swiftui-liquid-glass — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited swiftui-liquid-glass (Agent Skill) and scored it 45/100 (orange). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 2 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 2 flagged
A base64 string of 128+ characters appears in a documentation file. Encoded prompt injection hides the hostile instruction in base64 — invisible to keyword filters — and relies on the agent's ability to decode it at runtime. There is no normal authoring reason to embed a multi-hundred-byte base64 blob in skill docs.
*.sig, SIGNATURES) outside the documentation.Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Liquid Glass is the dynamic translucent material introduced across Apple platforms
the current SDK. Reserve custom glass for functional controls and navigation surfaces, not general content backgrounds.
See references/liquid-glass.md for the full API reference with additional examples.
Choose the path that matches the request:
GlassEffectContainer..glassEffect() after layout and appearance modifiers..interactive() only to tappable/focusable elements.glassEffectID(_:in:) where the view hierarchychanges with animation. Put glassEffectTransition(_:) on the inserted or removed glass child, not on the always-present container, and choose the style using Morphing & Transitions.
if #available(iOS 26, *) and provide a fallback for earlier versions..glassEffect().GlassEffectContainer for blending and performance..buttonStyle(.glass), .buttonStyle(.glassProminent), or configurable styles such as .buttonStyle(.glass(.clear)). Use .glass(_:) when the button needs a specific tint or variant; reserve .glassProminent for high-emphasis primary actions.Trace each effect through content/control ownership, layout order, container scope, interactivity, transitions, availability, accessibility settings, and fallback. Restore the same UI fixture and rerun the checklist after each correction.
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| Property / Method | Purpose |
|---|---|
.regular | Standard glass material |
.clear | Clear variant; add dimming/contrast treatment when legibility needs it |
.identity | No visual effect (pass-through) |
.tint(_:) | Add a color tint for prominence |
.interactive(_:) | React to touch and pointer interactions |
Chain them: .regular.tint(.blue).interactive()
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.
| Modifier | Purpose |
|---|---|
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 decision: use .matchedGeometry for nearby effects inside the container's spacing; use .materialize for distant insertion/removal or when no geometry match should occur; use .identity only when no transition animation is wanted.
Button("Action") { }
.buttonStyle(.glass) // standard glass button
Button("Primary") { }
.buttonStyle(.glassProminent) // prominent glass button
Button("Media") { }
.buttonStyle(.glass(.clear)) // configurable variant; verify contrast| API | Use |
|---|---|
scrollEdgeEffectStyle | Configure a scroll boundary's visual treatment. |
backgroundExtensionEffect | Extend one background under safe-area edges with mirrored blur. |
ToolbarSpacer | Create a visual break between toolbar items. |
See the corresponding sections in references/liquid-glass.md for signatures and examples.
if #available(iOS 26, *) {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.glass)
} else {
Button("Show Status") { showStatusDetails() }
.buttonStyle(.bordered)
}let symbols = ["pencil", "eraser.fill", "lasso"]
GlassEffectContainer(spacing: 24) {
HStack(spacing: 24) {
ForEach(symbols, id: \.self) { symbol in
Image(systemName: symbol)
.frame(width: 56, height: 56)
.glassEffect()
}
}
}@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)
.glassEffectTransition(.matchedGeometry)
}
}
}
Button("Toggle") {
withAnimation { isExpanded.toggle() }
}
.buttonStyle(.glass)
}@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)
}
}
}struct GlassIconControl: View {
let icon: String
let tint: Color
let action: () -> Void
var body: some View {
Button(action: action) {
Image(systemName: icon)
.font(.title2)
.padding()
}
.buttonStyle(.glass(.regular.tint(tint)))
}
}if #available(iOS 26, *) {
ZStack {
Capsule()
.fill(.black.opacity(0.28))
Button {
playRecap()
} label: {
Label("Play", systemImage: "play.fill")
.font(.headline)
.padding(.horizontal, 8)
}
.buttonStyle(.glass(.clear))
}
.fixedSize()
} else {
Button("Play", systemImage: "play.fill") { playRecap() }
.buttonStyle(.borderedProminent)
}Use clear glass only when the background still leaves labels and symbols readable. On bright or busy backgrounds, add a subtle dimming layer or choose a more opaque button style.
VStack(spacing: 8) {
Text("24")
.font(.headline.monospacedDigit())
.accessibilityLabel("24 options expiring")
Text("Options Expiring")
.font(.subheadline)
.foregroundStyle(.secondary)
}
// Keep read-only status out of toolbar control slots and do not add .interactive().| Mistake | Fix |
|---|---|
| Glass decorates static content | Keep it in the controls/navigation layer. |
Read-only status uses .interactive() or an action slot | Present status as content, or make the whole badge one real accessible action. |
| Related effects use nested containers | Use one GlassEffectContainer per related blending/morphing group. |
.glassEffect() precedes padding/frame/style | Apply layout and appearance first, then glass. |
| Custom effects assume default accessibility settings | Test Reduce Transparency, Reduce Motion, contrast, and legibility. |
| No pre-iOS 26 path | Gate the effect and preserve a functional fallback. |
if #available(iOS 26, *) present with fallback UI.GlassEffectContainer..glassEffect() applied after layout/appearance modifiers..interactive() used only where user interaction exists.glassEffectID used with @Namespace for morphing animations..matchedGeometry for nearby effects; .materialize for distant ones, applied to the conditional glass child..glass, .glassProminent, or configurable .glass(_:) used for buttons; .glass(_:) is primary when a tint or clear variant is required.glassEffectID / glassEffectUnion are Sendable; MainActor-annotated Liquid Glass APIs stay in SwiftUI UI code.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.