npx skills add https://github.com/jamesrochabrun/skills --skill swiftui-animationSKILL.md
SwiftUI Animation Expert
Expert guidance for implementing advanced SwiftUI animations and Metal shader integration. Covers animation curves, springs, transitions, matched geometry effects, PhaseAnimator, KeyframeAnimator, and GPU-accelerated shader effects.
When to Use This Skill
- Understanding motion design principles and when to use animation
- Making animations accessible and platform-appropriate
- Implementing animations in SwiftUI (springs, easing, keyframes)
- Creating view transitions (fade, slide, scale, custom)
- Building hero animations with matchedGeometryEffect
- Adding GPU-accelerated effects with Metal shaders
- Optimizing animation performance
- Creating multi-phase orchestrated animations
Quick Reference
Animation Basics
// Explicit animation (preferred)
withAnimation(.spring(response: 0.4, dampingFraction: 0.75)) {
isExpanded.toggle()
}
// iOS 17+ spring presets
withAnimation(.snappy) { ... } // Fast, small bounce
withAnimation(.smooth) { ... } // Gentle, no bounce
withAnimation(.bouncy) { ... } // More bounce
Common Transitions
// Basic
.transition(.opacity)
.transition(.scale)
.transition(.slide)
.transition(.move(edge: .bottom))
// Combined
.transition(.move(edge: .trailing).combined(with: .opacity))
// Asymmetric
.transition(.asymmetric(
insertion: .move(edge: .bottom),
removal: .opacity
))
Matched Geometry Effect
@Namespace var namespace
// Source view
ThumbnailView()
.matchedGeometryEffect(id: "hero", in: namespace)
// Destination view
DetailView()
.matchedGeometryEffect(id: "hero", in: namespace)
Metal Shader Effects (iOS 17+)
// Color manipulation
.colorEffect(ShaderLibrary.invert())
// Pixel displacement
.distortionEffect(
ShaderLibrary.wave(.float(time)),
maxSampleOffset: CGSize(width: 20, height: 20)
)
// Full layer access
.layerEffect(ShaderLibrary.blur(.float(radius)), maxSampleOffset: .zero)
Reference Materials
Detailed documentation is available in references/:
-
motion-guidelines.md - HIG Motion design principles
- Purpose-driven motion philosophy
- Accessibility requirements
- Platform-specific considerations (iOS, visionOS, watchOS)
- Animation anti-patterns to avoid
-
animations.md - Complete animation API guide
- Implicit vs explicit animations
- Spring parameters and presets
- Animation modifiers (speed, delay, repeat)
- PhaseAnimator for multi-step sequences
- KeyframeAnimator for property-specific timelines
- Custom animatable properties
-
transitions.md - View transition guide
- Built-in transitions (opacity, scale, slide, move)
- Combined and asymmetric transitions
- Matched geometry effect implementation
- Hero animation patterns
- Content transitions (iOS 17+)
- Custom transition creation
-
metal-shaders.md - GPU shader integration
- SwiftUI shader modifiers (colorEffect, distortionEffect, layerEffect)
- Writing Metal shader functions
- Embedding MTKView with UIViewRepresentable
- Cross-platform Metal integration (iOS/macOS)
- Performance considerations
Common Patterns
Expandable Card
struct ExpandableCard: View {
@State private var isExpanded = false
var body: some View {
VStack {
RoundedRectangle(cornerRadius: isExpanded ? 20 : 12)
.fill(.blue)
.frame(
width: isExpanded ? 300 : 150,
height: isExpanded ? 400 : 100
)
}
.onTapGesture {
withAnimation(.spring(response: 0.35, dampingFraction: 0.75)) {
isExpanded.toggle()
}
}
}
}
List Item Appearance
ForEach(Array(items.enumerated()), id: \.element.id) { index, item in
ItemRow(item: item)
.transition(.asymmetric(
insertion: .move(edge: .trailing).combined(with: .opacity),
removal: .move(edge: .leading).combined(with: .opacity)
))
.animation(.spring().delay(Double(index) * 0.05), value: items)
}
Pulsing Indicator
Circle()
.fill(.blue)
.frame(width: 20, height: 20)
.scaleEffect(isPulsing ? 1.2 : 1.0)
.opacity(isPulsing ? 0.6 : 1.0)
.onAppear {
withAnimation(.easeInOut(duration: 1.0).repeatForever(autoreverses: true)) {
isPulsing = true
}
}
Best Practices
- Motion should be purposeful - Don't add animation for its own sake; support the experience without overshadowing it
- Make motion optional - Supplement with haptics and audio; never use motion as the only way to communicate
- Aim for brevity - Brief, precise animations feel lightweight and convey information effectively
- Prefer explicit animations - Use
withAnimationover.animation()modifier for clarity - Use spring animations - They feel more natural and iOS-native
- **Start with `.spring(respon
...
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LicenseMIT License