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AI agent skill · by @jamesrochabrun

Swiftui Animation

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.

Archived 2026-10-23 · Source updated 2026-01-14 · License: MIT. Check the original repository for the latest version.

SKILL.md instructions

# 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

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