Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion.
---
name: swiftui-animation
description: "Implement, review, or improve SwiftUI animations and transitions. Use when adding explicit animations with withAnimation, configuring implicit animations with .animation(_:body:) or .animation(_:value:), configuring spring animations (.smooth, .snappy, .bouncy), building phase or keyframe animations with PhaseAnimator/KeyframeAnimator, creating hero transitions with matchedGeometryEffect or matchedTransitionSource, adding SF Symbol effects (bounce, pulse, variableColor, breathe, rotate, wiggle), implementing custom Transition or CustomAnimation types, or ensuring animations respect accessibilityReduceMotion."
---
# SwiftUI Animation (iOS 26+)
Review, write, and fix SwiftUI animations. Apply modern animation APIs with
correct timing, transitions, and accessibility handling using Swift 6.3 patterns.
## Contents
- [Triage Workflow](#triage-workflow)
- [withAnimation (Explicit Animation)](#withanimation-explicit-animation)
- [Implicit Animation](#implicit-animation)
- [Spring Type (iOS 17+)](#spring-type-ios-17)
- [PhaseAnimator (iOS 17+)](#phaseanimator-ios-17)
- [KeyframeAnimator (iOS 17+)](#keyframeanimator-ios-17)
- [`@Animatable Macro`](#animatable-macro)
- [matchedGeometryEffect (iOS 14+)](#matchedgeometryeffect-ios-14)
- [Navigation Zoom Transition (iOS 18+)](#navigation-zoom-transition-ios-18)
- [Transitions (iOS 17+)](#transitions-ios-17)
- [ContentTransition (iOS 16+)](#contenttransition-ios-16)
- [Symbol Effects (iOS 17+)](#symbol-effects-ios-17)
- [Symbol Rendering Modes](#symbol-rendering-modes)
- [Common Mistakes](#common-mistakes)
- [Review Checklist](#review-checklist)
- [References](#references)
## Triage Workflow
### Step 1: Identify the animation category
| Category | API | When to use |
|---|---|---|
| State-driven | `withAnimation`, `.animation(_:body:)`, `.animation(_:value:)` | Explicit state changes, selective modifier animation, or simple value-bound changes |
| Multi-phase | `PhaseAnimator` | Sequenced multi-step animations |
| Keyframe | `KeyframeAnimator` | Complex multi-property choreography |
| Shared element | `matchedGeometryEffect` | Layout-driven hero transitions |
| Navigation | `matchedTransitionSource` + `.navigationTransition(.zoom)` | NavigationStack push/pop zoom |
| View lifecycle | `.transition()` | Insertion and removal |
| Text content | `.contentTransition()` | In-place text/number changes |
| Symbol | `.symbolEffect()` | SF Symbol animations |
| Custom | `CustomAnimation` protocol | Novel timing curves |
### Step 2: Choose the animation curve
```swift
// Timing curves
.linear // constant speed
.easeIn(duration: 0.3) // slow start
.easeOut(duration: 0.3) // slow end
.easeInOut(duration: 0.3) // slow start and end
// Spring presets (preferred for natural motion)
.smooth // no bounce, fluid
.smooth(duration: 0.5, extraBounce: 0.0)
.snappy // small bounce, responsive
.snappy(duration: 0.4, extraBounce: 0.1)
.bouncy // visible bounce, playful
.bouncy(duration: 0.5, extraBounce: 0.2)
// Custom spring
.spring(duration: 0.5, bounce: 0.3, blendDuration: 0.0)
.spring(Spring(duration: 0.6, bounce: 0.2), blendDuration: 0.0)
.interactiveSpring(response: 0.15, dampingFraction: 0.86)
```
### Step 3: Apply and verify
- Confirm animation triggers on the correct state change.
- Test with Accessibility > Reduce Motion enabled.
- Verify no expensive work runs inside animation content closures.
## withAnimation (Explicit Animation)
```swift
withAnimation(.spring) { isExpanded.toggle() }
// With completion (iOS 17+)
withAnimation(.smooth(duration: 0.35), completionCriteria: .logicallyComplete) {
isExpanded = true
} completion: { loadContent() }
```
## Implicit Animation
Prefer `.animation(_:body:)` when only specific modifiers should animate.
Use `.animation(_:value:)` for simple value-bound changes that can animate the
view's animatable modifiers together.
```swift
Badge()
.foregroundStyle(isActive ? .green : .secondary)
.animation(.snappy) { content in
content
.scaleEffect(isActive ? 1.15 : 1.0)
.opacity(isActive ? 1.0 : 0.7)
}
```
```swift
Circle()
.scaleEffect(isActive ? 1.2 : 1.0)
.opacity(isActive ? 1.0 : 0.6)
.animation(.bouncy, value: isActive)
```
## Spring Type (iOS 17+)
Four initializer forms for different mental models.
```swift
// Perceptual (preferred)
Spring(duration: 0.5, bounce: 0.3)
// Physical
Spring(mass: 1.0, stiffness: 100.0, damping: 10.0)
// Response-based
Spring(response: 0.5, dampingRatio: 0.7)
// Settling-based
Spring(settlingDuration: 1.0, dampingRatio: 0.8)
```
Three presets mirror Animation presets: `.smooth`, `.snappy`, `.bouncy`.
## PhaseAnimator (iOS 17+)
Cycle through discrete phases with per-phase animation curves.
```swift
enum PulsePhase: CaseIterable {
case idle, grow, shrink
}
struct PulsingDot: View {
var body: some View {
PhaseAnimator(PulsePhase.allCases) { phase in
Circle()
.frame(width: 40, height: 40)
.scaleEffect(phase == .grow ? 1.4 : 1.0)
.opacity(phase == .shrink ? 0.5 : 1.0)
} animation: { phase in
switch phase {
case .idle: .easeIn(duration: 0.2)
case .grow: .spring(duration: 0.4, bounce: 0.3)
case .shrink: .easeOut(duration: 0.3)
}
}
}
}
```
Trigger-based variant runs one cycle per trigger change:
```swift
PhaseAnimator(PulsePhase.allCases, trigger: tapCount) { phase in
// ...
} animation: { _ in .spring(duration: 0.4) }
```
## KeyframeAnimator (iOS 17+)
Animate multiple properties along independent timelines.
```swift
struct AnimValues {
var scale: Double = 1.0
var yOffset: Double = 0.0
var opacity: Double = 1.0
}
struct BounceView: View {
@State private var trigger = false
var body: some View {
Button { trigger.toggle() } label: {
Image(systemName: "star.fill")
.font(.largeTitle)
.keyframeAnimator(
initialValue: AnimValues(),
trigger: trigger
) { content, value in
content
.scaleEffect(value.scale)
.offset(y: value.yOffset)
.opacity(value.opacity)
} keyframes: { _ in
KeyframeTrack(\.scale) {
SpringKeyframe(1.5, duration: 0.3)
CubicKeyframe(1.0, duration: 0.4)
}
KeyframeTrack(\.yOffset) {
CubicKeyframe(-30, duration: 0.2)
CubicKeyframe(0, duration: 0.4)
}
KeyframeTrack(\.opacity) {
LinearKeyframe(0.6, duration: 0.15)
LinearKeyframe(1.0, duration: 0.25)
}
}
}
.buttonStyle(.plain)
}
}
```
Keyframe types: `LinearKeyframe` (linear), `CubicKeyframe` (smooth curve),
`SpringKeyframe` (spring physics), `MoveKeyframe` (instant jump).
Use `repeating: true` for looping keyframe animations.
## `@Animatable` Macro
Replaces manual `AnimatableData` boilerplate. Attach to any type with
animatable stored properties.
```swift
// Replaces manual AnimatableData boilerplate
@Animatable
struct WaveShape: Shape {
var frequency: Double
var amplitude: Double
var phase: Double
@AnimatableIgnored var lineWidth: CGFloat
func path(in rect: CGRect) -> Path {
// draw wave using frequency, amplitude, phase
}
}
```
Rules:
- Stored properties must conform to `VectorArithmetic`.
- Use `@AnimatableIgnored` to exclude non-animatable properties.
- Computed properties are never included.
## matchedGeometryEffect (iOS 14+)
Synchronize geometry between views for shared-element animations.
```swift
struct HeroView: View {
@Namespace private var heroSpace
@State private var isExpanded = false
var body: some View {
Group {
if isExpanded {
Button {
withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
isExpanded = false
}
} label: {
DetailCard()
.matchedGeometryEffect(id: "card", in: heroSpace)
}
} else {
Button {
withAnimation(.spring(duration: 0.4, bounce: 0.2)) {
isExpanded = true
}
} label: {
ThumbnailCard()
.matchedGeometryEffect(id: "card", in: heroSpace)
}
}
}
.buttonStyle(.plain)
}
}
```
Exactly one view per ID must be visible at a time for the interpolation to work.
## Navigation Zoom Transition (iOS 18+)
Pair `matchedTransitionSource` on the source view with
`.navigationTransition(.zoom(...))` on the destination.
```swift
struct GalleryView: View {
@Namespace private var zoomSpace
let items: [GalleryItem]
var body: some View {
NavigationStack {
ScrollView {
LazyVGrid(columns: [GridItem(.adaptive(minimum: 100))]) {
ForEach(items) { item in
NavigationLink {
GalleryDetail(item: item)
.navigationTransition(
.zoom(sourceID: item.id, in: zoomSpace)
)
} label: {
ItemThumbnail(item: item)
.matchedTransitionSource(
id: item.id, in: zoomSpace
)
}
}
}
}
}
}
}
```
Apply `.navigationTransition` on the destination view, not on inner containers.
## Transitions (iOS 17+)
Control how views animate on insertion and removal.
```swift
if showBanner {
BannerView()
.transition(.move(edge: .top).combined(with: .opacity))
}
```
Built-in types: `.opacity`, `.slide`, `.scale`, `.scale(_:anchor:)`,
`.move(edge:)`, `.push(from:)`, `.offset(x:y:)`, `.identity`,
`.blurReplace`, `.blurReplace(_:)`, `.symbolEffect`,
`.symbolEffect(_:options:)`.
Asymmetric transitions:
```swift
.transition(.asymmetric(
insertion: .push(from: .bottom),
removal: .opacity
))
```
## ContentTransition (iOS 16+)
Animate in-place content changes without insertion/removal.
```swift
Text("\(score)")
.contentTransition(.numericText(countsDown: false))
.animation(.snappy, value: score)
// For SF Symbols
Image(systemName: isMuted ? "speaker.slash" : "speaker.wave.3")
.contentTransition(.symbolEffect(.replace.downUp))
```
Types: `.identity`, `.interpolate`, `.opacity`,
`.numericText(countsDown:)`, `.numericText(value:)`, `.symbolEffect`.
## Symbol Effects (iOS 17+)
Animate SF Symbols with semantic effects.
```swift
// Discrete (triggers on value change)
Image(systemName: "bell.fill")
.symbolEffect(.bounce, value: notificationCount)
Image(systemName: "arrow.clockwise")
.symbolEffect(.wiggle.clockwise, value: refreshCount)
// Indefinite (active while condition holds)
Image(systemName: "wifi")
.symbolEffect(.pulse, isActive: isSearching)
Image(systemName: "mic.fill")
.symbolEffect(.breathe, isActive: isRecording)
// Variable color with chaining
Image(systemName: "speaker.wave.3.fill")
.symbolEffect(
.variableColor.iterative.reversing.dimInactiveLayers,
options: .repeating,
isActive: isPlaying
)
```
All effects: `.bounce`, `.pulse`, `.variableColor`, `.scale`, `.appear`,
`.disappear`, `.replace`, `.breathe`, `.rotate`, `.wiggle`.
Scope: `.byLayer`, `.wholeSymbol`. Direction varies per effect.
## Symbol Rendering Modes
Control how SF Symbol layers are colored with `.symbolRenderingMode(_:)`.
| Mode | Effect | When to use |
|------|--------|-------------|
| `.monochrome` | Single color applied uniformly (default) | Toolbars, simple icons matching text |
| `.hierarchical` | Single color with opacity layers for depth | Subtle depth without multiple colors |
| `.multicolor` | System-defined fixed colors per layer | Weather, file types — Apple's intended palette |
| `.palette` | Custom colors per layer via `.foregroundStyle` | Brand colors, custom multi-color icons |
```swift
// Hierarchical — single tint, opacity layers for depth
Image(systemName: "speaker.wave.3.fill")
.symbolRenderingMode(.hierarchical)
.foregroundStyle(.blue)
// Palette — custom color per layer
Image(systemName: "person.crop.circle.badge.plus")
.symbolRenderingMode(.palette)
.foregroundStyle(.blue, .green)
// Multicolor — system-defined colors
Image(systemName: "cloud.sun.rain.fill")
.symbolRenderingMode(.multicolor)
```
**Variable color:** `.symbolVariableColor(value:)` for percentage-based fill (signal strength, volume):
```swift
Image(systemName: "wifi")
.symbolVariableColor(value: signalStrength) // 0.0–1.0
```
> **Docs:** [SymbolRenderingMode](https://sosumi.ai/documentation/swiftui/symbolrenderingmode) · [symbolRenderingMode(_:)](https://sosumi.ai/documentation/swiftui/view/symbolrenderingmode(_:))
## Common Mistakes
### 1. Using bare `.animation(_:)` when you need precise scope
```swift
// TOO BROAD — applies when the view changes
.animation(.easeIn)
// CORRECT — bind animation to one value
.animation(.easeIn, value: isVisible)
// CORRECT — scope animation to selected modifiers
.animation(.easeIn) { content in
content.opacity(isVisible ? 1.0 : 0.0)
}
```
### 2. Expensive work inside animation closures
Never run heavy computation in `keyframeAnimator` / `PhaseAnimator` content closures — they execute every frame. Precompute outside, animate only visual properties.
### 3. Missing reduce motion support
```swift
@Environment(\.accessibilityReduceMotion) private var reduceMotion
withAnimation(reduceMotion ? .none : .bouncy) { showDetail = true }
```
### 4. Multiple matchedGeometryEffect sources
Only one view per ID should be visible at a time. Two visible views with the same ID causes undefined layout.
### 5. Using DispatchQueue or UIView.animate
```swift
// WRONG
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) { withAnimation { isVisible = true } }
// CORRECT
withAnimation(.spring.delay(0.5)) { isVisible = true }
```
### 6. Forgetting animation on ContentTransition
```swift
// WRONG — no animation, content transition has no effect
Text("\(count)").contentTransition(.numericText(countsDown: true))
// CORRECT — pair with animation
Text("\(count)")
.contentTransition(.numericText(countsDown: true))
.animation(.snappy, value: count)
```
### 7. navigationTransition on wrong view
Apply `.navigationTransition(.zoom(sourceID:in:))` on the outermost destination view, not inside a container.
## Review Checklist
- [ ] Animation curve matches intent (spring for natural, ease for mechanical)
- [ ] `withAnimation` wraps the state change; implicit animation uses `.animation(_:body:)` for selective modifier scope or `.animation(_:value:)` with an explicit value
- [ ] `matchedGeometryEffect` has exactly one source per ID; zoom uses matching `id`/`namespace`
- [ ] `@Animatable` macro used instead of manual `animatableData`
- [ ] `accessibilityReduceMotion` checked; no `DispatchQueue`/`UIView.animate`
- [ ] Transitions use `.transition()`; `contentTransition` is paired with animation and uses the narrowest implicit animation scope that fits
- [ ] Animated state changes on @MainActor; animation-driving types are Sendable
## References
- See [references/animation-advanced.md](references/animation-advanced.md) for CustomAnimation protocol, full Spring variants, all Transition types, symbol effect details, Transaction system, UnitCurve types, and performance guidance.
- Core Animation bridging patterns: [references/core-animation-bridge.md](references/core-animation-bridge.md)
Creator's repository · dpearson2699/swift-ios-skills