SwiftUI Motion
SwiftUI animation core. Loaded for any SwiftUI project (iOS, macOS, multi-target Apple).
Concise rules here. Deep-dive in
.
Pair with
../motion-principles/SKILL.md
(foundation) and
../mobile-principles/SKILL.md
(touch UX).
Animation API decision tree
| Need | API |
|---|
| Single value over time | withAnimation { } + @State
or |
| Multiple coordinated states | (iOS 17+) |
| Time-based keyframes | KeyframeAnimator(initialValue:repeating:content:)
(iOS 17+) |
| Custom property animations | macro (iOS 26+) or protocol (iOS 13+) |
| Shared element transitions | matchedGeometryEffect(id:in:)
|
| Gesture-driven | / + / |
| Loop forever | .animation(.linear.repeatForever(autoreverses: true), value: ...)
or |
Rule: start with
. Reach for
only when you have 3+ ordered states. Reach for
only when you need parallel time-based tracks.
Springs (the only easing you should care about)
SwiftUI ships 4 named springs (iOS 17+). Use them. Tune
/
only when a preset is wrong.
| Preset (iOS 17+) | Equivalent | Mood |
|---|
| .spring(response: 0.5, dampingFraction: 0.85)
| UI snappy |
| .spring(response: 0.5, dampingFraction: 0.7)
| playful |
| .spring(response: 0.5, dampingFraction: 1.0)
| calm, no bounce |
| .spring(response: 0.15, dampingFraction: 0.86)
| gesture follow |
is the time the spring takes to settle (lower = snappier, higher = softer).
is the overshoot intensity in
(1 = no overshoot, 0 = perpetual oscillation - never use 0). For UI work, stay in
and
dampingFraction: 0.7...1.0
. Deep-dive:
references/springs-cheatsheet.md
.
iOS 17+ also exposes
.spring(duration:bounce:)
where
is
(0 = critically damped, 1 = full bounce). It's the same spring, exposed in a more designer-friendly way:
swift
.animation(.spring(duration: 0.4, bounce: 0.3), value: state)
Implicit vs explicit animations
swift
// Implicit - via .animation modifier (binds to a value)
Circle()
.scaleEffect(scale)
.animation(.spring(.snappy), value: scale)
swift
// Explicit - via withAnimation block
Button("Grow") {
withAnimation(.smooth) { scale = 1.5 }
}
Rule: prefer explicit (
) for state changes triggered by user actions; use implicit when
any change to a value should always animate (e.g., a progress bar that updates from anywhere). Never both on the same property - the outer
wins, but the implicit
modifier still runs and stacks confusingly.
Transitions
Transitions drive insertion / removal of views inside an
,
, or
. They run when the parent's animation context fires (so wrap state mutations in
).
swift
if visible {
Card().transition(.asymmetric(
insertion: .move(edge: .bottom).combined(with: .opacity),
removal: .opacity.animation(.easeIn(duration: 0.15))
))
}
BAD - vanish into a black hole:
swift
Card().transition(.scale) // scales to 0, the universal "broken" feel
GOOD - never scale to 0:
swift
Card().transition(
.scale(scale: 0.95).combined(with: .opacity)
)
iOS 17+ also has the
modifier with custom transitions via the
protocol - useful for shared timing across many views. For 90% of work, the built-in combinators (
,
,
,
,
,
,
) are enough.
matchedGeometryEffect (hero animations)
Tag two views with the same
in the same
. SwiftUI interpolates frame and position when the source view is replaced.
swift
struct Gallery: View {
@Namespace private var ns
@State private var expanded = false
var body: some View {
ZStack {
if expanded {
LargeCard()
.matchedGeometryEffect(id: "card", in: ns)
.onTapGesture { withAnimation(.spring(.smooth)) { expanded = false } }
} else {
SmallCard()
.matchedGeometryEffect(id: "card", in: ns)
.onTapGesture { withAnimation(.spring(.smooth)) { expanded = true } }
}
}
}
}
(default on the source-of-truth view) tells SwiftUI which frame to interpolate from. Common gotchas: id collisions across unrelated namespaces, view identity instability (use stable ids, not array indices), and animating out of an
branch where the destination view doesn't exist yet (wrap both branches inside the same parent, use opacity to hide instead of removing).
PhaseAnimator (iOS 17+)
For ordered state choreography. Define a
enum, SwiftUI walks through phases sequentially, settling on the last one.
swift
enum SuccessPhase: CaseIterable { case start, scaleUp, rotate, settle }
struct SuccessCheck: View {
@State private var trigger = false
var body: some View {
Image(systemName: "checkmark.circle.fill")
.font(.system(size: 64))
.foregroundStyle(.green)
.phaseAnimator(SuccessPhase.allCases, trigger: trigger) { view, phase in
view
.scaleEffect(phase == .start ? 0 : phase == .settle ? 1 : 1.2)
.rotationEffect(.degrees(phase == .rotate ? 360 : 0))
.opacity(phase == .start ? 0 : 1)
} animation: { phase in
switch phase {
case .start: .smooth(duration: 0.05)
case .scaleUp: .spring(.bouncy, blendDuration: 0.25)
case .rotate: .spring(response: 0.4, dampingFraction: 0.8)
case .settle: .smooth(duration: 0.2)
}
}
.onTapGesture { trigger.toggle() }
}
}
is optional - omit it to advance through phases automatically once on appear. Use it when you need an external signal (button tap, model update). Phases run sequentially, never in parallel - if you need parallelism, use
.
KeyframeAnimator (iOS 17+)
For continuous, time-based animations with parallel tracks. Each
animates one keypath independently; SwiftUI runs them all together.
swift
struct AnimationValues {
var scale: Double = 1
var rotation: Angle = .zero
var opacity: Double = 1
}
struct HeartTap: View {
@State private var counter = 0
var body: some View {
Image(systemName: "heart.fill")
.font(.system(size: 64))
.foregroundStyle(.pink)
.keyframeAnimator(initialValue: AnimationValues(), trigger: counter) { content, values in
content
.scaleEffect(values.scale)
.rotationEffect(values.rotation)
.opacity(values.opacity)
} keyframes: { _ in
KeyframeTrack(\.scale) {
SpringKeyframe(1.3, duration: 0.15)
SpringKeyframe(1.0, duration: 0.3, spring: .bouncy)
}
KeyframeTrack(\.rotation) {
CubicKeyframe(.degrees(15), duration: 0.1)
CubicKeyframe(.degrees(-15), duration: 0.2)
CubicKeyframe(.degrees(0), duration: 0.15)
}
}
.onTapGesture { counter += 1 }
}
}
Four keyframe types:
(constant velocity between points),
(settles with spring),
(cubic bezier ease),
(jump cut, no interpolation). Trigger on a value change to re-run the animation. Deep-dive:
references/phase-keyframe-deep.md
.
Animatable / @Animatable
For custom drawing that needs interpolation. The
macro (iOS 26+, WWDC25) auto-synthesizes
for any
properties; the older
protocol (iOS 13+) still works pre-26.
swift
struct ProgressRing: Shape {
var progress: Double // 0...1
var animatableData: Double {
get { progress }
set { progress = newValue }
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(
center: CGPoint(x: rect.midX, y: rect.midY),
radius: rect.width / 2,
startAngle: .degrees(-90),
endAngle: .degrees(-90 + 360 * progress),
clockwise: false
)
return p
}
}
ProgressRing(progress: progress)
.stroke(.tint, lineWidth: 6)
.animation(.spring(.smooth), value: progress)
For multi-property shapes use
(or nested pairs) as
. The
macro removes that boilerplate when properties are
.
Gestures
| Gesture | Type | Use |
|---|
| discrete | tap, double-tap () |
| discrete + continuous (/) | context menus, hold-to-record |
| continuous | drag, swipe-to-dismiss |
| continuous | pinch-zoom (iOS 17+, replaces ) |
| continuous | rotate (iOS 17+, replaces ) |
| discrete | tap with location info |
swift
let tap = TapGesture().onEnded { print("tap") }
let drag = DragGesture().onChanged { value in offset = value.translation }
ZStack { ... }
.gesture(tap.simultaneously(with: drag))
Three composition operators:
(parallel recognition),
(one must complete first),
(one or the other, not both). For fine-grained control over when child views can claim the gesture, use
.simultaneousGesture(_, including: GestureMask)
with
,
,
, or
. Deep-dive:
references/gestures-swiftui.md
.
Anti-Patterns (BAD / GOOD)
1. Deprecated form (no value binding)
swift
// BAD - implicit-anim-everywhere, deprecated in iOS 15+
Circle().scaleEffect(scale).animation(.easeInOut)
swift
// GOOD - bind to a specific value
Circle().scaleEffect(scale).animation(.easeInOut, value: scale)
// OR
withAnimation(.easeInOut) { scale = 1.5 }
2. Animating frame size directly
swift
// BAD - .frame() drives layout pass every frame, drops fps under load
Card().frame(height: expanded ? 400 : 100)
.animation(.spring(), value: expanded)
swift
// GOOD - animate transform-equivalents (scale, offset) that the compositor handles
Card()
.frame(height: 400)
.scaleEffect(expanded ? 1 : 0.4, anchor: .top)
.animation(.spring(), value: expanded)
// OR for actual layout transitions, use matchedGeometryEffect
3. Scale to 0 (the vanish-into-nothing trap)
swift
// BAD - element vanishes into a black hole, feels broken
Card().transition(.scale)
swift
// GOOD - minimum scale 0.9-0.95 + opacity
Card().transition(.scale(scale: 0.95).combined(with: .opacity))
4. inside
swift
// BAD - body runs on every render, animation re-fires arbitrarily
var body: some View {
let _ = withAnimation(.spring()) { scale = 1.2 } // never do this
Circle().scaleEffect(scale)
}
swift
// GOOD - trigger from user actions or .onChange
var body: some View {
Circle()
.scaleEffect(scale)
.onTapGesture {
withAnimation(.spring()) { scale = scale == 1 ? 1.2 : 1 }
}
}
Reduced motion respect
Mandatory. SwiftUI exposes the iOS / macOS "Reduce Motion" accessibility setting via the environment. See
../motion-principles/SKILL.md
for the cross-platform rationale.
swift
struct Hero: View {
@Environment(\.accessibilityReduceMotion) var reduceMotion
@State private var shown = false
var body: some View {
Text("Welcome")
.opacity(shown ? 1 : 0)
.offset(y: shown ? 0 : (reduceMotion ? 0 : 20))
.animation(reduceMotion ? .none : .spring(.smooth), value: shown)
.onAppear { shown = true }
}
}
Rule: cross-fades and opacity are still allowed under reduced motion; large translations, scale-from-zero, parallax, and looping motion must be neutralized.
Quick Reference: Loading sub-skills
| Need | Load |
|---|
| Springs deep-dive (response/dampingFraction tuning, mood) | references/springs-cheatsheet.md
|
| PhaseAnimator + KeyframeAnimator complex sequences | references/phase-keyframe-deep.md
|
| Gesture composition + conflict resolution | references/gestures-swiftui.md
|
| Advanced visuals (Metal, Liquid Glass) | ../swiftui-graphics/SKILL.md
|
| Cross-platform UX (mobile, desktop) | ../mobile-principles/SKILL.md
, ../desktop-principles/SKILL.md
|
| Foundation (timing, easing, a11y) | ../motion-principles/SKILL.md
|
Sources