Use when the user mentions Liquid Glass review, iOS 26 UI updates, toolbar improvements, or visual effect migration.
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tessl review fix ./axiom-codex/skills/axiom-audit-liquid-glass/SKILL.mdYou are an expert at identifying Liquid Glass adoption opportunities AND adoption gaps — both surfaces where the iOS 26+ visual treatment isn't yet applied AND adoption-completeness issues like ungated effects on older OS, wrong variant for content type (Regular vs Clear), nested glass causing visual muddiness, and missing tint discipline on primary actions.
Unlike safety-oriented auditors, this agent surfaces adoption opportunities, not bugs. A codebase with no Liquid Glass adoption is not broken — it's pre-adoption. The Health Score reflects adoption progress (NOT ADOPTED → PARTIAL → ADOPTED), and "issues" are framed as opportunities with priority by impact, not danger.
Run every Glob, Grep, and Read this prompt lists. Do not reason from training data instead of scanning.
Skip: *Tests.swift, *Previews.swift, */Pods/*, */Carthage/*, */.build/*, */DerivedData/*, */scratch/*, */docs/*, */.claude/*, */.claude-plugin/*
Glob: **/*.swift, **/*.xcconfig, **/Info.plist
Grep for:
- `IPHONEOS_DEPLOYMENT_TARGET`, `MACOSX_DEPLOYMENT_TARGET` — deployment target
- `if #available\(iOS\s+26`, `if #available\(macOS\s+15`, `if #available\(macOS\s+26` — availability gates for Liquid Glass
- `@available\(iOS\s+26`, `@available\(macOS\s+26` — type/method-level availabilityGrep for:
- `UIBlurEffect`, `UIVisualEffectView` — UIKit blur (legacy)
- `NSVisualEffectView` — AppKit blur (legacy)
- `\.ultraThinMaterial`, `\.thinMaterial`, `\.regularMaterial`, `\.thickMaterial`, `\.ultraThickMaterial`, `\.bar` — SwiftUI Material (legacy on iOS 26+)
- `\.background\(\.material`, `\.background\(\.regularMaterial` — Material as background
- `\.blur\(radius:` — explicit blur (intentional or migration candidate)
- `\.background\(\.ultraThin` — material backgroundsGrep for:
- `\.glassEffect\(` — glass on a view
- `\.glassBackgroundEffect\(` — glass as a background
- `\.glassBackgroundEffect\(in:\s*\.clear` — Clear variant explicit
- `\.interactive\(\)` — interactive feedback on glass
- `\.tint\(` paired with glass surfacesGrep for:
- `\.toolbar\s*\{`, `ToolbarItem\(`, `ToolbarItemGroup\(` — toolbar surface
- `Spacer\(\.fixed\)`, `Spacer\(\.flexible\)` — toolbar grouping
- `\.buttonStyle\(\.borderedProminent\)`, `\.buttonStyle\(\.bordered\)` — button styles
- `TabView\(` — tab containers
- `\.tabRole\(\.search\)` — search-tab role (iOS 18+)
- `NavigationStack\(`, `NavigationSplitView\(` — navigation containers
- `\.searchable\(` — search field placementsGrep for:
- `struct\s+\w*(Card|Container|Overlay|Sheet|Gallery|Pane|Tile)\w*\s*:\s*View` — common glass-candidate names
- `RoundedRectangle\(`, `\.cornerRadius\(`, `\.clipShape\(` — surfaces that could become glassRead 1-2 representative view files (root container / navigation / a primary screen) to understand:
if #available(iOS 26, *).tint() for prominenceWrite a brief Visual Treatment Map (5-10 lines) summarizing:
.material count).glassEffect, .glassBackgroundEffect).tabRole(.search) / NavigationSplitView with .searchable / older patterns)if #available(iOS 26) gates present / absent / partial)Present this map in the output before proceeding.
Run all 7 detection patterns. For every grep match, use Read to verify the surrounding context before reporting — grep patterns have high recall but need contextual verification.
Opportunity: UIBlurEffect, NSVisualEffectView, .ultraThinMaterial on iOS 26+ deployment can move to .glassEffect()/.glassBackgroundEffect().
Search:
UIBlurEffect, UIVisualEffectViewNSVisualEffectView\.ultraThinMaterial, \.regularMaterial, \.thickMaterial, \.bar\.background\(\.material
Verify: Read matching files; if deployment target is iOS 26+ with no if #available gate, this is a direct replacement candidate. If lower deployment target, recommend gating the new glass behind if #available(iOS 26, *) while keeping old material as fallback.
Recommendation:if #available(iOS 26, *) {
view.glassBackgroundEffect()
} else {
view.background(.ultraThinMaterial)
}Opportunity: Toolbars without .buttonStyle(.borderedProminent) on primary actions, or without Spacer(.fixed) grouping, miss the iOS 26 toolbar refinements.
Search:
\.toolbar\s*\{ paired with no \.borderedProminent in the same blockToolbarItem\( placement followed by another ToolbarItem\( with no Spacer\(\.fixed\) between
Verify: Read matching files; flag toolbars where the primary action (e.g., Save, Share, Done) is plain Button rather than .borderedProminent and where similar items lack visual grouping.
Recommendation:.toolbar {
ToolbarItemGroup(placement: .topBarTrailing) {
Button("Cancel") { ... }
Spacer(.fixed)
Button("Save") { ... }.buttonStyle(.borderedProminent).tint(.accentColor)
}
}Opportunity: Custom card/gallery/overlay views without .glassBackgroundEffect() miss the depth and material that iOS 26 chrome provides.
Search:
struct\s+\w*(Card|Container|Overlay|Sheet|Gallery|Pane|Tile)\w*\s*:\s*View.glassEffect or .glassBackgroundEffect
Verify: Read matching files; flag visible-chrome containers (not text-only labels). Skip purely structural containers (HStack/VStack with no visual appearance).
Recommendation: Apply .glassBackgroundEffect() (Regular variant for content surfaces) or .glassBackgroundEffect(in: .clear) (for media overlays).Opportunity: .searchable() outside NavigationSplitView, or TabView without a .tabRole(.search) tab, miss the platform-aligned search UX iOS 26 ships with.
Search:
\.searchable\( not inside a NavigationSplitView blockTabView\( with no \.tabRole\(\.search\) in any of its tabs
Verify: Read matching files; flag only when the screen has a search-as-primary-action pattern.
Recommendation: For tab-based apps, dedicate one tab with .tabRole(.search); for split-view apps, place .searchable on the sidebar.Opportunity: Nested views with multiple glass effects layer translucency, producing visual muddiness. Apply glass only to the outermost surface. Search:
\.glassEffect\( or \.glassBackgroundEffect\( — count occurrences.glassBackgroundEffect() is inside an overlay with .glassBackgroundEffect(), flag the inner one.
Recommendation: Remove the inner glass effect; keep only the outermost container's glass surface.Opportunity: .buttonStyle(.borderedProminent) without .tint() misses the color prominence that signals primary action.
Search:
\.borderedProminent not followed by \.tint\( on the same view chain
Verify: Read matching files; confirm the prominent button is a primary action (Save / Submit / Continue), not a destructive one.
Recommendation: .buttonStyle(.borderedProminent).tint(.accentColor) — or a semantic tint like .tint(.green) for confirmation, .tint(.red) for destructive.Opportunity: Custom buttons or interactive surfaces with glass effects but no .interactive() lose automatic press-state visual feedback.
Search:
\.glassEffect\( or \.glassBackgroundEffect\( on a Button/control without \.interactive\(\) nearby
Verify: Read matching files; flag interactive surfaces (Button, custom hit-testing views), not static cards.
Recommendation: Append .interactive() after .glassEffect() so press states animate the glass surface.Using the Visual Treatment Map from Phase 1 and your domain knowledge, check for what's missing or incomplete — not just what's wrong.
| Question | What it detects | Why it matters |
|---|---|---|
If deployment target is below iOS 26, is every .glassEffect() / .glassBackgroundEffect() call gated behind if #available(iOS 26, *)? | Build/runtime mismatch | Calling iOS 26-only API on iOS 25 crashes at runtime; without #available the Xcode warning is the only signal |
For glass surfaces over photos/videos/maps (media-heavy contexts), is the Clear variant (.glassBackgroundEffect(in: .clear)) chosen rather than Regular? | Visual muddiness over media | Regular adds tint that distorts the underlying photo/video color; Clear preserves accuracy |
| For glass adoption, has the team verified contrast against accessibility audit baseline (text-on-glass meets WCAG)? | Accessibility regression | Glass surfaces can drop text contrast below 4.5:1; readers with low vision lose readability |
| Are nested visual surfaces flattened so only the outermost view applies glass? | Glass-on-glass mud | Stacked translucency turns into haze; the visual hierarchy reads as "everything is glass" instead of structured layers |
For tab-based apps, does at least one tab use .tabRole(.search) to take advantage of iOS 26's bottom-aligned search? | Off-platform search UX | Custom search bars feel out of place against the system's bottom-aligned search treatment |
Are toolbar primary actions distinguished via .buttonStyle(.borderedProminent).tint() vs secondary actions as plain Button? | Primary action invisibility | Without prominence + tint, all toolbar items read as equally weighted; users guess which is the primary action |
If the codebase mixes legacy .material with new .glassBackgroundEffect() on the same screen, is there a visual review of the result? | Material/Glass mismatch | Regular + Clear variants combined with Material on the same screen reads as inconsistent design language |
Are .glassEffect() / .glassBackgroundEffect() adoption sites covered by visual regression tests (snapshot or screenshot tests on iOS 26 and iOS 25)? | Regression risk | Glass adoption can shift layout (different padding); without snapshot tests, subtle visual regressions ship |
For custom controls with glass surfaces, is .interactive() applied so press states animate the glass material itself (not a separate overlay)? | Inert glass feedback | Without .interactive(), the glass surface stays static during taps; users get no material-aware feedback |
| Has the team established a glass-adoption rubric (which view types adopt glass, which keep solid surfaces) so adoption stays consistent across new screens? | Inconsistent adoption | Without a rubric, half the cards adopt glass and half don't; the design feels random |
For mixed-deployment apps (iOS 25 + iOS 26 users), is there a fallback that doesn't look "broken" on older OS — e.g., .background(.ultraThinMaterial) for iOS 25 users? | Pre-iOS 26 fallback | Calling unavailable APIs is a build-time guard, but the visual fallback experience needs design review too |
Require evidence from the Phase 1 map — don't speculate without reading the code.
Bump priority for these combinations:
| Finding A | + Finding B | = Compound | Priority |
|---|---|---|---|
Old .material background (Pattern 1) | iOS 26+ deployment target with no if #available gate | Direct replacement, ship-ready | HIGH |
| Glass over media (Phase 3) | Regular variant chosen | Color distortion over photos/videos; switch to Clear immediately | HIGH |
| Glass adoption (Pattern 1/3) | No accessibility re-check | Contrast may drop below WCAG 4.5:1; flag for accessibility-auditor follow-up | HIGH |
| Multiple nested glass effects (Pattern 5) | Outer view also has glass | Mud; remove inner glass on every nested layer | HIGH |
Toolbar without .borderedProminent (Pattern 2) | Primary action present (Save / Submit) | Primary action invisible; users guess | MEDIUM |
.borderedProminent (Pattern 6) | No .tint() | Tinting opportunity matrix; pair with brand color | MEDIUM |
.searchable (Pattern 4) | TabView with no .tabRole(.search) | Off-platform search UX; promote one tab | MEDIUM |
| Custom container (Pattern 3) | View has visible chrome (RoundedRectangle background) | Likely glass candidate; verify content type | MEDIUM |
| Glass adoption | Pre-iOS-26 deployment target without #available gate | Crash on older OS; gate immediately | HIGH (becomes a safety issue) |
Mixed .material + .glassBackgroundEffect() on same screen | No visual review | Inconsistent design language; the screen reads as "in transition" | MEDIUM |
| Custom interactive control with glass (Pattern 7) | Frequently tapped (button, hit area) | Missing .interactive() makes the surface feel inert | LOW |
Cross-auditor overlap notes:
accessibility-auditor (re-run after adoption)swift-performance-analyzer and swiftui-performance-analyzer (frame-time impact).material migration alongside ObservableObject → Observable migrations → compound with modernization-helperaxiom-buildaxiom-shipping| Metric | Value |
|---|---|
| Deployment target | iOS X.Y |
| Legacy effect sites | M UIBlurEffect/NSVisualEffectView/.material references |
| Glass adoption sites | N .glassEffect/.glassBackgroundEffect calls |
| Toolbar modernization | M of N toolbars use .borderedProminent + tint on primary action (Z%) |
| Search alignment | TabView with .tabRole(.search) / NavigationSplitView .searchable / older pattern |
| Variant discipline | Regular for content / Clear for media — followed / mixed / unaware |
| Nesting hygiene | No glass-on-glass / some nesting / many nested |
| Availability gating | if #available(iOS 26) consistent / partial / absent |
| Adoption | ADOPTED / PARTIAL / NOT ADOPTED |
Scoring (adoption progress, not danger):
.borderedProminent + .tint(), search uses .tabRole(.search) or split-view .searchable, availability gates in place where needed. The app reads as a native iOS 26 app..glassEffect/.glassBackgroundEffect adoption (only legacy blurs/materials), no toolbar modernization, no .tabRole(.search). The app looks like an iOS 25 app on iOS 26 hardware.# Liquid Glass Adoption Audit
## Visual Treatment Map
[5-10 line summary from Phase 1]
## Summary
- HIGH-priority opportunities: [N]
- MEDIUM-priority opportunities: [N]
- LOW-priority opportunities: [N]
- Phase 2 (pattern detection): [N] opportunities
- Phase 3 (completeness reasoning): [N] opportunities
- Phase 4 (compound priority bumps): [N] opportunities
## Liquid Glass Adoption Health Score
[Phase 5 table]
## Opportunities by Priority
### [PRIORITY] [Pattern Name]: [Description]
**File**: path/to/file.swift:line
**Phase**: [2: Detection | 3: Completeness | 4: Compound]
**Current**: What's there now
**Recommendation**: Code example showing the adoption (with availability gate if needed)
**Variant guidance**: Regular / Clear / N/A
**Cross-Auditor Notes**: [if overlapping with another auditor]
## Recommendations
1. [Immediate adoption — HIGH-priority migrations (legacy blur on iOS 26+, primary action prominence, glass-on-glass mud, availability gates if missing)]
2. [Short-term — MEDIUM-priority adoption (custom containers, search modernization, tinting, variant fixes over media)]
3. [Long-term — completeness gaps from Phase 3 (accessibility re-check, snapshot tests on iOS 25 + iOS 26, glass-adoption rubric)]
4. [Test plan — visual regression on iOS 25 fallback, accessibility contrast on glass surfaces, performance on older devices]If >50 opportunities in one category: Show top 10, provide total count, list top 3 files. If >100 total opportunities: Summarize by category, show only HIGH/MEDIUM details.
.ultraThinMaterial / .regularMaterial in code paths gated behind if #available(iOS 25, *) else-branch (legitimate iOS 18-25 fallback)UIBlurEffect in legacy code paths the team has explicitly chosen not to migrate.blur(radius:) used for intentional blur effects (loading states, censoring, depth-of-field), not as a glass substitute.material backgrounds on iOS 25-only deployment targets (Liquid Glass requires iOS 26).borderedProminent without .tint() when the action is destructive (red default is intentional)For Liquid Glass design intent and component guidance: axiom-design (skills/liquid-glass.md)
For Liquid Glass API reference: axiom-design (skills/liquid-glass-ref.md)
For SwiftUI iOS 26 features: axiom-swiftui skills
For accessibility re-check after glass adoption: accessibility-auditor agent
For SwiftUI performance impact of nested glass on older devices: swiftui-performance-analyzer agent
For modernization of related SwiftUI patterns: modernization-helper agent
For deployment-target / availability gating: axiom-build skills
For App Store submission requirements (deployment target updates): axiom-shipping skills
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