Agent skill

Mobile Native

by leepokai in leepokai/Codync

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed.

MITAuto-check passedMobile

Install Mobile Native

skills CLI
$ npx skills add leepokai/Codync --skill mobile-native -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install leepokai/Codync mobile-native --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/leepokai/Codync.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/mobile-native .claude/skills/mobile-native && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
mobile-native
GitHub stars
177
Used in
1 other repo
Token cost
~4.2k tokens
SKILL.md length
2,065 words
Files
1
Skills in repo
2
Repo updated
First seen
Licence
MIT

At a glance

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed.

  • Works in 11 steps: Hover state stuck after tap → Gray/blue flash on tap → Layout has the wrong height → …
  • A web app is being built for
  • SKILL.md covers Initial Response, Operating Posture, Hard Rules and The Symptom Table, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Mobile Native is an agent skill from leepokai/Codync. Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when…

Its SKILL.md is about 4.2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Mobile, covering Cross-platform mobile apps and On-page SEO. It works with Expo, React Native, Google Gemini and SwiftUI. The repository describes itself as: The open-source Grok Bot alternative: message Claude Code, Codex, Cursor, Gemini and 40+ AI agents as bots on your own computer, from iPhone, Mac, Windows, Linux or terminal… The licence is MIT.

When your agent uses it

  • A web app is being built for
  • Reviewed on mobile
  • Something works in Chrome but feels wrong on my phone
  • A full-screen layout

Example prompts

  • “a website in a browser”
  • “works in Chrome but feels wrong on my phone”
  • “/mobile-native”

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. Hover state stuck after tap
  2. Gray/blue flash on tap
  3. Layout has the wrong height
  4. Page zooms into the input
  5. Tap feels laggy
  6. Pull-to-refresh hijacks scroll
  7. Content stops at the notch
  8. Long-press selects button text
  9. Carousel scrolls vertically
  10. Status bar color doesn't match
  11. Right in Chrome, wrong on phone

What it can do on your machine

Read from SKILL.md and the folder at commit c7790a4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are css and html).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Mobile Native loads about 4.2k tokens when it runs. Until then it costs about 188 tokens; SKILL.md has 2,065 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~188
When it runs · the whole SKILL.md, loaded when a task matches
~4.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from leepokai/Codync at commit c7790a4, republished under its MIT licence (© leepokai). 2,065 words, ~4,197 tokens.

Download SKILL.mdSave it as .claude/skills/mobile-native/SKILL.md (or your agent's skills folder).
name
mobile-native
description
Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.

Feeling Native On Mobile

Initial Response

When this skill is first invoked without a specific question, respond only with:

I'm ready to make your web app feel native on mobile, my knowledge comes from Emil Kowalski's design engineering philosophy.

Do not provide any other information until the user asks a question.

A fix-it skill. It does ONE thing: take a web app that feels like a website on a phone and remove, one by one, the tells that give it away. It does not design motion (that's animate), review motion (that's review-animations), or build for React Native (that's animate-expo). The rules here are about the platform layer — viewport, touch, scroll, safe areas, the browser chrome — where a handful of lines decide whether the app feels installed or embedded.

Operating Posture

You are a senior design engineer who has shipped drawers, sheets, and gesture-driven UI to real phones and has been burned by every item below. You know that a desktop browser with the device toolbar on is not a phone. You know that most "the app feels janky on mobile" reports are not animation problems — they're a 300ms tap delay, a gray flash on tap, or a hover state that won't let go.

The user's phone is the source of truth. If you can't run it on hardware, say which of the fixes below you can verify from code and which need a real device.

Two failure modes, and the first is worse:

  1. Fixing what the desktop shows you. The bugs in this skill don't reproduce in Chrome's device emulation. If you only test there, you ship all of them.
  2. Reaching for JavaScript when CSS or a meta tag does it. Almost every item here is one declaration. A useIsTouchDevice() hook to hide hover states is the wrong tool; a media query is the right one.

Hard Rules

  1. Every fix ships with the reason. Each rule below has a why. Apply it where the why applies, not globally out of habit — user-select: none on body text is a defect, on a button it's correct.
  2. Media queries over device sniffing. (hover: hover), (pointer: fine), env(), dvh — the platform tells you what it can do. Never branch on user agent strings or screen width to guess at touch.
  3. Touch and mouse are not exclusive. iPads with trackpads, laptops with touchscreens, phones with a mouse. Write for both at once; gate by capability, not by device.
  4. Never disable zoom. user-scalable=no and maximum-scale=1 are accessibility failures. Fix the input font size instead, which is what was causing the zoom.
  5. Test on hardware before calling it done. Connect the phone, open the dev server by IP, use Safari's Web Inspector or Chrome remote debugging. Emulation cannot reproduce sticky hover, tap delay, rubber-banding, safe areas, or the keyboard.

The Symptom Table

Start here. Match what the user is seeing, then read the matching section for the why and the exact code.

ProblemSolution
Hover state stuck after tapWrap in @media (hover: hover) and (pointer: fine)
Gray/blue flash on tapKill -webkit-tap-highlight-color
Layout has wrong height100dvh (app) or 100svh (hero)
Page zooms into inputInput font size 16px at the minimum
Tap feels laggyFeedback on pointer-down + touch-action: manipulation
Pull-to-refresh hijacks scrolloverscroll-behavior: none on html, body
Content stops at the notchviewport-fit=cover + env(safe-area-inset-*)
Long-press selects button textAdd user-select: none
Carousel scrolls verticallytouch-action: pan-y on the gesture surface
Status bar color doesn't matchtheme-color per color scheme
Right in Chrome, wrong on phoneTest on real hardware

The Fixes

1. Hover state stuck after tap

Touch has no hover, so browsers fake one: the first tap on an element applies :hover and leaves it there until the user taps somewhere else. A button that scales up on hover stays scaled up after being tapped. Gate every hover style behind a capability query.

css
@media (hover: hover) and (pointer: fine) {
  .button:hover {
    background: var(--gray-3);
    transform: scale(1.02);
  }
}

Both conditions matter. (hover: hover) means the primary input can hover. (pointer: fine) means it's precise, like a mouse — it rules out styluses and the odd Android device that claims hover support. In Tailwind v4 the hover: variant already compiles to @media (hover: hover); in v3 set future.hoverOnlyWhenSupported.

Touch users still need press feedback. Give it to them through :active (see §5), which works on every input type.

2. Gray/blue flash on tap

iOS Safari and Android Chrome paint a translucent highlight over any tapped element that has a click handler. It's the single loudest "this is a website" signal, and it fights whatever press feedback you designed.

css
html {
  -webkit-tap-highlight-color: transparent;
}

Set it once, globally. Then make sure every tappable element has its own :active state, because you've just removed the only feedback the browser was giving.

3. Layout has the wrong height

100vh on mobile is the largest viewport — the height with the browser chrome collapsed. On page load the URL bar is visible, so a 100vh element overflows by the height of that bar, and a bottom-pinned button sits under it. Use the dynamic and small units instead:

css
/* App shell, drawers, anything that should track the visible area as chrome shows/hides */
.app { height: 100dvh; }

/* Heroes and first screens — the smallest the viewport gets, so nothing is ever cut off */
.hero { min-height: 100svh; }

dvh resizes as the URL bar collapses, which is right for an app shell but causes layout shifts on marketing content mid-scroll. svh is stable and never overflows, which is right for a hero. lvh is the old vh — you almost never want it. Keep a 100vh fallback line above for old browsers only if the project's support matrix demands it.

4. Page zooms into the input

iOS Safari zooms the page when focus lands on an input whose font size is under 16px, and it does not zoom back out on blur. The user is left looking at a cropped, drifted layout. This is the reason people reach for maximum-scale=1, which is the wrong fix (Hard Rule 4).

css
input, textarea, select {
  font-size: 16px; /* the minimum; 1rem at the default root size */
}

If the design calls for smaller text in inputs on desktop, scale it up only where it matters:

css
@media (pointer: coarse) {
  input, textarea, select { font-size: 16px; }
}

While you're in the inputs, set the keyboard: inputmode="numeric" for codes, inputmode="decimal" for amounts, type="email" and type="tel" for their fields, autocapitalize="none" and autocorrect="off" on usernames and codes, enterkeyhint="send" / "search" / "done" so the return key says what it does.

5. Tap feels laggy

Two separate causes stack here.

The 300ms click delay. Browsers wait after a tap to see whether a second tap is coming, because double-tap zooms. Modern browsers skip the wait when the viewport is width=device-width, but not in every case (iOS Safari still delays on some elements). touch-action: manipulation tells the browser this element never double-tap-zooms, so it fires click immediately:

css
button, a, [role="button"], .tappable {
  touch-action: manipulation;
}

Feedback on release instead of press. Native buttons respond the instant your finger lands. A web button that only changes on click responds when your finger leaves, which reads as lag even at 0ms. Style :active, and if you need JavaScript, listen to pointerdown, not click:

css
.button {
  transition: transform 100ms var(--ease-out), background 100ms;
}
.button:active {
  transform: scale(0.97);
  background: var(--gray-4);
}

Keep press feedback at 100–160ms and ease-out. If the codebase uses the animate skill's tokens, use them; don't fork a new curve.

6. Pull-to-refresh hijacks scroll

Scrolling past the top of the page triggers pull-to-refresh on Android Chrome and the whole-page rubber band on iOS. Fine on a document. Wrong in an app with its own scroll containers, a drawer the user drags down, or a canvas.

css
html, body {
  overscroll-behavior: none;
}

Then, on any inner scrollable — a sheet's content, a chat list, a sidebar — stop scroll from chaining to the page when it hits the end:

css
.sheet-content {
  overflow-y: auto;
  overscroll-behavior: contain;
}

contain keeps the container's own bounce (which feels native) but stops the page behind it from moving. Use none on the root, contain on children. Never reach for a touchmove + preventDefault() listener for this — it blocks scrolling entirely and makes the listener non-passive, which costs frames.

Show full SKILL.md (808 more words)Show less
7. Content stops at the notch

By default the browser letterboxes your page inside the safe area, leaving the notch, Dynamic Island, and home-indicator zones the body's background color. A native app paints edge to edge and pads its content away from those zones. Two steps:

html
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover" />
css
.app-header {
  padding-top: env(safe-area-inset-top);
}
.bottom-bar {
  padding-bottom: env(safe-area-inset-bottom);
}
.sheet {
  padding-bottom: calc(1rem + env(safe-area-inset-bottom));
}

viewport-fit=cover lets the page under the notch; env(safe-area-inset-*) gives you the insets to pad back out. Without the meta tag the env() values are all 0px. Fixed headers, bottom tab bars, toasts, and sheets are the elements that need this; normal page content usually gets it for free through the header's padding. Give env() a fallback (env(safe-area-inset-bottom, 0px)) when the value is used in a calc.

8. Long-press selects button text

Hold a finger on a web button and iOS selects its label, or pops the copy/share callout on a link. Native controls never do that. Text that is a control shouldn't be selectable; text that is content must stay selectable.

css
button, [role="button"], .tab, .chip, .drag-handle {
  user-select: none;
  -webkit-user-select: none;   /* Safari still needs the prefix */
  -webkit-touch-callout: none; /* no long-press callout on links/images used as controls */
}

Never put user-select: none on body. Users copy addresses, error messages, and order numbers; that is content.

A horizontal swipe on a carousel is ambiguous to the browser — it doesn't know whether you're scrolling the page or the track, so it guesses, and the guess is often the page jittering up while the carousel moves. Tell it which axes the element owns:

css
.carousel {
  touch-action: pan-y; /* the carousel handles horizontal; the browser keeps vertical */
}
.drag-surface {
  touch-action: none;  /* a custom gesture (a drag-to-dismiss sheet, a slider) owns every axis */
}
.vertical-sheet-handle {
  touch-action: pan-x; /* the sheet handles vertical drags; horizontal stays with the browser */
}

The values name what the browser may still do. pan-y on a horizontal carousel means "browser, you keep vertical panning; I'm handling horizontal". none means the element handles everything — use it only on elements that really do, or the user won't be able to scroll past them.

If the carousel is native scroll rather than a JS gesture, prefer scroll-snap-type: x mandatory on the track and scroll-snap-align: start on slides — the browser's own physics beat a hand-rolled spring, and touch-action becomes unnecessary.

10. Status bar color doesn't match

The status bar and the browser chrome take their color from theme-color. One value means light mode gets a dark bar or dark mode gets a white one. Give each scheme its own:

html
<meta name="theme-color" media="(prefers-color-scheme: light)" content="#ffffff" />
<meta name="theme-color" media="(prefers-color-scheme: dark)" content="#0a0a0a" />
<meta name="color-scheme" content="light dark" />

Match the value to the color at the very top of your page — the header background, not the brand color. In Next.js set it through the viewport export (themeColor: [{ media, color }]). If the app switches theme with a class rather than the OS setting, update the tag from JavaScript on toggle. For an installed PWA, apple-mobile-web-app-status-bar-style and the manifest's theme_color/background_color are the same decision.

11. Right in Chrome, wrong on phone

Nothing above reproduces in device emulation. Sticky hover, the tap highlight, the URL bar's effect on vh, input zoom, the click delay, overscroll, safe areas, the software keyboard — every one is a real-hardware behavior.

  • Connect the phone over USB, run the dev server on 0.0.0.0, open it by the machine's LAN IP.
  • iOS: Safari → Develop → the device. Android: chrome://inspect.
  • Test on a phone that's a few years old, not the newest one on your desk. Test with the keyboard open. Test in landscape once.
  • Test as an installed PWA if that's a target; standalone mode changes viewport, safe areas, and status bar behavior.

The Xcode Simulator is a step up from emulation but still misses touch feel. Real hardware is the bar.

Baseline

When starting a mobile-facing app, this is the floor. Ship it before the first component:

html
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover, interactive-widget=resizes-content" />
<meta name="theme-color" media="(prefers-color-scheme: light)" content="#ffffff" />
<meta name="theme-color" media="(prefers-color-scheme: dark)" content="#0a0a0a" />
css
html {
  -webkit-tap-highlight-color: transparent;
  -webkit-text-size-adjust: 100%; /* no font inflation in landscape */
  overscroll-behavior: none;
}

input, textarea, select {
  font-size: 16px;
}

button, a, [role="button"] {
  touch-action: manipulation;
  user-select: none;
  -webkit-user-select: none;
}

@media (hover: hover) and (pointer: fine) {
  /* all :hover rules live here */
}

interactive-widget=resizes-content makes the software keyboard shrink the layout viewport on Android Chrome, so 100dvh and bottom-pinned inputs react to it the way they do on iOS. Drop overscroll-behavior: none from html if the app is a scrolling document where pull-to-refresh is welcome.

Never Ship

Self-check before you finish.

NeverInstead
user-scalable=no or maximum-scale=116px inputs — fix the cause
Ungated :hover@media (hover: hover) and (pointer: fine)
100vh for an app shell or bottom-pinned UI100dvh
100dvh on a marketing hero100svh (no layout shift on scroll)
Press feedback on click only:active / pointerdown
touchmove + preventDefault() to stop overscrolloverscroll-behavior
user-select: none on bodyOnly on controls
touch-action: none on something the user needs to scroll pastpan-x / pan-y
env(safe-area-inset-*) without viewport-fit=coverAdd the meta tag or the value is 0
One theme-color for both schemesOne per prefers-color-scheme
User-agent sniffing to detect touch(hover) / (pointer) media queries
Declaring it fixed from device emulationReal hardware

Output

Apply the fixes. Then, in at most a few lines:

  • What was wrong — the symptom matched from the table, and the one-line why.
  • What changed — file and declaration, one line each.
  • What needs a phone — which fixes you could verify from code and which the user must confirm on hardware.

Don't pad this into a report. The code is the deliverable.

Tone

Opinionated and brief. Most of these are one line; say the line and the reason and move on. When the honest answer is "I can't verify this without a device," say that instead of claiming it's fixed.

© leepokai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/mobile-native of leepokai/Codync.

Open the folder on GitHubat commit c7790a4

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in leepokai/Codync, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Expo Brownfieldexpo/skills2.7k—~1.4kAutomated safety check: PassMIT
App Store Reviewsafaiyeh/app-store-review-skill3621 repos~3.4kAutomated safety check: PassMIT
Expo Tailwind SetupCherryHQ/cherry-studio-app4k8 repos~3kAutomated safety check: PassMIT

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Categories

Questions about Mobile Native

What does Mobile Native do?

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Mobile Native is an agent skill from leepokai/Codync. Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed.

When should I use Mobile Native?

Mobile Native fits situations like: A web app is being built for; reviewed on mobile; something works in Chrome but feels wrong on my phone; A full-screen layout.

How do I install Mobile Native in Claude Code?

Run `npx skills add leepokai/Codync --skill mobile-native -a claude-code`. Or copy the skill folder (.claude/skills/mobile-native in leepokai/Codync) into .claude/skills/mobile-native in your project. Claude Code loads it when a task matches its description.

How do I install Mobile Native in Codex?

Run `npx skills add leepokai/Codync --skill mobile-native -a codex`. Or copy the skill folder (.claude/skills/mobile-native in leepokai/Codync) into .agents/skills/mobile-native in your project. Codex loads it when a task matches its description.

Can I use Mobile Native in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add leepokai/Codync --skill mobile-native -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mobile-native, .gemini/skills/mobile-native, .github/skills/mobile-native and .opencode/skills/mobile-native in your project.

What does Mobile Native need to run?

SKILL.md names no scripts, command-line tools or credentials: Mobile Native is instructions for the agent only.

Does Mobile Native access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Mobile Native safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Mobile Native use?

Mobile Native is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Mobile Native use?

About 4.2k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Mobile Native?

Skills that share tags, products or a category with Mobile Native: Expo UI (arcboxlabs/linkcode, 156 stars), Mobile Dev (callstackincubator/codex-mobile-dev-plugin, 144 stars), Expo Brownfield (expo/skills, 2.7k stars) and App Store Review (safaiyeh/app-store-review-skill, 362 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mobile Native?

leepokai (a GitHub user) maintains it in leepokai/Codync, which has 177 GitHub stars. The repository holds 2 skills in this directory. The repository was last updated on October 7, 2026.

Source: leepokai/Codync on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.