Use when adding new error messages to React, or seeing "unknown error code" warnings.
npx skills add tryhuset/agent-skills --skill "swiftui-animations"
Install specific skill from multi-skill repository
# Description
Use when building, debugging, or refining animations in SwiftUI iOS/macOS apps. Covers implicit/explicit animations, transitions, gesture-driven interactions, and modern iOS 17+ APIs like PhaseAnimator and KeyframeAnimator.
# SKILL.md
name: swiftui-animations
description: Use when building, debugging, or refining animations in SwiftUI iOS/macOS apps. Covers implicit/explicit animations, transitions, gesture-driven interactions, and modern iOS 17+ APIs like PhaseAnimator and KeyframeAnimator.
You are an expert in SwiftUI animations. Help developers create smooth, performant, and accessible animations following Apple's best practices.
Core Principles
How SwiftUI Animation Works
- Animations are driven by state changes – SwiftUI animates the difference between old and new state
- Transactions propagate down – When you wrap a state change in
withAnimation, a transaction flows through the view hierarchy - Only animatable data animates – Types must conform to
Animatable(most built-in types do: CGFloat, Color, CGSize, etc.) - Animation is declarative – You describe what the end state looks like, SwiftUI figures out the interpolation
Mental Model
State Change → Transaction Created → View Diffed → Animatable Properties Interpolated → Frames Rendered
Think of animations as automatic interpolation between two snapshots of your view. Your job is to:
1. Define the two states clearly
2. Tell SwiftUI which timing curve to use
3. Ensure the properties you want animated are Animatable
Implicit Animations
The easiest way to animate – attach an .animation() modifier or wrap state changes in withAnimation.
withAnimation (Recommended)
Wraps a state change so all resulting view updates animate:
withAnimation(.spring(duration: 0.4, bounce: 0.3)) {
isExpanded.toggle()
}
When to use: When you control the state change (button taps, gestures, responses).
.animation() Modifier
Animates whenever the observed value changes:
Circle()
.scaleEffect(isActive ? 1.2 : 1.0)
.animation(.easeInOut(duration: 0.3), value: isActive)
When to use: When state changes outside your control (bindings, parent state).
Critical: Always use value: parameter. The old .animation(.default) without value is deprecated and causes unpredictable behavior.
Timing Curves
| Curve | Use Case |
|---|---|
.linear |
Mechanical, constant motion (progress bars) |
.easeIn |
Objects entering from user action |
.easeOut |
Objects settling into place |
.easeInOut |
General UI, symmetrical movement |
.spring(duration:bounce:) |
Default choice for iOS – natural feel |
.spring(response:dampingFraction:) |
Fine-tuned spring physics |
.interactiveSpring |
Gesture-driven, snappy response |
Rule of thumb: Use .spring() unless you have a reason not to. Apple's HIG recommends spring animations for most interactions.
Explicit Animations
For custom types and complex animations where implicit animation isn't enough.
The Animatable Protocol
Any type can animate if it provides an animatableData property:
struct AnimatableGradient: View, Animatable {
var progress: CGFloat
var animatableData: CGFloat {
get { progress }
set { progress = newValue }
}
var body: some View {
// Use progress (0→1) to interpolate colors, positions, etc.
}
}
SwiftUI calls the setter repeatedly with interpolated values between old and new state.
AnimatableModifier
For reusable animated effects:
struct CountingModifier: AnimatableModifier {
var value: Double
var animatableData: Double {
get { value }
set { value = newValue }
}
func body(content: Content) -> some View {
content.overlay(Text("\(Int(value))"))
}
}
// Usage: Text counts from 0 to 100
Text("Score").modifier(CountingModifier(value: score))
Animating Shapes
Shapes animate via their animatableData. For multiple values, use AnimatablePair:
struct Wedge: Shape {
var startAngle: Double
var endAngle: Double
var animatableData: AnimatablePair<Double, Double> {
get { AnimatablePair(startAngle, endAngle) }
set {
startAngle = newValue.first
endAngle = newValue.second
}
}
func path(in rect: CGRect) -> Path { /* ... */ }
}
Nested pairs for 3+ values: AnimatablePair<CGFloat, AnimatablePair<CGFloat, CGFloat>>
Transitions
Transitions animate views entering and leaving the view hierarchy. They only apply when views are inserted/removed (via if, switch, ForEach changes).
Built-in Transitions
if showDetail {
DetailView()
.transition(.slide)
}
| Transition | Effect |
|---|---|
.opacity |
Fade in/out |
.slide |
Slide from leading edge |
.move(edge:) |
Slide from specified edge |
.scale |
Grow from center |
.scale(anchor:) |
Grow from anchor point |
.push(from:) |
Push in, old view pushed out |
.offset(x:y:) |
Animate from offset position |
Combining Transitions
.transition(.scale.combined(with: .opacity))
// Or use extension for reusability:
extension AnyTransition {
static var scaleAndFade: AnyTransition {
.scale(scale: 0.8).combined(with: .opacity)
}
}
Asymmetric Transitions
Different animations for insertion vs removal:
.transition(.asymmetric(
insertion: .move(edge: .trailing).combined(with: .opacity),
removal: .move(edge: .leading).combined(with: .opacity)
))
Custom Transitions
Build from any ViewModifier:
struct SlideAndBlur: ViewModifier {
let active: Bool
func body(content: Content) -> some View {
content
.offset(x: active ? 200 : 0)
.blur(radius: active ? 10 : 0)
}
}
extension AnyTransition {
static var slideBlur: AnyTransition {
.modifier(
active: SlideAndBlur(active: true),
identity: SlideAndBlur(active: false)
)
}
}
Key gotcha: Transitions require withAnimation around the state change that adds/removes the view. The .animation() modifier on the view itself won't trigger transitions.
Gesture-Driven Animations
Interactive animations that respond to user touch in real-time.
Basic Drag with Spring Release
@State private var offset: CGSize = .zero
var body: some View {
Circle()
.offset(offset)
.gesture(
DragGesture()
.onChanged { offset = $0.translation }
.onEnded { _ in
withAnimation(.spring(response: 0.4, dampingFraction: 0.6)) {
offset = .zero
}
}
)
}
GestureState for Auto-Reset
@GestureState automatically resets when gesture ends – perfect for temporary states:
@GestureState private var dragOffset: CGSize = .zero
var body: some View {
Card()
.offset(dragOffset)
.animation(.interactiveSpring, value: dragOffset)
.gesture(
DragGesture()
.updating($dragOffset) { value, state, _ in
state = value.translation
}
)
}
Velocity-Aware Animations
Use gesture velocity for natural-feeling releases:
.onEnded { gesture in
let velocity = CGVector(
dx: gesture.velocity.width / 300,
dy: gesture.velocity.height / 300
)
withAnimation(.spring(response: 0.4, dampingFraction: 0.7, blendDuration: 0.25).speed(1)) {
// Factor velocity into final position
}
}
Tracking Animation Progress
Use GeometryReader + PreferenceKey or iOS 17's onGeometryChange to read animated values for coordinated effects.
Spring Parameters for Gestures
| Context | Recommended Spring |
|---|---|
| Dragging (live) | .interactiveSpring or no animation |
| Release to origin | .spring(response: 0.4, dampingFraction: 0.7) |
| Release to target | .spring(response: 0.5, dampingFraction: 0.8) |
| Snap to position | .spring(response: 0.3, dampingFraction: 0.9) |
Modern APIs (iOS 17+)
iOS 17 introduced powerful declarative animation APIs that simplify complex sequences.
PhaseAnimator
Cycles through discrete phases automatically – perfect for looping or multi-step animations:
enum BouncePhase: CaseIterable {
case initial, compress, stretch, settle
var scale: CGSize {
switch self {
case .initial: CGSize(width: 1, height: 1)
case .compress: CGSize(width: 1.1, height: 0.9)
case .stretch: CGSize(width: 0.9, height: 1.1)
case .settle: CGSize(width: 1, height: 1)
}
}
}
PhaseAnimator(BouncePhase.allCases) { phase in
Circle()
.scaleEffect(phase.scale)
} animation: { phase in
switch phase {
case .initial: .spring(duration: 0.2, bounce: 0.5)
default: .spring(duration: 0.25, bounce: 0.3)
}
}
Trigger-based: Add trigger: parameter to run on value change instead of looping:
PhaseAnimator(phases, trigger: triggerValue) { phase in ... }
KeyframeAnimator
Fine-grained control with keyframes on multiple properties:
KeyframeAnimator(initialValue: AnimationState()) { state in
Circle()
.offset(x: state.xOffset)
.scaleEffect(state.scale)
.opacity(state.opacity)
} keyframes: { _ in
KeyframeTrack(\.xOffset) {
LinearKeyframe(0, duration: 0.1)
SpringKeyframe(100, duration: 0.4, spring: .bouncy)
SpringKeyframe(0, duration: 0.3)
}
KeyframeTrack(\.scale) {
LinearKeyframe(1.0, duration: 0.1)
CubicKeyframe(1.3, duration: 0.2)
CubicKeyframe(1.0, duration: 0.4)
}
}
Keyframe types:
- LinearKeyframe – Constant velocity
- CubicKeyframe – Bezier easing
- SpringKeyframe – Physics-based
- MoveKeyframe – Instant jump (no interpolation)
New Spring Syntax
iOS 17 simplified spring parameters:
// Old (still works)
.spring(response: 0.5, dampingFraction: 0.7)
// New – more intuitive
.spring(duration: 0.5, bounce: 0.3) // bounce: 0 = no bounce, 1 = max bounce
// Presets
.spring(.smooth) // No bounce
.spring(.snappy) // Slight bounce
.spring(.bouncy) // Pronounced bounce
When to Use What
| Scenario | API |
|---|---|
| Single state change | withAnimation |
| Looping/cycling animation | PhaseAnimator |
| Complex multi-property choreography | KeyframeAnimator |
| User-triggered sequence | PhaseAnimator with trigger: |
| Fine-tuned timing control | KeyframeAnimator |
Critical Rules
DO:
- Always use
value:parameter with.animation()modifier – the valueless version is deprecated and buggy - Prefer
withAnimationover.animation()– more explicit control over what triggers animation - Use springs as default – they feel more natural than linear/ease curves
- Respect reduced motion – check
accessibilityReduceMotion(see Accessibility section) - Animate layout, not frames – use
.offset(),.scaleEffect(),.opacity()rather than changingframedirectly - Keep animations under 400ms for UI responses – longer feels sluggish
- Test on device – Simulator timing differs from real hardware
DO NOT:
- Don't animate inside
bodycomputation – body should be pure; trigger animations from state changes - Don't use
.animation()withoutvalue:– causes unpredictable cascading animations - Don't fight the framework – if an animation is hard to achieve, reconsider the approach
- Don't animate too many properties simultaneously – pick 2-3 max for clarity
- Don't use
DispatchQueue.main.asyncAfterfor sequencing – usePhaseAnimatoror completion-based APIs - Don't nest
withAnimationblocks – the innermost wins, outer is ignored - Don't assume animation completion – SwiftUI doesn't guarantee completion callbacks; use
Transactionfor critical sequencing
Common Gotchas
| Problem | Cause | Fix |
|---|---|---|
| Transition doesn't animate | Missing withAnimation around state change |
Wrap if condition change in withAnimation |
| Animation happens twice | Using both withAnimation and .animation() |
Pick one approach |
| Choppy animation | Animating non-animatable property | Check type conforms to Animatable |
| Spring never settles | dampingFraction too low |
Use 0.7+ for settling, or add .speed() |
| Animation on wrong view | Transaction propagating unexpectedly | Use .transaction { $0.animation = nil } to block |
| List items animate weirdly | Missing stable id |
Ensure Identifiable with stable IDs |
Accessibility
Respecting Reduced Motion
Users can enable "Reduce Motion" in system settings. Always provide alternatives:
@Environment(\.accessibilityReduceMotion) var reduceMotion
var body: some View {
Card()
.transition(reduceMotion ? .opacity : .slide.combined(with: .opacity))
}
// For animations:
func animateChange() {
if reduceMotion {
// Instant or simple fade
withAnimation(.easeOut(duration: 0.15)) {
isExpanded.toggle()
}
} else {
// Full spring animation
withAnimation(.spring(duration: 0.4, bounce: 0.3)) {
isExpanded.toggle()
}
}
}
Quick Helper
extension Animation {
static func respectful(_ animation: Animation, reducedMotion: Animation = .easeOut(duration: 0.15)) -> Animation {
// Use at call site with @Environment check
animation
}
}
// Or create a View extension:
extension View {
func animateRespectfully<V: Equatable>(
_ animation: Animation,
value: V,
reduceMotion: Bool
) -> some View {
self.animation(reduceMotion ? .easeOut(duration: 0.15) : animation, value: value)
}
}
Guidelines
- Fade is always safe –
.opacitytransitions work for everyone - Reduce, don't remove – some motion helps comprehension; just make it subtle
- Avoid vestibular triggers – large zooms, parallax, spinning are problematic
- Test with setting enabled – Settings → Accessibility → Motion → Reduce Motion
# Supported AI Coding Agents
This skill is compatible with the SKILL.md standard and works with all major AI coding agents:
Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.