swiftui-animation

Advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration for iOS and macOS. Covers animation curves, springs, keyframe animators, and phase animators for orchestrated multi-step sequences Includes built-in transitions (fade, slide, scale, move) and asymmetric transitions for directional entry/exit effects Provides matched geometry effect patterns for hero animations and smooth view transitions Supports GPU-accelerated Metal shader effects including color manipulation, pixel distortion, and layer effects (iOS 17+) Includes motion design principles, accessibility guidelines, platform-specific considerations, and performance optimization strategies

INSTALLATION
npx skills add https://github.com/jamesrochabrun/skills --skill swiftui-animation
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.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 withAnimation over .animation() modifier for clarity
  • Use spring animations - They feel more natural and iOS-native
  • **Start with .spring(response: 0.35, dampingFraction: 0.8)** - Good default for most interactions
  • Keep animations under 400ms - Longer feels sluggish
  • Let people cancel motion - Don't force users to wait for animations to complete
  • Test on device - Simulator animation timing differs
  • Profile shader performance - GPU time matters for complex effects

Troubleshooting

Animation not working

  • Ensure state change is wrapped in withAnimation
  • Check that the property is animatable
  • Verify the view is actually changing

Matched geometry jumps

  • Both views must use the same ID and namespace
  • Use explicit withAnimation when toggling
  • Check zIndex for proper layering

Shader not appearing

  • Verify .metal file is added to target
  • Check shader function signature matches expected format
  • Ensure maxSampleOffset is set correctly for distortion effects
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