liquid-glass — Codex skill: what it does, how to install
Implements and reviews macOS SwiftUI Liquid Glass interfaces, stripping conflicting custom backgrounds so system materials render cleanly.
npx skills add openai/plugins --skill liquid-glass -a codexWhat liquid-glass does
This skill audits and updates macOS SwiftUI apps to adopt native Liquid Glass. The agent starts with standard hierarchy: NavigationSplitView, toolbars, and search placement. It removes opaque fills, custom sidebar skins, and dark scrims behind sheets that block native scroll-edge effects.
Custom glassEffect modifiers are reserved for unique surfaces. Nearby glass elements get grouped inside a single GlassEffectContainer so they sample each other accurately without refraction glitches. For interactive controls, it applies .interactive() and local namespaces for morphing transitions.
Use it when modernizing a Mac app UI. If your project relies strictly on custom cross-platform canvas styling, this skill will not fit.
What it helps with
- Adopt native macOS Liquid Glass materials across SwiftUI views
- Audit and strip custom scrims or background fills behind sheets and bars
- Group toolbar items with ToolbarSpacer and sharedBackgroundVisibility
- Wrap adjacent custom glass elements in GlassEffectContainer for correct refraction
Example prompts for the agent
- Audit this NavigationSplitView and replace custom blur with system Liquid Glass.
- Clean up the toolbar backgrounds and configure spacing with ToolbarSpacer.
- Wrap these floating controls into a GlassEffectContainer with interactive glassEffect.
How to install liquid-glass
1Skills CLI (Vercel)
npx skills add openai/plugins --skill liquid-glass -a codex2Manually: put the files in place
.agents/skills/liquid-glass/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add openai/plugins --skill liquid-glass -a claude-code2Manually: put the files in place
~/.claude/skills/liquid-glass/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/liquid-glass/
Manually: put the files in place
.cursor/skills/liquid-glass/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install openai/plugins liquid-glass2Manually: put the files in place
.github/skills/liquid-glass/SKILL.mdPlatform CLI
gemini skills install https://github.com/openai/plugins --path plugins/build-macos-apps/skills/liquid-glassManually: put the files in place
.devin/skills/liquid-glass/SKILL.mdThe legacy .windsurf/skills/ path still works
Claude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set201
The whole set →Similar
Questions about liquid-glass
How to install liquid-glass in Codex?
Run npx skills add openai/plugins --skill liquid-glass in your terminal or place the skill definition in .agents/skills/liquid-glass/SKILL.md.
What does the liquid-glass skill do?
It guides an AI agent through implementing and reviewing SwiftUI interfaces on macOS. It focuses on using standard system components first before layering custom glass effects.
Why does the skill require GlassEffectContainer for nearby views?
Separate containers cannot sample glass from one another. Wrapping adjacent views in a single container prevents broken refraction and inconsistent visual artifacts.
Source text
SKILL.md · MIT
--- name: liquid-glass description: Implement and review macOS SwiftUI Liquid Glass UI. Use when adopting system glass, removing conflicting custom chrome, or building glass surfaces. --- # Liquid Glass ## Overview Use this skill to bring a macOS SwiftUI app into the modern macOS design system with the least custom chrome possible. Start with standard app structure, toolbars, search placement, sheets, and controls, then add custom Liquid Glass only where the app needs a distinctive surface. Prefer system-provided glass and adaptive materials over bespoke blur, opaque backgrounds, or custom toolbar/sidebar skins. Audit existing UI for extra fills, scrims, and clipping before adding more effects. ## Workflow 1. Read the relevant scene or root view and identify the structural pattern: `NavigationSplitView`, `TabView`, sheet presentation, detail/inspector layout, toolbar, or custom floating controls. 2. Remove custom backgrounds or darkening layers behind system sheets, sidebars, and toolbars unless the product explicitly needs them. These can obscure Liquid Glass and interfere with the automatic scroll-edge effect. 3. Update standard SwiftUI structure and controls first. 4. Add custom `glassEffect` surfaces only for app-specific UI that standard controls do not cover. 5. Validate that glass grouping, transitions, icon treatment, and foreground activation are visually coherent and still usable with pointer and keyboard. 6. If the UI change also affects launch behavior for a SwiftPM GUI app, use `build-run-debug` so the app runs as a foreground `.app` bundle rather than as a raw executable. ## App Structure - Prefer `NavigationSplitView` for hierarchy-driven macOS layouts. Let the sidebar use the system Liquid Glass material instead of painting over it. - For hero artwork or large media adjacent to a floating sidebar, use `backgroundExtensionEffect` so the visual can extend beyond the safe area without clipping the subject. - Keep inspectors visually associated with the current selection and avoid giving them a heavier custom background than the content they inspect. - If the app uses tabs, keep `TabView` for persistent top-level sections and preserve each tab's local navigation state. - Do not force iPhone-only tab bar minimize/accessory behavior onto a Mac app. On macOS, prefer a conventional top toolbar and native tab/search placement. - If a sheet already uses `presentationBackground` purely to imitate frosted material, consider removing it and letting the system's new material render. - For sheet transitions that should visually originate from a toolbar button, make the presenting item the source of a navigation zoom transition and mark the sheet content as the destination. ## Toolbars - Assume toolbar items are rendered on a floating Liquid Glass surface and are grouped automatically. - Use `ToolbarSpacer` to communicate grouping: - fixed spacing to split related actions into a distinct group, - flexible spacing to push a leading action away from a trailing group. - Use `sharedBackgroundVisibility` when an item should stand alone without the shared glass background, for example a profile/avatar item. - Add `badge` to toolbar item content for notification or status indicators. - Expect monochrome icon rendering in more toolbar contexts. Use `tint` only to convey semantic meaning such as a primary action or alert state, not as pure decoration. - If content underneath a toolbar has extra darkening, blur, or custom background layers, remove them before judging the new automatic scroll-edge effect. - For dense windows with many floating elements, tune the content's scroll-edge treatment with `scrollEdgeEffectStyle` instead of building a custom bar background. ## Search - For a search field that applies across a whole split-view hierarchy, attach `searchable` to the `NavigationSplitView`, not to just one column. - When search is secondary and a compact affordance is better, use `searchToolbarBehavior` instead of hand-rolling a toolbar button and a separate field. - For a dedicated search page in a multi-tab app, assign the search role to one tab and place `searchable` on the `TabView`. - Make most of the app's content discoverable from search when the field lives in the top-trailing toolbar location. - On iPad and Mac, expect the dedicated search tab to show a centered field above browsing suggestions rather than a bottom search bar. ## Controls - Prefer standard SwiftUI controls before creating custom glass components. - Expect bordered buttons to default to a capsule shape at larger sizes. On macOS, mini/small/medium controls preserve a rounded-rectangle shape for denser layouts. - Use `buttonBorderShape` when a button shape needs to be explicit. - Use `controlSize` to preserve density in inspectors and popovers, and reserve extra-large sizing for truly prominent actions. - Use the system glass and glass-prominent button styles for primary actions instead of recreating a translucent button background by hand. - For sliders with discrete values, pass `step` to get automatic tick marks or provide specific ticks in a `ticks` closure. - For sliders that should expand left and right around a baseline, set `neutralValue`. - Use `Label` or standard control initializers for menu items so icons are consistently placed on the leading edge across platforms. - For custom shapes that must align concentrically with a sheet, card, or window corner, use a concentric rectangle shape with the `containerConcentric` corner configuration instead of guessing a radius. ## Custom Liquid Glass - Use `glassEffect` for custom glass surfaces. The default shape is capsule-like and text foregrounds are automatically made vibrant and legible against changing content underneath. - Pass an explicit shape to `glassEffect` when a capsule is not the right fit. - Add `tint` only when color carries meaning, such as a status or call to action. - Use `glassEffect(... .interactive())` for custom controls or containers with interactive elements so they scale, bounce, and shimmer like system glass. - Wrap nearby custom glass elements in one `GlassEffectContainer`. This is a visual correctness rule, not just organization: separate containers cannot sample each other's glass and can produce inconsistent refraction. - Use `glassEffectID` with a local `@Namespace` when matching glass elements should morph between collapsed and expanded states. ## Review Checklist - Standard structures and controls were updated first before adding custom glass. - Opaque backgrounds, dark scrims, and custom toolbar/sheet fills that fight the system material were removed unless intentionally required. - `searchable` is attached at the correct container level for the intended search scope. - Toolbar grouping uses `ToolbarSpacer`, `sharedBackgroundVisibility`, and `badge` instead of one-off hand-built chrome. - Icon tint is semantic, not decorative. - Custom glass elements that sit near each other share a `GlassEffectContainer`. - Morphing glass transitions use `glassEffectID` with a namespace and stable identity. - Any SwiftPM GUI app used to test the result is launched as a `.app` bundle, not as a raw executable. ## Guardrails - Do not rebuild system sidebars, toolbars, sheets, or controls from scratch if standard SwiftUI APIs already provide the modern macOS behavior. - Do not apply custom opaque backgrounds behind a `NavigationSplitView` sidebar, system toolbar, or sheet just because an older version needed one. - Do not scatter related glass elements across multiple `GlassEffectContainer`s. - Do not tint every icon or glass surface for visual variety alone. - Do not assume an iPhone tab/search behavior is the right answer on macOS. Prefer desktop-native toolbar, split-view, and inspector placement. - Do not leave a GUI SwiftPM app launching as a bare executable when reviewing Liquid Glass behavior; missing foreground activation can make a design bug look like a rendering bug. ## When To Use Other Skills - Use `swiftui-patterns` when the main question is scene architecture, sidebar/detail layout, commands, or settings rather than Liquid Glass-specific treatment. - Use `view-refactor` when the main issue is file structure, state ownership, and extracting large views before design changes. - Use `appkit-interop` when the design requires window, panel, responder-chain, or AppKit-only control behavior. - Use `build-run-debug` when you need to launch, verify, or inspect logs for the app after the visual update.
© OpenAI · MIT · openai/plugins