Agent skill

Liquid Glass

by robinebers in robinebers/openusage

Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass.

MITAuto-check passedMobile

Install Liquid Glass

skills CLI
$ npx skills add robinebers/openusage --skill liquid-glass -a claude-code

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

GitHub CLI
$ gh skill install robinebers/openusage liquid-glass --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/robinebers/openusage.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/liquid-glass .claude/skills/liquid-glass && 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
liquid-glass
GitHub stars
4.3k
Token cost
~2.2k tokens
SKILL.md length
1,192 words
Files
1
Skills in repo
25
Repo updated
First seen
Licence
MIT

At a glance

Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass.

  • Works in 6 steps: Read the relevant scene or root view and… → Remove custom backgrounds or darkening… → Update standard SwiftUI structure and… → …
  • Adopting Liquid Glass
  • SKILL.md covers Overview, Workflow, App Structure and Toolbars, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Liquid Glass is an agent skill from robinebers/openusage. Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass. Use when adopting Liquid Glass, updating NavigationSplitView, toolbars, search, sheets, and controls, removing custom backgrounds that fight system materials, or building custom glass surfaces with glassEffect, GlassEffectContainer, and glassEffectID.

Its SKILL.md is about 2.2k 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 iOS development and Design systems. It works with macOS and SwiftUI. The repository describes itself as: Burning through your subscriptions too fast? Paying for stuff you never use? Stop guessing. OpenUsage is free and open source. The licence is MIT.

When your agent uses it

  • Adopting Liquid Glass
  • Updating NavigationSplitView
  • Removing custom backgrounds that fight system materials
  • Building custom glass surfaces with glassEffect

Example prompts

  • “/liquid-glass”

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Read the relevant scene or root view and identify the structural pattern
  2. Remove custom backgrounds or darkening layers behind system sheets,
  3. Update standard SwiftUI structure and controls first.
  4. Add custom glassEffect surfaces only for app-specific UI that standard
  5. Validate that glass grouping, transitions, icon treatment, and foreground
  6. If the UI change also affects launch behavior for a SwiftPM GUI app, use

What it can do on your machine

Read from SKILL.md and the folder at commit bb7de17. 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.

    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

Liquid Glass loads about 2.2k tokens when it runs. Until then it costs about 91 tokens; SKILL.md has 1,192 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~91
When it runs · the whole SKILL.md, loaded when a task matches
~2.2k

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 robinebers/openusage at commit bb7de17, republished under its MIT licence (© robinebers). 1,192 words, ~2,218 tokens.

Download SKILL.mdSave it as .claude/skills/liquid-glass/SKILL.md (or your agent's skills folder).
name
liquid-glass
description
Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass. Use when adopting Liquid Glass, updating NavigationSplitView, toolbars, search, sheets, and controls, removing custom backgrounds that fight system materials, or building custom glass surfaces with glassEffect, GlassEffectContainer, and glassEffectID.

Liquid Glass

Overview

Use this skill to bring a macOS SwiftUI app into the modern macOS design system with the least custom chrome possible. Start with standard app structure, toolbars, search placement, sheets, and controls, then add custom Liquid Glass only where the app needs a distinctive surface.

Prefer system-provided glass and adaptive materials over bespoke blur, opaque backgrounds, or custom toolbar/sidebar skins. Audit existing UI for extra fills, scrims, and clipping before adding more effects.

Workflow

  1. Read the relevant scene or root view and identify the structural pattern: NavigationSplitView, TabView, sheet presentation, detail/inspector layout, toolbar, or custom floating controls.
  2. Remove custom backgrounds or darkening layers behind system sheets, sidebars, and toolbars unless the product explicitly needs them. These can obscure Liquid Glass and interfere with the automatic scroll-edge effect.
  3. Update standard SwiftUI structure and controls first.
  4. Add custom glassEffect surfaces only for app-specific UI that standard controls do not cover.
  5. Validate that glass grouping, transitions, icon treatment, and foreground activation are visually coherent and still usable with pointer and keyboard.
  6. If the UI change also affects launch behavior for a SwiftPM GUI app, use build-run-debug so the app runs as a foreground .app bundle rather than as a raw executable.

App Structure

  • Prefer NavigationSplitView for hierarchy-driven macOS layouts. Let the sidebar use the system Liquid Glass material instead of painting over it.
  • For hero artwork or large media adjacent to a floating sidebar, use backgroundExtensionEffect so the visual can extend beyond the safe area without clipping the subject.
  • Keep inspectors visually associated with the current selection and avoid giving them a heavier custom background than the content they inspect.
  • If the app uses tabs, keep TabView for persistent top-level sections and preserve each tab's local navigation state.
  • Do not force iPhone-only tab bar minimize/accessory behavior onto a Mac app. On macOS, prefer a conventional top toolbar and native tab/search placement.
  • If a sheet already uses presentationBackground purely to imitate frosted material, consider removing it and letting the system's new material render.
  • For sheet transitions that should visually originate from a toolbar button, make the presenting item the source of a navigation zoom transition and mark the sheet content as the destination.

Toolbars

  • Assume toolbar items are rendered on a floating Liquid Glass surface and are grouped automatically.
  • Use ToolbarSpacer to communicate grouping:
    • fixed spacing to split related actions into a distinct group,
    • flexible spacing to push a leading action away from a trailing group.
  • Use sharedBackgroundVisibility when an item should stand alone without the shared glass background, for example a profile/avatar item.
  • Add badge to toolbar item content for notification or status indicators.
  • Expect monochrome icon rendering in more toolbar contexts. Use tint only to convey semantic meaning such as a primary action or alert state, not as pure decoration.
  • If content underneath a toolbar has extra darkening, blur, or custom background layers, remove them before judging the new automatic scroll-edge effect.
  • For dense windows with many floating elements, tune the content's scroll-edge treatment with scrollEdgeEffectStyle instead of building a custom bar background.
  • For a search field that applies across a whole split-view hierarchy, attach searchable to the NavigationSplitView, not to just one column.
  • When search is secondary and a compact affordance is better, use searchToolbarBehavior instead of hand-rolling a toolbar button and a separate field.
  • For a dedicated search page in a multi-tab app, assign the search role to one tab and place searchable on the TabView.
  • Make most of the app's content discoverable from search when the field lives in the top-trailing toolbar location.
  • On iPad and Mac, expect the dedicated search tab to show a centered field above browsing suggestions rather than a bottom search bar.

Controls

  • Prefer standard SwiftUI controls before creating custom glass components.
  • Expect bordered buttons to default to a capsule shape at larger sizes. On macOS, mini/small/medium controls preserve a rounded-rectangle shape for denser layouts.
  • Use buttonBorderShape when a button shape needs to be explicit.
  • Use controlSize to preserve density in inspectors and popovers, and reserve extra-large sizing for truly prominent actions.
  • Use the system glass and glass-prominent button styles for primary actions instead of recreating a translucent button background by hand.
  • For sliders with discrete values, pass step to get automatic tick marks or provide specific ticks in a ticks closure.
  • For sliders that should expand left and right around a baseline, set neutralValue.
  • Use Label or standard control initializers for menu items so icons are consistently placed on the leading edge across platforms.
  • For custom shapes that must align concentrically with a sheet, card, or window corner, use a concentric rectangle shape with the containerConcentric corner configuration instead of guessing a radius.
Show full SKILL.md (413 more words)Show less

Custom Liquid Glass

  • Use glassEffect for custom glass surfaces. The default shape is capsule-like and text foregrounds are automatically made vibrant and legible against changing content underneath.
  • Pass an explicit shape to glassEffect when a capsule is not the right fit.
  • Add tint only when color carries meaning, such as a status or call to action.
  • Use glassEffect(... .interactive()) for custom controls or containers with interactive elements so they scale, bounce, and shimmer like system glass.
  • Wrap nearby custom glass elements in one GlassEffectContainer. This is a visual correctness rule, not just organization: separate containers cannot sample each other's glass and can produce inconsistent refraction.
  • Use glassEffectID with a local @Namespace when matching glass elements should morph between collapsed and expanded states.

Review Checklist

  • Standard structures and controls were updated first before adding custom glass.
  • Opaque backgrounds, dark scrims, and custom toolbar/sheet fills that fight the system material were removed unless intentionally required.
  • searchable is attached at the correct container level for the intended search scope.
  • Toolbar grouping uses ToolbarSpacer, sharedBackgroundVisibility, and badge instead of one-off hand-built chrome.
  • Icon tint is semantic, not decorative.
  • Custom glass elements that sit near each other share a GlassEffectContainer.
  • Morphing glass transitions use glassEffectID with a namespace and stable identity.
  • Any SwiftPM GUI app used to test the result is launched as a .app bundle, not as a raw executable.

Guardrails

  • Do not rebuild system sidebars, toolbars, sheets, or controls from scratch if standard SwiftUI APIs already provide the modern macOS behavior.
  • Do not apply custom opaque backgrounds behind a NavigationSplitView sidebar, system toolbar, or sheet just because an older version needed one.
  • Do not scatter related glass elements across multiple GlassEffectContainers.
  • Do not tint every icon or glass surface for visual variety alone.
  • Do not assume an iPhone tab/search behavior is the right answer on macOS. Prefer desktop-native toolbar, split-view, and inspector placement.
  • Do not leave a GUI SwiftPM app launching as a bare executable when reviewing Liquid Glass behavior; missing foreground activation can make a design bug look like a rendering bug.

When To Use Other Skills

  • Use swiftui-patterns when the main question is scene architecture, sidebar/detail layout, commands, or settings rather than Liquid Glass-specific treatment.
  • Use view-refactor when the main issue is file structure, state ownership, and extracting large views before design changes.
  • Use appkit-interop when the design requires window, panel, responder-chain, or AppKit-only control behavior.
  • Use build-run-debug when you need to launch, verify, or inspect logs for the app after the visual update.

© robinebers, 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 .agents/skills/liquid-glass of robinebers/openusage.

Open the folder on GitHubat commit bb7de17

Compare with similar skills

Liquid Glass next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Liquid Glass compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Liquid Glass this skillrobinebers/openusage4.3k—~2.2kAutomated safety check: PassMIT
macOS App Designvaayne/mori303—~789Automated safety check: PassMIT
Native App Designercuriositech/some_claude_skills244—~1.9kAutomated safety check: NotesMIT
macOS Hig DesignerLeoYeAI/openclaw-master-skills2.2k—~5.6kAutomated safety check: PassMIT
macOS Golden Gate Designgithub/awesome-copilot40k—~2.1kAutomated safety check: PassMIT
Hig Project Contextraintree-technology/hig-doctor1445 repos~1.2kAutomated safety check: PassMIT

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Works with

Questions about Liquid Glass

What does Liquid Glass do?

Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass. Liquid Glass is an agent skill from robinebers/openusage. Implement, refactor, or review modern macOS SwiftUI UI for the new design system and Liquid Glass.

When should I use Liquid Glass?

Liquid Glass fits situations like: adopting Liquid Glass; updating NavigationSplitView; removing custom backgrounds that fight system materials; building custom glass surfaces with glassEffect.

How do I install Liquid Glass in Claude Code?

Run `npx skills add robinebers/openusage --skill liquid-glass -a claude-code`. Or copy the skill folder (.agents/skills/liquid-glass in robinebers/openusage) into .claude/skills/liquid-glass in your project. Claude Code loads it when a task matches its description.

How do I install Liquid Glass in Codex?

Run `npx skills add robinebers/openusage --skill liquid-glass -a codex`. Or copy the skill folder (.agents/skills/liquid-glass in robinebers/openusage) into .agents/skills/liquid-glass in your project. Codex loads it when a task matches its description.

Can I use Liquid Glass 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 robinebers/openusage --skill liquid-glass -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/liquid-glass, .gemini/skills/liquid-glass, .github/skills/liquid-glass and .opencode/skills/liquid-glass in your project.

What does Liquid Glass need to run?

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

Does Liquid Glass 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 Liquid Glass 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 Liquid Glass use?

Liquid Glass 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 Liquid Glass use?

About 2.2k tokens (SKILL.md is roughly 8.9k 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 Liquid Glass?

Skills that share tags, products or a category with Liquid Glass: macOS App Design (vaayne/mori, 303 stars), Native App Designer (curiositech/some_claude_skills, 244 stars), macOS Hig Designer (LeoYeAI/openclaw-master-skills, 2.2k stars) and macOS Golden Gate Design (github/awesome-copilot, 40k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Liquid Glass?

robinebers (a GitHub user) maintains it in robinebers/openusage, which has 4,341 GitHub stars. The repository holds 25 skills in this directory. The repository was last updated on October 10, 2026.

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