
init(spacing: CGFloat? = nil, @ViewBuilder content: () -> Content)
init(@ViewBuilder content: () -> Content)
}Requirements for Morphing:
- Elements in same
GlassEffectContainer - Each view has
glassEffectIDwith shared namespace - Views conditionally shown/hidden trigger morphing
- Animation applied to state changes
Basic Morphing Setup
struct MorphingExample: View {
@State private var isExpanded = false
@Namespace private var namespace
var body: some View {
GlassEffectContainer(spacing: 30) {
Button(isExpanded ? "Collapse" : "Expand") {
withAnimation(.bouncy) {
isExpanded.toggle()
}
}
.glassEffect()
.glassEffectID("toggle", in: namespace)
if isExpanded {
Button("Action 1") { }
.glassEffect()
.glassEffectID("action1", in: namespace)
Button("Action 2") { }
.glassEffect()
.glassEffectID("action2", in: namespace)
}
}
}
}API Signature
func glassEffectID<ID: Hashable>(
_ id: ID,
in namespace: Namespace.ID
) -> some ViewAdvanced Morphing Pattern - Expandable Action Menu
struct ActionButtonsView: View {
@State private var showActions = false
@Namespace private var namespace
var body: some View {
ZStack {
Image("background")
.resizable()
.ignoresSafeArea()
GlassEffectContainer(spacing: 30) {
VStack(spacing: 30) {
// Top button
if showActions {
actionButton("rotate.right")
.glassEffectID("rotate", in: namespace)
}
HStack(spacing: 30) {
// Left button
if showActions {
actionButton("circle.lefthalf.filled")
.glassEffectID("contrast", in: namespace)
}
// Toggle (always visible)
actionButton(showActions ? "xmark" : "slider.horizontal.3") {
withAnimation(.bouncy) {
showActions.toggle()
}
}
.glassEffectID("toggle", in: namespace)
// Right button
if showActions {
actionButton("flip.horizontal")
.glassEffectID("flip", in: namespace)
}
}
// Bottom button
if showActions {
actionButton("crop")
.glassEffectID("crop", in: namespace)
}
}
}
}
}
@ViewBuilder
func actionButton(_ systemImage: String, action: (() -> Void)? = nil) -> some View {
Button {
action?()
} label: {
Image(systemName: systemImage)
.frame(width: 44, height: 44)
}
.buttonStyle(.glass)
.buttonBorderShape(.circle)
}
}Button Style Types
| Style | Appearance | Use Case |
|---|---|---|
.glass |
Translucent, see-through | Secondary actions |
.glassProminent |
Opaque, no background show-through | Primary actions |
Basic Implementation
// Secondary action
Button("Cancel") { }
.buttonStyle(.glass)
// Primary action
Button("Save") { }
.buttonStyle(.glassProminent)
.tint(.blue)With Customization
Button("Action") { }
.buttonStyle(.glass)
.tint(.purple)
.controlSize(.large)
.buttonBorderShape(.circle)Available Control Sizes
.controlSize(.mini)
.controlSize(.small)
.controlSize(.regular) // Default
.controlSize(.large)
.controlSize(.extraLarge) // New in iOS 26Border Shapes
.buttonBorderShape(.capsule) // Default
.buttonBorderShape(.roundedRectangle(radius: 8))
.buttonBorderShape(.circle)Known Issue (Beta): .glassProminent with .circle has rendering artifacts. Workaround:
Button("Action") { }
.buttonStyle(.glassProminent)
.buttonBorderShape(.circle)
.clipShape(Circle()) // Fixes artifactsAutomatic Glass Styling Toolbars automatically receive Liquid Glass treatment in iOS 26:
NavigationStack {
ContentView()
.toolbar {
ToolbarItem(placement: .cancellationAction) {
Button("Cancel", systemImage: "xmark") { }
}
ToolbarItem(placement: .confirmationAction) {
Button("Done", systemImage: "checkmark") { }
}
}
}Automatic Behaviors:
- Prioritizes symbols over text
.confirmationActionautomatically gets.glassProminentstyle- Floating glass appearance
- Grouped layouts with visual separation
Toolbar Grouping with Spacing
.toolbar {
ToolbarItemGroup(placement: .topBarTrailing) {
Button("Draw", systemImage: "pencil") { }
Button("Erase", systemImage: "eraser") { }
}
ToolbarSpacer(.fixed, spacing: 20) // New in iOS 26
ToolbarItem(placement: .topBarTrailing) {
Button("Save", systemImage: "checkmark") { }
.buttonStyle(.glassProminent)
}
}ToolbarSpacer Types
ToolbarSpacer(.fixed, spacing: 20) // Fixed space
ToolbarSpacer(.flexible) // Flexible space (pushes items apart)Badge Modifier
ToolbarItem(placement: .topBarLeading) {
Button("Notifications", systemImage: "bell") { }
.badge(5) // Red badge with count
.tint(.red)
}Shared Background Visibility
ToolbarItem {
Button("Profile", systemImage: "person.circle") { }
.sharedBackgroundVisibility(.hidden) // No glass background
}Basic TabView Automatically adopts Liquid Glass when compiled with Xcode 26:
TabView {
Tab("Home", systemImage: "house") {
HomeView()
}
Tab("Settings", systemImage: "gear") {
SettingsView()
}
}Search Tab Role Creates floating search button at bottom-right (reachability optimization):
struct ContentView: View {
@State private var searchText = ""
var body: some View {
TabView {
Tab("Home", systemImage: "house") {
HomeView()
}
Tab("Search", systemImage: "magnifyingglass", role: .search) {
NavigationStack {
SearchView()
}
}
}
.searchable(text: $searchText)
}
}Tab Bar Minimize Behavior
TabView {
// tabs...
}
.tabBarMinimizeBehavior(.onScrollDown) // Collapses during scrollOptions:
.automatic- System determines.onScrollDown- Minimizes when scrolling.never- Always full size
Tab View Bottom Accessory Adds persistent glass view above tab bar:
TabView {
// tabs...
}
.tabViewBottomAccessory {
HStack {
Image(systemName: "play.fill")
Text("Now Playing")
Spacer()
}
.padding()
}Environment Value
@Environment(\.tabViewBottomAccessoryPlacement) var placement
// Returns: .expanded or .collapsedAutomatic Glass Background Sheets in iOS 26 automatically receive inset Liquid Glass background:
.sheet(isPresented: $showSheet) {
SheetContent()
.presentationDetents([.medium, .large])
}Sheet Morphing from Toolbar
struct ContentView: View {
@Namespace private var transition
@State private var showInfo = false
var body: some View {
NavigationStack {
ContentView()
.toolbar {
ToolbarItem(placement: .bottomBar) {
Button("Info", systemImage: "info") {
showInfo = true
}
.matchedTransitionSource(id: "info", in: transition)
}
}
.sheet(isPresented: $showInfo) {
InfoSheet()
.navigationTransition(.zoom(sourceID: "info", in: transition))
}
}
}
}Removing Custom Backgrounds For iOS 26 glass effect, remove custom backgrounds:
// ❌ Old approach (iOS 18)
.presentationBackground(Color.white)
// âś… New approach (iOS 26)
// Let system apply automatic glass - don't set custom backgroundSheet Content Background Control
Form {
// form content
}
.scrollContentBackground(.hidden) // Remove default background for glass
.containerBackground(.clear, for: .navigation)Automatic Floating Sidebar
NavigationSplitView {
List(items) { item in
NavigationLink(item.name, value: item)
}
.navigationTitle("Items")
} detail: {
DetailView()
}Sidebar automatically receives floating Liquid Glass with ambient reflection.
Background Extension Effect
NavigationSplitView {
List(items) { item in
NavigationLink(item.name, value: item)
}
.backgroundExtensionEffect() // Extends beyond safe area
} detail: {
DetailView()
}Toolbar Search
NavigationStack {
ContentView()
}
.searchable(text: $searchText)Search with Minimize Behavior
NavigationStack {
ContentView()
}
.searchable(text: $searchText)
.searchToolbarBehavior(.minimized)DefaultToolbarItem for Search (New API)
.toolbar {
ToolbarItem(placement: .bottomBar) {
DefaultToolbarItem(kind: .search, placement: .bottomBar)
}
}Purpose: Manually combine glass effects that are too distant to merge via spacing alone.
API Signature
func glassEffectUnion<ID: Hashable>(
id: ID,
namespace: Namespace.ID
) -> some ViewRequirements for Union:
- Elements must share same ID
- Elements must use same glass effect type
- Elements should have similar shapes
- All conditions must be met
Example
struct UnionExample: View {
@Namespace var controls
var body: some View {
GlassEffectContainer {
VStack(spacing: 0) {
Button("Edit") { }
.buttonStyle(.glass)
.glassEffectUnion(id: "tools", namespace: controls)
Spacer().frame(height: 100) // Large gap
Button("Delete") { }
.buttonStyle(.glass)
.glassEffectUnion(id: "tools", namespace: controls)
}
}
}
}Grouped Union Pattern
GlassEffectContainer {
ForEach(0..<4) { index in
Image(systemName: icons[index])
.frame(width: 70, height: 70)
.glassEffect()
.glassEffectUnion(
id: index < 3 ? "group1" : "group2",
namespace: glassNamespace
)
}
}First 3 icons blend together; 4th floats separately.
API Signature
func glassEffectTransition(
_ transition: GlassEffectTransition,
isEnabled: Bool = true
) -> some View
enum GlassEffectTransition {
case identity // No changes
case matchedGeometry // Matched geometry transition (default)
case materialize // Material appearance transition
}Usage
Button("Action") { }
.glassEffect()
.glassEffectID("button", in: namespace)
.glassEffectTransition(.materialize)Floating Action Cluster
struct FloatingActionCluster: View {
@State private var isExpanded = false
@Namespace private var namespace
let actions = [
("home", Color.purple),
("pencil", Color.blue),
("message", Color.green),
("envelope", Color.orange)
]
var body: some View {
ZStack {
ContentView()
VStack {
Spacer()
HStack {
Spacer()
cluster
.padding()
}
}
}
}
var cluster: some View {
GlassEffectContainer(spacing: 20) {
VStack(spacing: 12) {
if isExpanded {
ForEach(actions, id: \.0) { action in
actionButton(action.0, color: action.1)
.glassEffectID(action.0, in: namespace)
}
}
Button {
withAnimation(.bouncy(duration: 0.4)) {
isExpanded.toggle()
}
} label: {
Image(systemName: isExpanded ? "xmark" : "plus")
.font(.title2.bold())
.frame(width: 56, height: 56)
}
.buttonStyle(.glassProminent)
.buttonBorderShape(.circle)
.tint(.blue)
.glassEffectID("toggle", in: namespace)
}
}
}
func actionButton(_ icon: String, color: Color) -> some View {
Button {
// action
} label: {
Image(systemName: icon)
.font(.title3)
.frame(width: 48, height: 48)
}
.buttonStyle(.glass)
.buttonBorderShape(.circle)
.tint(color)
}
}Smooth Icon Transitions
struct SymbolGlassButton: View {
@State private var isLiked = false
var body: some View {
Button {
isLiked.toggle()
} label: {
Image(systemName: isLiked ? "heart.fill" : "heart")
.font(.title)
.frame(width: 60, height: 60)
}
.glassEffect(.regular.interactive())
.contentTransition(.symbolEffect(.replace))
.tint(isLiked ? .red : .primary)
}
}Available Symbol Transitions:
.contentTransition(.symbolEffect(.replace))
.contentTransition(.symbolEffect(.automatic))
.contentTransition(.numericText()) // For numbersBest Practices:
- Always Use GlassEffectContainer for Multiple Elements
// âś… GOOD - Efficient rendering
GlassEffectContainer {
HStack {
Button("Edit") { }.glassEffect()
Button("Delete") { }.glassEffect()
}
}
// ❌ BAD - Inefficient, inconsistent sampling
HStack {
Button("Edit") { }.glassEffect()
Button("Delete") { }.glassEffect()
}- Conditional Glass with .identity
.glassEffect(shouldShowGlass ? .regular : .identity)No layout recalculation when toggling.
- Limit Continuous Animations Let glass rest in steady states. Avoid:
// ❌ Continuous rotation
.rotationEffect(Angle(degrees: rotationAmount))
.animation(.linear(duration: 2).repeatForever(), value: rotationAmount)- Test on Older Devices
- iPhone 11-13: May show lag
- Profile with Instruments for GPU usage
- Monitor thermal performance
Automatic Color Scheme Switching Glass automatically adapts between light/dark based on background:
ScrollView {
Color.black.frame(height: 400) // Glass becomes light
Color.white.frame(height: 400) // Glass becomes dark
}
.safeAreaInset(edge: .bottom) {
ControlPanel()
.glassEffect() // Automatically adapts
}Adaptive Behaviors:
- Small elements (nav bars, tab bars): Flip between light/dark
- Large elements (sidebars, menus): Adapt but don't flip (would be jarring)
- Shadows: Opacity increases over text, decreases over white backgrounds
- Tint: Adjusts hue, brightness, saturation for legibility
Floating Sidebar Pattern
struct CustomNavigationView: View {
@State private var selectedItem: Item?
@Namespace private var namespace
var body: some View {
ZStack(alignment: .leading) {
DetailView(item: selectedItem)
.frame(maxWidth: .infinity, maxHeight: .infinity)
if showSidebar {
GlassEffectContainer {
VStack(alignment: .leading, spacing: 0) {
ForEach(items) { item in
NavigationButton(item: item, isSelected: item.id == selectedItem?.id) {
withAnimation {
selectedItem = item
}
}
.glassEffectID(item.id, in: namespace)
}
}
.frame(width: 280)
.glassEffect(.regular, in: RoundedRectangle(cornerRadius: 20))
}
.padding()
.transition(.move(edge: .leading).combined(with: .opacity))
}
}
}
}Drag Gesture with Glass
struct DraggableGlassButton: View {
@State private var offset = CGSize.zero
@State private var isDragging = false
var body: some View {
Button("Drag Me") { }
.glassEffect(.regular.interactive())
.offset(offset)
.scaleEffect(isDragging ? 1.1 : 1.0)
.gesture(
DragGesture()
.onChanged { value in
isDragging = true
offset = value.translation
}
.onEnded { _ in
withAnimation(.spring(response: 0.3, dampingFraction: 0.6)) {
isDragging = false
offset = .zero
}
}
)
}
}Advanced Technique - Convert text to paths:
import CoreText
extension View {
func glassText(_ text: String, font: UIFont) -> some View {
let path = createTextPath(text, font: font)
return self.glassEffect(.clear, in: path)
}
}
func createTextPath(_ string: String, font: UIFont) -> Path {
var path = Path()
let attributedString = NSAttributedString(
string: string,
attributes: [.font: font]
)
let line = CTLineCreateWithAttributedString(attributedString)
let runs = CTLineGetGlyphRuns(line) as! [CTRun]
for run in runs {
let glyphCount = CTRunGetGlyphCount(run)
for index in 0..<glyphCount {
var glyph = CGGlyph()
CTRunGetGlyphs(run, CFRange(location: index, length: 1), &glyph)
if let glyphPath = CTFontCreatePathForGlyph(font, glyph, nil) {
path.addPath(Path(glyphPath))
}
}
}
return path
}The Readability Problem Liquid Glass over busy, colorful, or animated content causes readability issues.
Solution 1: Gradient Fade
struct TabBarFadeModifier: ViewModifier {
let fadeLocation: CGFloat = 0.4
let opacity: CGFloat = 0.85
let backgroundColor: Color = Color(.systemBackground)
func body(content: Content) -> some View {
GeometryReader { geometry in
ZStack {
content
if geometry.safeAreaInsets.bottom > 10 {
let dynamicHeight = geometry.safeAreaInsets.bottom
VStack {
Spacer()
LinearGradient(
gradient: Gradient(stops: [
.init(color: .clear, location: 0.0),
.init(color: backgroundColor.opacity(opacity), location: fadeLocation)
]),
startPoint: .top,
endPoint: .bottom
)
.frame(height: dynamicHeight)
.allowsHitTesting(false)
.offset(y: geometry.safeAreaInsets.bottom)
}
}
}
}
}
}
extension View {
func deliquify() -> some View {
self.modifier(TabBarFadeModifier())
}
}
// Usage
ScrollView {
ColorfulContent()
}
.deliquify()Solution 2: Strategic Tinting
// Add color for better visibility
.glassEffect(.regular.tint(.purple.opacity(0.8)))Solution 3: Choose Appropriate Variant
- Regular: Most contexts
- Clear: Only for media-rich content with bold foreground
Solution 4: Background Dimming
ZStack {
BackgroundImage()
.overlay(Color.black.opacity(0.3)) // Subtle dimming
GlassControls()
.glassEffect(.clear)
}Avoid Glass-on-Glass
// ❌ BAD - Confusing visual hierarchy
VStack {
HeaderView().glassEffect()
ContentView().glassEffect()
FooterView().glassEffect()
}
// âś… GOOD - Clear separation
ZStack {
ContentView() // No glass
HeaderView().glassEffect() // Single floating layer
}Proper Layering Philosophy:
- Content layer (bottom) - No glass
- Navigation layer (middle) - Liquid Glass
- Overlay layer (top) - Vibrancy and fills on glass
Cross-Platform Adaptations
| Platform | Adaptations |
|---|---|
| iOS | Floating tab bars, bottom search placement |
| iPadOS | Floating sidebars, ambient reflection, larger shadows |
| macOS | Concentric window corners, adaptive search bars, taller controls |
| watchOS | Location-aware widgets, fluid navigation |
| tvOS | Focused glass effects, directional highlights |
Minimum Requirements:
- iOS 26.0+
- iPadOS 26.0+
- macOS Tahoe (26.0)+
- watchOS 26.0+
- tvOS 26.0+
- visionOS 26.0+
- Xcode 26.0+
Device Support:
- iOS 26: iPhone 11 or iPhone SE (2nd gen) or later
- Older devices: Receive frosted glass fallback with reduced effects
Automatic Adoption Simply recompile with Xcode 26 - no code changes required for basic adoption.
Temporary Opt-Out (expires iOS 27)
<!-- Info.plist -->
<key>UIDesignRequiresCompatibility</key>
<true/>Custom Compatibility Extension
extension View {
@ViewBuilder
func glassedEffect(
in shape: some Shape = Capsule(),
interactive: Bool = false
) -> some View {
if #available(iOS 26.0, *) {
let glass = interactive ? Glass.regular.interactive() : .regular
self.glassEffect(glass, in: shape)
} else {
// Fallback for iOS 18
self
.background(
shape
.fill(.ultraThinMaterial)
.overlay(
LinearGradient(
colors: [.white.opacity(0.3), .clear],
startPoint: .topLeading,
endPoint: .bottomTrailing
)
)
.overlay(shape.stroke(.white.opacity(0.2), lineWidth: 1))
)
}
}
}
// Usage
Text("Compatible")
.padding()
.glassedEffect(in: Capsule(), interactive: true)UIGlassEffect
import UIKit
let glassEffect = UIGlassEffect(
glass: .regular,
isInteractive: true
)
let effectView = UIVisualEffectView(effect: glassEffect)
effectView.frame = CGRect(x: 0, y: 0, width: 200, height: 50)
view.addSubview(effectView)UIGlassContainerEffect
let containerEffect = UIGlassContainerEffect()
let containerView = UIVisualEffectView(effect: containerEffect)UIButton with Glass
var configuration = UIButton.Configuration.filled()
configuration.baseBackgroundColor = .systemBackground
let button = UIButton(configuration: configuration)
// System automatically applies glass when appropriateUIKit Best Practices:
- Remove custom backgrounds to showcase glass
- Update presentation controllers for sheets
- Handle
UIBarButtonItemsizing for glass context - Use
hidesSharedBackground = trueto remove glass from specific items
Issue 1: Interactive Shape Mismatch
Problem: .glassEffect(.regular.interactive(), in: RoundedRectangle()) responds with Capsule shape
Status: Known beta issue
Workaround: Use .buttonStyle(.glass) for buttons instead
Issue 2: glassProminent Circle Artifacts
Problem: Rendering artifacts with .glassProminent and .circle
Workaround:
Button("Action") { }
.buttonStyle(.glassProminent)
.buttonBorderShape(.circle)
.clipShape(Circle()) // Fixes artifactsIssue 3: Widget Backgrounds
Problem: Widgets show black background in Standard/Dark modes
Status: No complete solution yet
Partial Solution: Tinted and Transparent modes work with Color.clear
Issue 4: Navigation Animation Problem: Disorienting ToolbarItem animation during navigation Solution:
ToolbarItem(id: "constantID") {
Button("Done") { }
}Battery Impact
- iOS 26: 13% battery drain vs. 1% in iOS 18 (iPhone 16 Pro Max testing)
- Increased heat generation
- Higher CPU/GPU load on older devices
Optimization Strategies:
- Use
GlassEffectContainerfor multiple elements - Limit continuous animations
- Let glass rest in steady states
- Test on 3-year-old devices
- Profile with Instruments
Memory Considerations:
- Real-time blur consumes GPU memory
- Glass samples larger area than element size
- Shared sampling region reduces memory overhead
Use Liquid Glass for: âś… Navigation bars and toolbars âś… Tab bars and bottom accessories âś… Floating action buttons âś… Sheets, popovers, and menus âś… Context-sensitive controls âś… System-level alerts
Avoid Liquid Glass for: ❌ Content layer (lists, tables, media) ❌ Full-screen backgrounds ❌ Scrollable content ❌ Stacked glass layers ❌ Every UI element
Apple's Guidance: "Liquid Glass is best reserved for the navigation layer that floats above the content of your app."
Hierarchy
- Content = Primary
- Glass controls = Secondary functional layer
- Overlay fills/vibrancy = Tertiary
Contrast Management
- Maintain 4.5:1 minimum contrast ratio
- Test legibility across backgrounds
- Use vibrant text on glass
- Add subtle borders for definition
Tinting Philosophy
- Use selectively for primary actions
- Avoid tinting everything
- Tint conveys meaning, not decoration
- Compatible with all glass behaviors
Morphing Guidance
- Use for state transitions
- Maintain visual continuity
- Apply bouncy animations
- Group related elements in container
System Features (automatic):
- Reduced Transparency
- Increased Contrast
- Reduced Motion
- iOS 26.1+ Tinted mode toggle
Developer Responsibilities:
- Never override system settings
- Test with all accessibility modes enabled
- Ensure text legibility
- Provide adequate touch targets
- Support VoiceOver properly
Testing Checklist:
- Reduced Transparency enabled
- Increased Contrast enabled
- Reduce Motion enabled
- Tinted mode in iOS 26.1+
- VoiceOver navigation
- Dynamic Type sizes
- Color blindness simulators
- Bright sunlight conditions
Visual Anti-Patterns:
- Overuse - glass everywhere
- Glass-on-glass stacking
- Content layer glass
- Tinting everything
- Breaking concentricity
Technical Anti-Patterns:
- Custom opacity bypassing accessibility
- Ignoring safe areas
- Hard-coded color schemes
- Mixing Regular and Clear variants
- Multiple separate glass effects without container
Usability Anti-Patterns:
- Busy backgrounds without dimming
- Insufficient contrast
- Excessive animations
- Breaking iOS conventions
- Prioritizing aesthetics over usability
Device Testing:
- iPhone 11-13 (older hardware)
- iPhone 14-15 (mid-range)
- iPhone 16+ (latest)
- iPad Pro with Stage Manager
- Mac with Apple Silicon
Environment Testing:
- Bright outdoor sunlight
- Low-light conditions
- Various wallpapers (light, dark, colorful, photos)
- User-generated content backgrounds
Performance Testing:
- 30+ minute sessions (thermal)
- Scroll performance
- Animation frame rates
- Battery drain measurements
- Memory pressure monitoring
Dimewise - Budgeting app with minimal glass design Showcase - Movie tracker with translucent vibes Apple Games - Built-in app with glass interface Apple Preview - PDF viewer with glass controls App Store Connect - Developer app redesigned with glass Crumbl, Tides, Lucid, Photoroom, OmniFocus, CNN, Capital One, United, Lowe's - Featured in Apple's design gallery
mertozseven/LiquidGlassSwiftUI Sample app with quote card and expandable actions
GonzaloFuentes28/LiquidGlassCheatsheet Comprehensive implementation guide
GetStream/awesome-liquid-glass Multiple animated examples (slider, tab bar, menu, floating buttons)
artemnovichkov/iOS-26-by-Examples Collection of iOS 26 feature examples
import SwiftUI
@main
struct LiquidGlassApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
struct ContentView: View {
@State private var selectedTab = 0
@State private var searchText = ""
var body: some View {
TabView(selection: $selectedTab) {
Tab("Home", systemImage: "house", value: 0) {
HomeView()
}
Tab("Favorites", systemImage: "star", value: 1) {
FavoritesView()
}
Tab("Search", systemImage: "magnifyingglass", value: 2, role: .search) {
NavigationStack {
SearchView(searchText: $searchText)
}
}
}
.searchable(text: $searchText)
.tabBarMinimizeBehavior(.onScrollDown)
.tabViewBottomAccessory {
if selectedTab == 0 {
NowPlayingView()
}
}
}
}
struct HomeView: View {
@State private var showActions = false
@Namespace private var namespace
var body: some View {
NavigationStack {
ScrollView {
LazyVStack(spacing: 20) {
ForEach(0..<20) { index in
ContentCard(index: index)
}
}
.padding()
}
.navigationTitle("Home")
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button("Notifications", systemImage: "bell") {
// action
}
.badge(3)
}
}
.overlay(alignment: .bottomTrailing) {
FloatingActionButton(showActions: $showActions, namespace: namespace)
.padding()
}
}
}
}
struct ContentCard: View {
let index: Int
var body: some View {
VStack(alignment: .leading, spacing: 12) {
Image(systemName: "photo.fill")
.font(.system(size: 60))
.frame(maxWidth: .infinity)
.frame(height: 180)
.background(Color.blue.opacity(0.3))
.clipShape(RoundedRectangle(cornerRadius: 12))
Text("Item \(index + 1)")
.font(.headline)
Text("Description for item \(index + 1)")
.font(.subheadline)
.foregroundStyle(.secondary)
}
.padding()
.background(Color(.secondarySystemBackground))
.clipShape(RoundedRectangle(cornerRadius: 16))
}
}
struct FloatingActionButton: View {
@Binding var showActions: Bool
var namespace: Namespace.ID
let actions = [
("photo", "Photo", Color.blue),
("video", "Video", Color.purple),
("doc.text", "Document", Color.green)
]
var body: some View {
GlassEffectContainer(spacing: 16) {
VStack(spacing: 12) {
if showActions {
ForEach(actions, id: \.0) { action in
actionButton(icon: action.0, label: action.1, color: action.2)
.glassEffectID(action.0, in: namespace)
}
}
Button {
withAnimation(.bouncy(duration: 0.35)) {
showActions.toggle()
}
} label: {
Image(systemName: showActions ? "xmark" : "plus")
.font(.title2.bold())
.frame(width: 56, height: 56)
}
.buttonStyle(.glassProminent)
.buttonBorderShape(.circle)
.tint(.orange)
.glassEffectID("toggle", in: namespace)
}
}
}
func actionButton(icon: String, label: String, color: Color) -> some View {
Button {
// action
} label: {
HStack {
Image(systemName: icon)
if showActions {
Text(label)
.font(.callout.bold())
}
}
.frame(height: 48)
.padding(.horizontal, showActions ? 16 : 12)
}
.buttonStyle(.glass)
.tint(color)
}
}
struct NowPlayingView: View {
@Environment(\.tabViewBottomAccessoryPlacement) var placement
var body: some View {
HStack {
Image(systemName: "music.note")
.font(.title3)
VStack(alignment: .leading, spacing: 2) {
Text("Song Title")
.font(.subheadline.bold())
Text("Artist Name")
.font(.caption)
.foregroundStyle(.secondary)
}
Spacer()
Button(action: {}) {
Image(systemName: "play.fill")
}
.buttonStyle(.glass)
.controlSize(.small)
}
.padding()
.opacity(placement == .collapsed ? 0.7 : 1.0)
}
}
struct FavoritesView: View {
var body: some View {
NavigationStack {
List {
ForEach(0..<10) { index in
HStack {
Image(systemName: "star.fill")
.foregroundStyle(.yellow)
Text("Favorite \(index + 1)")
}
}
}
.navigationTitle("Favorites")
}
}
}
struct SearchView: View {
@Binding var searchText: String
var body: some View {
List {
if searchText.isEmpty {
Text("Start typing to search")
.foregroundStyle(.secondary)
} else {
ForEach(0..<5) { index in
Text("Result \(index + 1) for '\(searchText)'")
}
}
}
.navigationTitle("Search")
}
}// Basic glass effect
.glassEffect() -> some View
.glassEffect(_ glass: Glass, in shape: some Shape, isEnabled: Bool) -> some View
// Glass effect ID for morphing
.glassEffectID<ID: Hashable>(_ id: ID, in namespace: Namespace.ID) -> some View
// Glass effect union
.glassEffectUnion<ID: Hashable>(id: ID, namespace: Namespace.ID) -> some View
// Glass effect transition
.glassEffectTransition(_ transition: GlassEffectTransition, isEnabled: Bool) -> some View
// Glass background effect
.glassBackgroundEffect(in: some Shape, displayMode: GlassDisplayMode) -> some ViewGlass.regular // Default adaptive variant
Glass.clear // High transparency variant
Glass.identity // No effect
// Modifiers
.tint(_ color: Color) // Add color tint
.interactive() // Enable interactive behaviors (iOS only).buttonStyle(.glass) // Translucent glass button
.buttonStyle(.glassProminent) // Opaque prominent buttonGlassEffectContainer {
// Content with .glassEffect() views
}
GlassEffectContainer(spacing: CGFloat) {
// Content with controlled morphing distance
}.toolbar { } // Automatic glass styling
ToolbarSpacer(.fixed, spacing: CGFloat)
ToolbarSpacer(.flexible)
.badge(Int) // Badge count
.sharedBackgroundVisibility(.hidden) // Hide glass background.tabBarMinimizeBehavior(.onScrollDown)
.tabBarMinimizeBehavior(.automatic)
.tabBarMinimizeBehavior(.never)
.tabViewBottomAccessory { }.searchable(text: Binding<String>)
.searchToolbarBehavior(.minimized)
DefaultToolbarItem(kind: .search, placement: .bottomBar).presentationDetents([.medium, .large])
.scrollContentBackground(.hidden)
.containerBackground(.clear, for: .navigation)
.navigationTransition(.zoom(sourceID: ID, in: Namespace.ID))
.matchedTransitionSource(id: ID, in: Namespace.ID).backgroundExtensionEffect()
.controlSize(.mini | .small | .regular | .large | .extraLarge)
.buttonBorderShape(.capsule | .circle | .roundedRectangle)WWDC 2025 Sessions:
- Session 101: Keynote
- Session 102: Platforms State of the Union
- Session 219: Meet Liquid Glass
- Session 323: Build a SwiftUI app with the new design
- Session 356: Get to know the new design system
Documentation Pages:
- https://developer.apple.com/documentation/TechnologyOverviews/liquid-glass
- https://developer.apple.com/documentation/swiftui/view/glasseffect(_:in:)
- https://developer.apple.com/documentation/swiftui/glasseffectcontainer
- https://developer.apple.com/documentation/SwiftUI/Applying-Liquid-Glass-to-custom-views
- https://developer.apple.com/design/human-interface-guidelines/materials
Sample Code:
- Landmarks: Building an app with Liquid Glass
- Refining toolbar glass effects
Press:
Design Gallery:
GitHub Repositories:
- mertozseven/LiquidGlassSwiftUI
- GonzaloFuentes28/LiquidGlassCheatsheet
- GetStream/awesome-liquid-glass
- artemnovichkov/iOS-26-by-Examples
- mizadi/LiquidGlassExamples
Developer Blogs:
- Donny Wals: "Designing custom UI with Liquid Glass on iOS 26"
- Swift with Majid: Glassifying custom views series
- Nil Coalescing: Presenting Liquid Glass sheets
- Create with Swift: Design principles guide
- SerialCoder.dev: Morphing implementations
Stack Overflow:
- Active community discussions
- Implementation challenges and solutions
- Widget background workarounds
- UIKit integration patterns
iOS 26 Liquid Glass represents a fundamental evolution in iOS design, requiring thoughtful implementation to balance visual appeal with usability, performance, and accessibility. This reference document provides comprehensive coverage from basic implementation through advanced techniques, real-world examples, and production best practices.
Key Takeaways:
- Reserve Liquid Glass for navigation layer only
- Always use GlassEffectContainer for multiple glass elements
- Test extensively with accessibility settings enabled
- Monitor performance on older devices
- Respect user preferences and system settings
- Prioritize content legibility over visual effects
- Use morphing transitions for smooth state changes
- Follow Apple's design guidelines and HIG
Next Steps:
- Watch WWDC 2025 sessions 219 and 323
- Download and study Landmarks sample code
- Experiment with basic implementations
- Test on physical devices
- Gather user feedback
- Iterate on designs based on real-world usage
iOS 26 Liquid Glass provides powerful tools for creating beautiful, functional interfaces when used appropriately and thoughtfully. This reference serves as your comprehensive guide to implementation excellence.
Document Version: 1.0 Last Updated: November 16, 2025 iOS Version: 26.0+ Xcode Version: 26.0+
