
ios-animations
Clinic-architecture-aligned iOS animation craft guidelines for SwiftUI (iOS 26 / Swift 6.2) covering motion tokens, spring physics, gesture continuity, spatial transitions, micro-interactions, and accessibility. Enforces @Equatable on animated views and keeps animation state aligned with Domain/Data feature boundaries. Use when writing, reviewing, or refactoring SwiftUI animation code under the clinic modular MVVM-C architecture.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/pproenca/dot-skills --skill ios-animations- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads ios-animations automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
dot-skills — Airbnb iOS SwiftUI Animations Best Practices
Opinionated, strict animation craft guide for SwiftUI iOS 26 / Swift 6.2 apps. Contains 50 rules across 8 categories, prioritized by impact. Derived from Airbnb Engineering motion patterns, Apple WWDC sessions, and Apple Human Interface Guidelines. Mandates @Equatable on every animated view, motion tokens for all spring/timing values, and design system tokens for layout.
Mandated Architecture Alignment
This skill is designed to work alongside swift-ui-architect and ios-design-system. All code examples follow the same non-negotiable constraints:
@Equatablemacro on every view (Airbnb measured 15% scroll hitch reduction)@Observablefor complex animation state that involves business logic triggers@Statefor view-owned animation state (toggle booleans, drag offsets)- Design system tokens:
Spacing.xs/sm/md/lg,Radius.sm/md/lg— zero hardcoded layout numbers - Motion tokens:
Motion.standard/responsive/playful— zero scattered spring literals - Semantic colors:
.backgroundSurface,.accentPrimary— no raw Color literals in views - Feature animations remain presentation-only; data/network concerns stay in Data package
Scope & Relationship to Sibling Skills
This skill is the motion layer — it teaches how to BUILD fluid, performant animations. When loaded alongside sibling skills:
| Sibling Skill | Its Focus | This Skill's Focus |
|---|---|---|
swift-ui-architect | Architecture (modular MVVM-C, route shells, protocol boundaries) | Animation architecture (motion tokens, spring selection, orchestration) |
ios-design-system | Design system infrastructure (tokens, styles, governance) | Motion tokens and animated component patterns |
ios-hig | HIG compliance patterns | Motion-specific HIG (reduce motion, spatial continuity) |
Out of scope: Designer-authored vector animations (use Lottie for After Effects exports). Complex UIKit transition controllers (see Airbnb's declarative transition framework). This skill covers programmatic SwiftUI animations only.
Clinic Architecture Contract (iOS 26 / Swift 6.2)
All guidance in this skill assumes the clinic modular MVVM-C architecture:
- Feature modules import
Domain+DesignSystemonly (neverData, never sibling features) - App target is the convergence point and owns
DependencyContainer, concrete coordinators, and Route Shell wiring Domainstays pure Swift and defines models plus repository,*Coordinating,ErrorRouting, andAppErrorcontractsDataowns SwiftData/network/sync/retry/background I/O and implements Domain protocols- Read/write flow defaults to stale-while-revalidate reads and optimistic queued writes
- ViewModels call repository protocols directly (no default use-case/interactor layer)
When to Apply
Reference these guidelines when:
- Adding animations to SwiftUI views or transitions
- Building gesture-driven interactions (drag, swipe, pan)
- Connecting views with spatial transitions (expand/collapse, navigation morphs)
- Designing micro-interactions (button press, toggle, loading states)
- Making content changes feel physical (number rolls, symbol replacements)
- Choreographing multi-element animation sequences (KeyframeAnimator, PhaseAnimator)
- Defining motion tokens for a design system
- Reviewing animation code for performance, accessibility, and architecture compliance
Rule Categories by Priority
| Priority | Category | Impact | Prefix | Rules |
|---|---|---|---|---|
| 1 | Spring Physics | CRITICAL | spring- | 8 |
| 2 | Timing & Feel | CRITICAL | feel- | 6 |
| 3 | Gesture Continuity | HIGH | gesture- | 7 |
| 4 | Spatial Transitions | HIGH | spatial- | 6 |
| 5 | Micro-interactions | HIGH | micro- | 6 |
| 6 | Orchestration | HIGH | orch- | 5 |
| 7 | Craft & Polish | HIGH | craft- | 5 |
| 8 | Content Motion | MEDIUM-HIGH | content- | 5 |
Quick Reference
1. Spring Physics (CRITICAL)
spring-motion-tokens— Define motion tokens as a caseless enum for all spring presetsspring-smooth-default— Default to .smooth spring for all UI transitionsspring-snappy-responsive— Use .snappy spring for responsive interactionsspring-bouncy-celebration— Use .bouncy spring for playful and celebratory momentsspring-custom-parameters— Tune custom springs with response and dampingFractionspring-velocity-preservation— Springs preserve velocity on interruptionspring-never-linear— Never use linear or easeInOut for interactive UIspring-completion-chaining— Use withAnimation completion for chained sequences
2. Timing & Feel (CRITICAL)
feel-250ms-max— Keep UI animations under 250msfeel-faster-better— Faster animations almost always feel betterfeel-asymmetric-enter-exit— Use asymmetric timing for enter and exitfeel-distance-proportional— Match duration to distance traveledfeel-haptic-sync— Sync haptic feedback to visual animation keyframesfeel-stagger-timing— Stagger reveals at 30-50ms intervals
3. Gesture Continuity (HIGH)
gesture-rubber-band— Rubber band at drag boundariesgesture-momentum-dismiss— Dismiss on velocity OR distance thresholdgesture-snap-points— Use velocity-aware snap pointsgesture-interruptible— Make all gesture animations interruptiblegesture-scroll-drag-conflict— Resolve scroll and drag gesture conflictsgesture-state-transient— Use GestureState for transient drag stategesture-projected-landing— Project gesture velocity for natural landing position
4. Spatial Transitions (HIGH)
spatial-matched-geometry— Use matchedGeometryEffect for expand/collapse morphsspatial-zoom-navigation— Use zoom navigation transition for collection detail (iOS 18)spatial-transition-origin— Anchor transitions to their trigger locationspatial-hero-shared-element— Share multiple element IDs for rich hero animationsspatial-sheet-morph— Use matchedGeometryEffect for sheet presentationsspatial-tab-continuity— Maintain spatial direction in tab transitions
5. Micro-interactions (HIGH)
micro-button-press-scale— Scale buttons to 0.97 on press for tactile feedbackmicro-haptic-pairing— Pair every visual state change with haptic feedbackmicro-symbol-effect— Use symbolEffect for SF Symbol animationsmicro-toggle-bounce— Add bounce to toggle state changesmicro-long-press-fill— Animate progressive fill for long press actionsmicro-loading-phase— Use repeating spring for organic loading states
6. Orchestration (HIGH)
orch-phase-animator— Use PhaseAnimator for multi-step sequencesorch-keyframe-animator— Use KeyframeAnimator for timeline-precise motionorch-stagger-children— Stagger child elements for orchestrated revealsorch-coordinated-entrance— Coordinate multi-element entrances with shared triggerorch-timeline-view— Use TimelineView for continuous repeating animations
7. Craft & Polish (HIGH)
craft-reduce-motion— Respect accessibilityReduceMotion with crossfade fallbackcraft-blur-bridge— Use blur to bridge imperfect transition statescraft-drawing-group— Use drawingGroup() for Metal-backed complex animationscraft-geometry-group— Use geometryGroup() to isolate layout animation propagationcraft-transaction-debug— Use Transaction to debug and override animation behavior
8. Content Motion (MEDIUM-HIGH)
content-numeric-text— Use contentTransition(.numericText) for number changescontent-scroll-transition— Use scrollTransition for scroll-position effectscontent-visual-effect— Use visualEffect for position-aware animationscontent-symbol-replace— Animate symbol replacement with contentTransitioncontent-text-renderer— Use Text Renderer for character-level animation (iOS 18)
How to Use
Read individual reference files for detailed explanations with incorrect/correct code examples:
- Section definitions — Category structure and impact levels
- Rule template — Template for adding new rules
Reference Files
| File | Description |
|---|---|
| references/_sections.md | Category definitions and ordering |
| assets/templates/_template.md | Template for new rules |
| metadata.json | Version and reference information |
FAQ
What does the ios-animations skill do?
Clinic-architecture-aligned iOS animation craft guidelines for SwiftUI (iOS 26 / Swift 6.2) covering motion tokens, spring physics, gesture continuity, spatial transitions, micro-interactions, and accessibility. Enforces @Equatable on animated views and keeps animation state aligned with Domain/Data feature boundaries. Use when writing, reviewing, or refactoring SwiftUI animation code under the clinic modular MVVM-C architecture.
How do I install ios-animations?
Run npx skills add https://github.com/pproenca/dot-skills --skill ios-animations in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/ios-animations/ (personal) or .claude/skills/ios-animations/ (project).
Which AI agents can use ios-animations?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is ios-animations safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains ios-animations?
It is published by pproenca in pproenca/dot-skills. It has 344 recorded installs.
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