# swiftui-animation

Guides AI coding agents through building SwiftUI spring animations and Metal shader effects on iOS and macOS.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 567 installs · ★ 221
- Author: jamesrochabrun
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/jamesrochabrun/skills/tree/HEAD/skills/swiftui-animation/SKILL.md
- Updated: 2026-01-14
- HTML: https://affpapa.org/en/nevibecode/skills/jamesrochabrun-swiftui-animation

## What it does

This skill equips coding agents with Apple motion design principles and spring physics for SwiftUI. It provides code conventions for `PhaseAnimator`, `KeyframeAnimator`, and hero transitions via `matchedGeometryEffect`.

The reference documentation covers GPU-accelerated Metal shader integration for iOS 17+. The agent learns to write `.colorEffect()` or `.distortionEffect()` modifiers using `ShaderLibrary`, as well as embedding an `MTKView` through `UIViewRepresentable` when custom rendering is needed.

Keep animations under 400ms so the interface stays responsive, starting from `.spring(response: 0.35, dampingFraction: 0.8)`. Testing frame rates directly on physical hardware is necessary. The iOS Simulator handles spring timing and GPU load differently.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add jamesrochabrun/skills --skill swiftui-animation -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/swiftui-animation/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/swiftui-animation/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add jamesrochabrun/skills --skill swiftui-animation -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/swiftui-animation/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add jamesrochabrun/skills --skill swiftui-animation -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/swiftui-animation/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install jamesrochabrun/skills swiftui-animation
```

2. **Manually: put the files in place**
- File: `.github/skills/swiftui-animation/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add jamesrochabrun/skills --skill swiftui-animation -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/jamesrochabrun/skills --path skills/swiftui-animation
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/swiftui-animation/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add jamesrochabrun/skills --skill swiftui-animation -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/jamesrochabrun/skills/tree/HEAD/skills/swiftui-animation/SKILL.md

## When to use it
- implement hero transitions using matchedGeometryEffect
- configure spring physics with response and damping fraction
- apply Metal distortion and color effects via ShaderLibrary
- sequence multi-step animations using PhaseAnimator

## Example prompts
- Create an expandable card view using explicit spring animation
- Connect thumbnail and detail views with matchedGeometryEffect
- Apply a wave distortion shader to this image layer using ShaderLibrary

## Source text · SKILL.md · MIT

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BEGIN THIRD-PARTY FILE c923c74a730cb204
````text
---
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
````
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