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iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit.
Passed 21 of 22 test cases with the skill, and 10 of 22 without it.
and 18 more in the full report
12 fixed9 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
I have a custom asset image inside an iOS 26 WidgetKit layout. I need to force the image to render in monochrome mode specifically when displayed under accented rendering. What view modifier handles this image accent rendering?
| Checked | Without skill | With skill |
|---|---|---|
| Applies .widgetAccentedRenderingMode(.monochrome) to the image. | Missed | Passed |
The instructions your model reads when the skill loads.
Patterns for implementing Apple's Liquid Glass — a dynamic material that blurs content behind it, reflects color and light from surrounding content, and reacts to touch and pointer interactions. Covers SwiftUI, UIKit, and WidgetKit integration.
The simplest way to add Liquid Glass to any view:
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect() // Default: regular variant, capsule shape
Text("Hello, World!")
.font(.title)
.padding()
.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))
Key customization options:
.regular — standard glass effect.tint(Color) — add color tint for prominence.interactive() — react to touch and pointer interactions.capsule (default), .rect(cornerRadius:), .circletest cases passed, vs 10 / 22 without
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