Swiftui Animation
Implement, diagnose, or review SwiftUI motion using explicit and scoped implicit animations, springs, transitions, PhaseAnimator, KeyframeAnimator, matched geometry or navigation zoom, SF Symbol effects, and custom Animation types. Use when views should animate on state changes, insertion, removal, navigation, or multi-step choreography, or when motion must respect Reduce Motion and Swift concurrency.
- Skill ID
- dpearson2699/swift-ios-skills/swiftui-animation
- Publisher
- dpearson2699
- Repository
- swift-ios-skills
- Installs
- 0
- Files
- 4
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
dpearson2699/swift-ios-skills/swiftui-animationInstalls these files- SKILL.md
- evals/evals.json
- references/animation-advanced.md
- references/core-animation-bridge.md
What this skill tells the agent
SwiftUI Animation (iOS 26+)
Review, write, and fix SwiftUI animations. Apply modern animation APIs with correct timing, transitions, and accessibility handling using Swift 6.3 patterns.
Contents
- Triage Workflow
- withAnimation (Explicit Animation)
- Implicit Animation
- Spring Type (iOS 17+)
- PhaseAnimator (iOS 17+)
- KeyframeAnimator (iOS 17+)
- `@Animatable Macro`
- matchedGeometryEffect (iOS 14+)
- Navigation Zoom Transition (iOS 18+)
- Transitions (iOS 17+)
- ContentTransition (iOS 16+)
- Symbol Effects (iOS 17+)
- Symbol Rendering Modes
- Common Mistakes
- Review Checklist
- References
Triage Workflow
Step 1: Identify the animation category
| Category | API | When to use |
|---|---|---|
| State-driven | withAnimation, .animation(_:body:), .animation(_:value:) | Explicit state changes, selective modifier animation, or simple value-bound changes |
| Multi-phase | PhaseAnimator | Sequenced multi-step animations |
| Keyframe | KeyframeAnimator | Complex multi-property choreography |
| Shared element | matchedGeometryEffect | Layout-driven hero transitions |
| Navigation | matchedTransitionSource + .navigationTransition(.zoom) | NavigationStack push/pop zoom |
| View lifecycle | .transition() | Insertion and removal |
| Text content | .contentTransition() | In-place text/number changes |
| Symbol | .symbolEffect() | SF Symbol animations |
| Custom | CustomAnimation protocol | Novel timing curves |
| Core Animation bridge | CALayer, CAAnimation, CADisplayLink | Read references/core-animation-bridge.md before advising |
Step 2: Choose the animation curve
.easeInOut(duration: 0.3) // mechanical timing
.smooth // fluid, no bounce
.snappy // responsive, small bounce
.bouncy // playful, visible bounce
.spring(duration: 0.5, bounce: 0.3)Use the advanced catalog when presets do not express the intended motion.
Step 3: Apply and verify
- Confirm animation triggers on the correct state change.
- Test with Accessibility > Reduce Motion enabled.
- Verify no expensive work runs inside animation content closures.
- For CA bridges, use Coordinators for delegates, invalidate display links, treat frame-rate ranges as hints, and adapt work to the actual refresh rate.
withAnimation (Explicit Animation)
withAnimation(.spring) { isExpanded.toggle() }
// With completion (iOS 17+)
withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {
isExpanded = true
} completion: { loadContent() }Implicit Animation
Use withAnimation for state-mutation ownership, .animation(_:body:) for selected modifiers, and .animation(_:value:) for simple value-bound changes.
Badge()
.foregroundStyle(isActive ? .green : .secondary)
.animation(.snappy) { content in
content
.scaleEffect(isActive ? 1.15 : 1.0)
.opacity(isActive ? 1.0 : 0.7)
}Circle()
.scaleEffect(isActive ? 1.2 : 1.0)
.opacity(isActive ? 1.0 : 0.6)
.animation(.bouncy, value: isActive)Spring Type (iOS 17+)
Prefer the perceptual form or a preset. Load the advanced reference only when physical, response-based, or settling parameters are required.
Spring(duration: 0.5, bounce: 0.3)
Spring.smooth
Spring.snappy
Spring.bouncyPhaseAnimator (iOS 17+)
Cycle through discrete phases with per-phase animation curves.
enum PulsePhase: CaseIterable {
case idle, grow, shrink
}
struct PulsingDot: View {
var body: some View {
PhaseAnimator(PulsePhase.allCases) { phase in
Circle()
.frame(width: 40, height: 40)
.scaleEffect(phase == .grow ? 1.4 : 1.0)
.opacity(phase == .shrink ? 0.5 : 1.0)
} animation: { phase in
switch phase {
case .idle: .easeIn(duration: 0.2)
case .grow: .spring(duration: 0.4, bounce: 0.3)
case .shrink: .easeOut(duration: 0.3)
}
}
}
}Trigger-based variant advances to the next phase on each trigger change:
PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in
// ...
} animation: { _ in .spring(duration: 0.4) }KeyframeAnimator (iOS 17+)
Animate multiple properties along independent timelines.
struct AnimValues {
var scale: Double = 1.0
var yOffset: Double = 0.0
var opacity: Double = 1.0
}
struct BounceView: View {
@State private var trigger = false
var body: some View {
Button { trigger.toggle() } label: {
Image(systemName: "star.fill")
.font(.largeTitle)
.keyframeAnimator(
initialValue: AnimValues(),
trigger: trigger
) { content, value in
content
.scaleEffect(value.scale)
.offset(y: value.yOffset)
.opacity(value.opacity)
} keyframes: { _ in
KeyframeTrack(\.scale) {
SpringKeyframe(1.5, duration: 0.3)
CubicKeyframe(1.0, duration: 0.4)
}
KeyframeTrack(\.yOffset) {
CubicKeyframe(-30, duration: 0.2)
CubicKeyframe(0, duration: 0.4)
}
KeyframeTrack(\.opacity) {
LinearKeyframe(0.6, duration: 0.15)
LinearKeyframe(1.0, duration: 0.25)
}
}
}
.buttonStyle(.plain)
}
}Keyframe types: LinearKeyframe (linear), CubicKeyframe (smooth curve), SpringKeyframe (spring physics), MoveKeyframe (instant jump).
Use repeating: true for looping keyframe animations. Swift 6: keyframe closures are @Sendable; capture state/env values before the modifier.
@Animatable Macro
Replaces manual AnimatableData boilerplate. Attach to any type with animatable stored properties.
@Animatable
struct WaveShape: Shape {
var frequency: Double
var amplitude: Double
var phase: Double
@AnimatableIgnored var lineWidth: CGFloat
func path(in rect: CGRect) -> Path {
// draw wave using frequency, amplitude, phase
}
}Rules:
- Stored properties must conform to
VectorArithmetic. - Use
@AnimatableIgnoredto exclude non-animatable properties. - Computed properties are never included.
matchedGeometryEffect (iOS 14+)
Synchronize geometry between views for shared-element animations.
struct HeroView: View {
@Namespace private var heroSpace
@State private var isExpanded = false
var body: some View {
Group {
if isExpanded {
Button {
withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
isExpanded = false
}
} label: {
DetailCard()
.matchedGeometryEffect(id: "card", in: heroSpace)
}
} else {
Button {
withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
isExpanded = true
}
} label: {
ThumbnailCard()More from dpearson2699
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Open any RiverX project, search the Skills panel for dpearson2699/swift-ios-skills/swiftui-animation, and install it in one click.
