This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
Scanned 9/20/2026
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---
name: swiftui-animation
description: This skill provides comprehensive guidance for implementing advanced SwiftUI animations, transitions, matched geometry effects, and Metal shader integration. Use when building animations, view transitions, hero animations, or GPU-accelerated effects in SwiftUI apps for iOS and macOS.
---
# 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
```swift
// 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
```swift
// 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
```swift
@Namespace var namespace
// Source view
ThumbnailView()
.matchedGeometryEffect(id: "hero", in: namespace)
// Destination view
DetailView()
.matchedGeometryEffect(id: "hero", in: namespace)
```
### Metal Shader Effects (iOS 17+)
```swift
// 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
```swift
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
```swift
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
```swift
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
1. **Motion should be purposeful** - Don't add animation for its own sake; support the experience without overshadowing it
2. **Make motion optional** - Supplement with haptics and audio; never use motion as the only way to communicate
3. **Aim for brevity** - Brief, precise animations feel lightweight and convey information effectively
4. **Prefer explicit animations** - Use `withAnimation` over `.animation()` modifier for clarity
5. **Use spring animations** - They feel more natural and iOS-native
6. **Start with `.spring(response: 0.35, dampingFraction: 0.8)`** - Good default for most interactions
7. **Keep animations under 400ms** - Longer feels sluggish
8. **Let people cancel motion** - Don't force users to wait for animations to complete
9. **Test on device** - Simulator animation timing differs
10. **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
## Technique Map
- **Explicit over implicit animation** — withAnimation over .animation(); because intent is clearer; easier to reason about.
- **Spring presets (iOS 17+)** — .snappy, .smooth, .bouncy; because HIG-aligned defaults.
- **Matched geometry for hero** — @Namespace + matchedGeometryEffect(id:in:); because smooth shape morphing across views.
- **Metal shader modifiers** — colorEffect, distortionEffect, layerEffect; because GPU-accelerated effects in SwiftUI.
- **Asymmetric transitions** — insertion vs removal different; because list add/remove often needs different motion.
- **Under 400ms** — Keep animations brief; because longer feels sluggish.
## Technique Notes
References: motion-guidelines.md, animations.md, transitions.md, metal-shaders.md. Default spring: response 0.35, dampingFraction 0.75. Test on device; simulator timing differs. Profile shader performance.
---
## Prompt Architect Overlay
**Role Definition:** SwiftUI animation expert. Springs, transitions, matched geometry, PhaseAnimator, KeyframeAnimator, Metal shader integration. Motion design principles, accessibility.
**Input Contract:** Accepts animation request, transition need, hero animation, Metal effect, or "animation not working." Code snippet or description.
**Output Contract:** Code pattern with appropriate modifier. Spring parameters or preset. Transition type. Reference to detailed doc. Best practices reminder. Troubleshooting if issue described.
**Edge Cases & Fallbacks:** If matched geometry jumps→check same ID/namespace, explicit withAnimation. If shader not appearing→verify .metal in target, signature, maxSampleOffset. If animation not working→ensure withAnimation, animatable property, view actually changing.
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