SwiftUI Liquid Glass components
Liquid Glass done correctly on iOS 26, with a designed Material fallback on iOS 17 and later, so every piece ships to every user.
About these pieces
One self-contained Swift file each, Apple frameworks only, from iOS 17.
Liquid Glass arrived with iOS 26 and the API is small: glassEffect, GlassEffectContainer and glassEffectID. The hard parts are around it: gating every call with #available, grouping sibling glass in one container so it can morph, and designing the fallback that most of your users will still see.
Glass Surface is the foundation: glass in a capsule, rect, circle or concentric shape, with a layered Material fallback that keeps the press response and specular edge. Glass Segments is a segmented control whose indicator you can grab and drag. Glass Action Menu long-presses open into actions you slide across and release to fire. Floating Dock and Glass Text also use glass on iOS 26.
Learn the technique: Liquid Glass guide.
Questions
How the pieces work, and how to build the same thing yourself. Every piece's page has its full notes.
Does Liquid Glass work on iOS 17 or 18?
No. glassEffect is iOS 26 only. Every glass piece here gates it with #available(iOS 26, *) and falls back to a Material surface on earlier versions, so the same file builds and runs from iOS 17.
What is GlassEffectContainer for?
It renders sibling glass views as one layer, so their shapes blend when close and can morph into each other with glassEffectID. Without it, glass samples glass and the result looks muddy.
Is .liquidGlass a real SwiftUI modifier?
No. Modifiers like .liquidGlassUltra or .fill(.liquidGlass) appear in tutorials but do not exist. The real surface is glassEffect(_:in:), Glass.regular, .clear and .identity, GlassEffectContainer, glassEffectID and the .glass button styles.
Keep browsing
Nearby collections, then every category in the library.
- Navigation7Floating docks, tracking tabs, stretchy headers and an A to Z index.
- Buttons and controls7Buttons and dials with press depth, hold, drag and outcome states.
- Text4Type that reveals, expands, holds pictures and renders as glass.
- Backgrounds2Quiet atmospheres: a Metal silk shader and a touch-reactive dot grid.
- Inputs and forms17Tracks, steppers, rails and fields built for the thumb, down to addresses, map pins and signatures.
- Cards5Cards with depth, motion, parallax and gesture-driven stacks.
- Lists7Rows, grids and carousels with swipe, drag-to-select, follow-the-latest and completion physics.
- Sheets5Toasts, confirmations, permission moments and guided tours.
- Feedback5Reactions, ratings, status morphs, skeletons and outcomes.
- Motion1Gesture modifiers with real physics.
- Data and charts6Scrubbable charts, rings, streak heatmaps, live stats and odometers.
- AI6Streaming replies, thinking states, prompt chips and answer sources.
- Media8Photo viewing and cropping, story playback, attachments and link previews.
- Animations16Springs, gesture physics, transitions and morphs, across every category.
- Haptics33Pieces that tick, tap and confirm at the moment that matters.
Ready to build something better?
85 pieces, one file each, yours to keep. Start with the library or see what the whole app looks like.