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SwiftUI Animations and Transitions

animations-transitions

SwiftUI animations, @Animatable macro, withAnimation, transitions, PhaseAnimator, KeyframeAnimator, and interactive motion design. Use when user asks about animations, transitions, @Animatable, withAnimation, spring animations, keyframes, or motion design.

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SwiftUI Animations and Transitions

Comprehensive guide to SwiftUI animations, the new @Animatable macro (iOS 26), transitions, and motion design best practices for modern iOS development.

Prerequisites

  • iOS 17+ for PhaseAnimator/​KeyframeAnimator
  • iOS 26+ for @Animatable macro
  • Xcode 26+

@Animatable Macro (iOS 26 - NEW!)

The Revolution in Custom Animations

iOS 26 introduces the @Animatable macro, eliminating the tedious boilerplate previously required for animating custom shapes and views.

Before iOS 26 (Manual Approach)

// OLD WAY - Lots of boilerplate
struct PieSlice: Shape {
    var startAngle: Angle
    var endAngle: Angle

    // Manual animatableData implementation required
    var animatableData: AnimatablePair<Double, Double> {
        get {
            AnimatablePair(startAngle.radians, endAngle.radians)
        }
        set {
            startAngle = Angle(radians: newValue.first)
            endAngle = Angle(radians: newValue.second)
        }
    }

    func path(in rect: CGRect) -> Path {
        var path = Path()
        let center = CGPoint(x: rect.midX, y: rect.midY)
        let radius = min(rect.width, rect.height) / 2
        path.move(to: center)
        path.addArc(center: center, radius: radius,
                    startAngle: startAngle, endAngle: endAngle,
                    clockwise: false)
        path.closeSubpath()
        return path
    }
}

After iOS 26 (With @Animatable)

// NEW WAY - Just add @Animatable
@Animatable
struct PieSlice: Shape {
    var startAngle: Angle
    var endAngle: Angle

    func path(in rect: CGRect) -> Path {
        var path = Path()
        let center = CGPoint(x: rect.midX, y: rect.midY)
        let radius = min(rect.width, rect.height) / 2
        path.move(to: center)
        path.addArc(center: center, radius: radius,
                    startAngle: startAngle, endAngle: endAngle,
                    clockwise: false)
        path.closeSubpath()
        return path
    }
}

@AnimatableIgnored

Exclude properties from animation:

@Animatable
struct CustomShape: Shape {
    var animatedValue: CGFloat
    @AnimatableIgnored var staticConfiguration: Bool  // Not animated

    func path(in rect: CGRect) -> Path {
        // Use both values, but only animatedValue will animate
    }
}

Supported Types for Animation

The @Animatable macro automatically handles:

  • CGFloat, Double, Float
  • Angle
  • CGSize, CGPoint, CGRect
  • UnitPoint
  • Color (component interpolation)
  • Custom types conforming to VectorArithmetic

Complex Example with Multiple Properties

@Animatable
struct MorphingShape: Shape {
    var cornerRadius: CGFloat
    var insetAmount: CGFloat
    var rotation: Angle
    @AnimatableIgnored var fillColor: Color

    func path(in rect: CGRect) -> Path {
        let insetRect = rect.insetBy(dx: insetAmount, dy: insetAmount)
        var path = Path(roundedRect: insetRect, cornerRadius: cornerRadius)

        let transform = CGAffineTransform(rotationAngle: rotation.radians)
        return path.applying(transform)
    }
}

// Usage
struct MorphingView: View {
    @State private var isExpanded = false

    var body: some View {
        MorphingShape(
            cornerRadius: isExpanded ? 50 : 10,
            insetAmount: isExpanded ? 20 : 50,
            rotation: isExpanded ? .degrees(45) : .zero,
            fillColor: .blue
        )
        .fill(.blue)
        .frame(width: 200, height: 200)
        .onTapGesture {
            withAnimation(.spring(duration: 0.6, bounce: 0.3)) {
                isExpanded.toggle()
            }
        }
    }
}

withAnimation

Basic Usage

struct ContentView: View {
    @State private var isExpanded = false

    var body: some View {
        VStack {
            Rectangle()
                .frame(width: isExpanded ? 200 : 100,
                       height: isExpanded ? 200 : 100)

            Button("Toggle") {
                withAnimation {
                    isExpanded.toggle()
                }
            }
        }
    }
}

With Animation Type

withAnimation(.spring(duration: 0.5, bounce: 0.3)) {
    isExpanded.toggle()
}

withAnimation(.easeInOut(duration: 0.3)) {
    opacity = 1.0
}

withAnimation(.linear(duration: 1.0)) {
    progress = 1.0
}

Completion Handler (iOS 17+)

withAnimation(.easeInOut(duration: 0.5)) {
    showDetails = true
} completion: {
    // Called when animation completes
    print("Animation finished")
    fetchMoreData()
}

Nested Animations with Different Timings

Button("Animate") {
    withAnimation(.spring(duration: 0.4)) {
        isExpanded = true
    }

    withAnimation(.easeOut(duration: 0.6).delay(0.2)) {
        opacity = 1.0
    }
}

Animation Types

Built-in Animations

// Linear - constant speed
.linear(duration: 0.3)

// Ease variants - acceleration/​deceleration
.easeIn(duration: 0.3)      // Slow start
.easeOut(duration: 0.3)     // Slow end
.easeInOut(duration: 0.3)   // Slow both

// Default (ease in/​out)
.default

Spring Animations (Modern)

// Modern spring with duration and bounce
.spring(duration: 0.5, bounce: 0.3)

// Bounce values:
// 0.0 = no bounce (critically damped)
// 0.5 = medium bounce
// 1.0 = maximum bounce (never settles)

// Extra bounce parameter for overshoot
.spring(duration: 0.5, bounce: 0.4, blendDuration: 0.2)

Spring Presets

// Bouncy - playful, energetic
.bouncy
.bouncy(duration: 0.4, extraBounce: 0.1)

// Snappy - quick, responsive
.snappy
.snappy(duration: 0.3, extraBounce: 0.05)

// Smooth - gentle, elegant
.smooth
.smooth(duration: 0.5, extraBounce: 0.0)

Interactive Spring

// For gesture-driven animations
.interactiveSpring()
.interactiveSpring(response: 0.3, dampingFraction: 0.7)

// Best for drag gestures
.interactiveSpring(response: 0.15, dampingFraction: 0.86, blendDuration: 0.25)

Custom Timing Curves

// Bezier curve timing
.timingCurve(0.2, 0.8, 0.2, 1.0, duration: 0.5)

// Parameters: (x1, y1, x2, y2)
// Start: (0, 0), End: (1, 1)
// Control points define the curve shape

Animation Modifiers

// Delay before starting
.spring().delay(0.2)

// Speed multiplier
.spring().speed(2.0)  // 2x faster

// Repeat
.linear(duration: 1.0).repeatCount(3)
.linear(duration: 1.0).repeatForever()

// Autoreverse
.easeInOut(duration: 0.5).repeatForever(autoreverses: true)

Explicit Animation Modifier

Preferred Approach

struct ContentView: View {
    @State private var scale = 1.0

    var body: some View {
        Circle()
            .scaleEffect(scale)
            // Explicit: animate only when scale changes
            .animation(.spring, value: scale)
            .onTapGesture {
                scale = scale == 1.0 ? 1.5 : 1.0
            }
    }
}

Why Explicit is Better

// AVOID: Implicit animation (animates everything)
Circle()
    .animation(.spring)  // Deprecated warning in newer iOS

// PREFER: Explicit animation (precise control)
Circle()
    .animation(.spring, value: specificValue)

Multiple Explicit Animations

struct MultiAnimatedView: View {
    @State private var scale = 1.0
    @State private var opacity = 1.0
    @State private var rotation = 0.0

    var body: some View {
        Rectangle()
            .scaleEffect(scale)
            .opacity(opacity)
            .rotationEffect(.degrees(rotation))
            // Different animations for different properties
            .animation(.bouncy, value: scale)
            .animation(.easeOut(duration: 0.2), value: opacity)
            .animation(.spring(duration: 1.0), value: rotation)
    }
}

Transitions

Basic Transitions

struct ContentView: View {
    @State private var showDetail = false

    var body: some View {
        VStack {
            if showDetail {
                DetailView()
                    .transition(.slide)
            }

            Button("Toggle") {
                withAnimation {
                    showDetail.toggle()
                }
            }
        }
    }
}

Built-in Transitions

.transition(.opacity)           // Fade in/​out
.transition(.scale)             // Scale from center
.transition(.scale(scale: 0.5)) // Scale from 50%
.transition(.slide)             // Slide from leading edge
.transition(.move(edge: .top))  // Move from specific edge
.transition(.push(from: .bottom)) // Push with replacement
.transition(.offset(x: 100, y: 0))  // Custom offset

Combined Transitions

// Combine multiple transitions
.transition(.scale.combined(with: .opacity))

// Chain combinations
.transition(
    .scale(scale: 0.8)
    .combined(with: .opacity)
    .combined(with: .offset(y: 20))
)

Asymmetric Transitions

// Different transitions for insert vs removal
.transition(.asymmetric(
    insertion: .scale.combined(with: .opacity),
    removal: .slide
))

// Common pattern: slide in from one side, out the other
.transition(.asymmetric(
    insertion: .push(from: .trailing),
    removal: .push(from: .leading)
))

Custom Transitions

extension AnyTransition {
    static var flipFromBottom: AnyTransition {
        .modifier(
            active: FlipModifier(angle: -90),
            identity: FlipModifier(angle: 0)
        )
    }
}

struct FlipModifier: ViewModifier {
    let angle: Double

    func body(content: Content) -> some View {
        content
            .rotation3DEffect(
                .degrees(angle),
                axis: (x: 1, y: 0, z: 0)
            )
            .opacity(angle == 0 ? 1 : 0)
    }
}

// Usage
DetailView()
    .transition(.flipFromBottom)

Phase Animator (iOS 17+)

Basic Usage

enum AnimationPhase: CaseIterable {
    case initial
    case middle
    case final

    var scale: CGFloat {
        switch self {
        case .initial: return 1.0
        case .middle: return 1.2
        case .final: return 1.0
        }
    }

    var opacity: Double {
        switch self {
        case .initial: return 1.0
        case .middle: return 0.5
        case .final: return 1.0
        }
    }
}

struct PulsingView: View {
    var body: some View {
        PhaseAnimator(AnimationPhase.allCases) { phase in
            Circle()
                .fill(.blue)
                .scaleEffect(phase.scale)
                .opacity(phase.opacity)
        }
    }
}

Triggered Animation

struct TriggerableAnimation: View {
    @State private var trigger = false

    var body: some View {
        VStack {
            PhaseAnimator(
                AnimationPhase.allCases,
                trigger: trigger
            ) { phase in
                Star()
                    .scaleEffect(phase.scale)
                    .rotationEffect(.degrees(phase.rotation))
            }

            Button("Animate") {
                trigger.toggle()
            }
        }
    }
}

Custom Animation Per Phase

PhaseAnimator(AnimationPhase.allCases) { phase in
    ContentView(phase: phase)
} animation: { phase in
    switch phase {
    case .initial: .spring(duration: 0.3)
    case .middle: .easeOut(duration: 0.2)
    case .final: .bouncy
    }
}

Keyframe Animator (iOS 17+)

Basic Keyframe Animation

struct AnimationValues {
    var scale = 1.0
    var rotation = 0.0
    var yOffset = 0.0
}

struct BouncingView: View {
    @State private var trigger = false

    var body: some View {
        Circle()
            .fill(.blue)
            .frame(width: 100, height: 100)
            .keyframeAnimator(
                initialValue: AnimationValues(),
                trigger: trigger
            ) { content, value in
                content
                    .scaleEffect(value.scale)
                    .rotationEffect(.degrees(value.rotation))
                    .offset(y: value.yOffset)
            } keyframes: { _ in
                KeyframeTrack(\.scale) {
                    SpringKeyframe(1.2, duration: 0.2)
                    SpringKeyframe(0.9, duration: 0.15)
                    SpringKeyframe(1.0, duration: 0.15)
                }

                KeyframeTrack(\.rotation) {
                    LinearKeyframe(0, duration: 0.1)
                    SpringKeyframe(10, duration: 0.15)
                    SpringKeyframe(-10, duration: 0.15)
                    SpringKeyframe(0, duration: 0.1)
                }

                KeyframeTrack(\.yOffset) {
                    SpringKeyframe(-30, duration: 0.2)
                    SpringKeyframe(0, duration: 0.3)
                }
            }
            .onTapGesture {
                trigger.toggle()
            }
    }
}

Keyframe Types

KeyframeTrack(\.value) {
    // Linear interpolation
    LinearKeyframe(targetValue, duration: 0.3)

    // Spring-based interpolation
    SpringKeyframe(targetValue, duration: 0.3)
    SpringKeyframe(targetValue, duration: 0.3, spring: .bouncy)

    // Cubic bezier interpolation
    CubicKeyframe(targetValue, duration: 0.3)

    // Move without animation
    MoveKeyframe(targetValue)
}

Complex Multi-Track Animation

struct ComplexAnimationValues {
    var xOffset = 0.0
    var yOffset = 0.0
    var scale = 1.0
    var opacity = 1.0
    var blur = 0.0
}

struct ComplexAnimation: View {
    @State private var animating = false

    var body: some View {
        Image(systemName: "star.fill")
            .font(.system(size: 50))
            .keyframeAnimator(
                initialValue: ComplexAnimationValues(),
                repeating: animating
            ) { content, value in
                content
                    .offset(x: value.xOffset, y: value.yOffset)
                    .scaleEffect(value.scale)
                    .opacity(value.opacity)
                    .blur(radius: value.blur)
            } keyframes: { _ in
                KeyframeTrack(\.xOffset) {
                    LinearKeyframe(0, duration: 0.25)
                    LinearKeyframe(100, duration: 0.5)
                    LinearKeyframe(100, duration: 0.25)
                    LinearKeyframe(0, duration: 0.5)
                }

                KeyframeTrack(\.yOffset) {
                    SpringKeyframe(-50, duration: 0.5)
                    SpringKeyframe(0, duration: 0.5)
                }

                KeyframeTrack(\.scale) {
                    SpringKeyframe(1.5, duration: 0.25)
                    SpringKeyframe(1.0, duration: 0.25)
                    SpringKeyframe(1.2, duration: 0.25)
                    SpringKeyframe(1.0, duration: 0.25)
                }
            }
            .onAppear {
                animating = true
            }
    }
}

Matched Geometry Effect

Hero Transitions

struct HeroTransition: View {
    @Namespace private var animation
    @State private var isExpanded = false

    var body: some View {
        VStack {
            if isExpanded {
                // Expanded state
                RoundedRectangle(cornerRadius: 20)
                    .fill(.blue)
                    .matchedGeometryEffect(id: "card", in: animation)
                    .frame(width: 300, height: 400)
            } else {
                // Collapsed state
                RoundedRectangle(cornerRadius: 10)
                    .fill(.blue)
                    .matchedGeometryEffect(id: "card", in: animation)
                    .frame(width: 100, height: 100)
            }
        }
        .onTapGesture {
            withAnimation(.spring(duration: 0.5, bounce: 0.3)) {
                isExpanded.toggle()
            }
        }
    }
}

Tab Bar Selection Indicator

struct TabBar: View {
    @Namespace private var animation
    @State private var selectedTab = 0
    let tabs = ["Home", "Search", "Profile"]

    var body: some View {
        HStack {
            ForEach(Array(tabs.enumerated()), id: \.offset) { index, title in
                Button(title) {
                    withAnimation(.spring(duration: 0.3)) {
                        selectedTab = index
                    }
                }
                .padding()
                .background {
                    if selectedTab == index {
                        Capsule()
                            .fill(.blue.opacity(0.2))
                            .matchedGeometryEffect(id: "background", in: animation)
                    }
                }
            }
        }
    }
}

Properties for Matched Geometry

.matchedGeometryEffect(
    id: "identifier",
    in: namespace,
    properties: .frame,        // What to match: .frame, .position, .size
    anchor: .center,           // Anchor point for matching
    isSource: true             // Whether this is the source of truth
)

Content Transition

Text Morphing

struct CounterView: View {
    @State private var count = 0

    var body: some View {
        Text("\(count)")
            .font(.largeTitle)
            .contentTransition(.numericText())
            .onTapGesture {
                withAnimation {
                    count += 1
                }
            }
    }
}

Available Content Transitions

// Numeric text morphing
.contentTransition(.numericText())
.contentTransition(.numericText(value: count))
.contentTransition(.numericText(countsDown: true))

// Interpolate between text
.contentTransition(.interpolate)

// Identity (no transition)
.contentTransition(.identity)

// Opacity crossfade
.contentTransition(.opacity)

// Symbol effect
.contentTransition(.symbolEffect(.replace))

Symbol Effects

SF Symbol Animations

struct SymbolEffectsView: View {
    @State private var isActive = false

    var body: some View {
        VStack(spacing: 30) {
            // Bounce effect
            Image(systemName: "bell.fill")
                .symbolEffect(.bounce, value: isActive)

            // Pulse effect
            Image(systemName: "heart.fill")
                .symbolEffect(.pulse)

            // Variable color
            Image(systemName: "wifi")
                .symbolEffect(.variableColor.iterative)

            // Scale effect
            Image(systemName: "star.fill")
                .symbolEffect(.scale.up, isActive: isActive)

            // Replace effect
            Image(systemName: isActive ? "checkmark.circle" : "circle")
                .contentTransition(.symbolEffect(.replace))

            Button("Toggle") {
                withAnimation {
                    isActive.toggle()
                }
            }
        }
        .font(.largeTitle)
    }
}

Symbol Effect Options

// Bounce variations
.symbolEffect(.bounce)
.symbolEffect(.bounce.up)
.symbolEffect(.bounce.down)
.symbolEffect(.bounce.byLayer)
.symbolEffect(.bounce.wholeSymbol)

// Variable color
.symbolEffect(.variableColor)
.symbolEffect(.variableColor.iterative)
.symbolEffect(.variableColor.reversing)
.symbolEffect(.variableColor.cumulative)

// Scale
.symbolEffect(.scale.up)
.symbolEffect(.scale.down)

// Pulse
.symbolEffect(.pulse)
.symbolEffect(.pulse.byLayer)

Interactive Animations

Drag Gesture Animation

struct DraggableCard: View {
    @State private var offset = CGSize.zero
    @State private var isDragging = false

    var body: some View {
        RoundedRectangle(cornerRadius: 20)
            .fill(.blue)
            .frame(width: 200, height: 300)
            .offset(offset)
            .scaleEffect(isDragging ? 1.05 : 1.0)
            .animation(.interactiveSpring(response: 0.3), value: isDragging)
            .gesture(
                DragGesture()
                    .onChanged { value in
                        offset = value.translation
                        isDragging = true
                    }
                    .onEnded { value in
                        isDragging = false
                        withAnimation(.spring(duration: 0.5, bounce: 0.3)) {
                            offset = .zero
                        }
                    }
            )
    }
}

Gesture State for Smooth Tracking

struct SmoothDrag: View {
    @GestureState private var dragOffset = CGSize.zero
    @State private var position = CGSize.zero

    var body: some View {
        Circle()
            .fill(.blue)
            .frame(width: 100, height: 100)
            .offset(
                x: position.width + dragOffset.width,
                y: position.height + dragOffset.height
            )
            .animation(.interactiveSpring(), value: dragOffset)
            .gesture(
                DragGesture()
                    .updating($dragOffset) { value, state, _ in
                        state = value.translation
                    }
                    .onEnded { value in
                        position.width += value.translation.width
                        position.height += value.translation.height
                    }
            )
    }
}

Velocity-Based Animation

struct VelocityDrag: View {
    @State private var offset = CGSize.zero

    var body: some View {
        RoundedRectangle(cornerRadius: 20)
            .fill(.blue)
            .frame(width: 200, height: 300)
            .offset(offset)
            .gesture(
                DragGesture()
                    .onChanged { value in
                        offset = value.translation
                    }
                    .onEnded { value in
                        // Use velocity for natural-feeling spring back
                        let velocity = CGSize(
                            width: value.predictedEndTranslation.width - value.translation.width,
                            height: value.predictedEndTranslation.height - value.translation.height
                        )

                        withAnimation(.spring(
                            response: 0.5,
                            dampingFraction: 0.7,
                            blendDuration: 0
                        )) {
                            offset = .zero
                        }
                    }
            )
    }
}

Scroll Animations

Scroll Transition (iOS 17+)

struct ScrollTransitionView: View {
    var body: some View {
        ScrollView {
            LazyVStack(spacing: 20) {
                ForEach(0..<20) { index in
                    RoundedRectangle(cornerRadius: 12)
                        .fill(.blue.gradient)
                        .frame(height: 100)
                        .scrollTransition { content, phase in
                            content
                                .opacity(phase.isIdentity ? 1 : 0.5)
                                .scaleEffect(phase.isIdentity ? 1 : 0.9)
                                .blur(radius: phase.isIdentity ? 0 : 2)
                        }
                }
            }
            .padding()
        }
    }
}

Visual Effect Modifier (iOS 17+)

struct ParallaxScroll: View {
    var body: some View {
        ScrollView {
            LazyVStack(spacing: 0) {
                ForEach(0..<10) { index in
                    Image("photo\(index)")
                        .resizable()
                        .aspectRatio(contentMode: .fill)
                        .frame(height: 300)
                        .clipped()
                        .visualEffect { content, proxy in
                            content
                                .offset(y: parallaxOffset(proxy))
                        }
                }
            }
        }
    }

    func parallaxOffset(_ proxy: GeometryProxy) -> CGFloat {
        let frame = proxy.frame(in: .scrollView)
        return -frame.minY * 0.3
    }
}

Performance Best Practices

1. Use Explicit Animations

// GOOD: Explicit animation tied to specific value
.animation(.spring, value: isExpanded)

// AVOID: Implicit animation (deprecated, less performant)
.animation(.spring)

2. Animate Efficiently

// GOOD: Animate transforms (GPU-accelerated)
.scaleEffect(scale)
.rotationEffect(.degrees(rotation))
.offset(x: offsetX, y: offsetY)
.opacity(opacity)

// AVOID: Animating layout-affecting properties when possible
// (These trigger re-layout each frame)
.frame(width: animatedWidth)
.padding(animatedPadding)

3. Limit Animation Scope

// GOOD: Animation on specific view
ChildView()
    .animation(.spring, value: childState)

// AVOID: Animation on parent affecting all children
ParentView()
    .animation(.spring, value: anyChange)  // All children animate

4. Use drawingGroup for Complex Graphics

// For complex composited views
ComplexAnimatedShape()
    .drawingGroup()  // Renders to offscreen buffer

5. Keep Durations Short

// RECOMMENDED: Under 0.4 seconds for UI feedback
.spring(duration: 0.3, bounce: 0.2)

// Reserve longer animations for:
// - Onboarding flows
// - Celebrations
// - State transitions

6. Test on Device

// Simulator timing is NOT accurate
// Always test animations on physical device
// Different devices have different performance characteristics

Common Patterns

Loading Spinner

struct LoadingSpinner: View {
    @State private var isAnimating = false

    var body: some View {
        Circle()
            .trim(from: 0, to: 0.7)
            .stroke(.blue, lineWidth: 4)
            .frame(width: 40, height: 40)
            .rotationEffect(.degrees(isAnimating ? 360 : 0))
            .animation(
                .linear(duration: 1.0).repeatForever(autoreverses: false),
                value: isAnimating
            )
            .onAppear {
                isAnimating = true
            }
    }
}

Pulsing Indicator

struct PulsingDot: View {
    @State private var isPulsing = false

    var body: some View {
        Circle()
            .fill(.green)
            .frame(width: 12, height: 12)
            .scaleEffect(isPulsing ? 1.2 : 1.0)
            .opacity(isPulsing ? 0.6 : 1.0)
            .animation(
                .easeInOut(duration: 0.8).repeatForever(autoreverses: true),
                value: isPulsing
            )
            .onAppear {
                isPulsing = true
            }
    }
}

Shake Effect

struct ShakeEffect: GeometryEffect {
    var amount: CGFloat = 10
    var shakesPerUnit = 3
    var animatableData: CGFloat

    func effectValue(size: CGSize) -> ProjectionTransform {
        ProjectionTransform(CGAffineTransform(translationX:
            amount * sin(animatableData * .pi * CGFloat(shakesPerUnit)),
            y: 0))
    }
}

// Usage
TextField("Email", text: $email)
    .modifier(ShakeEffect(animatableData: shakeAmount))
    .onChange(of: hasError) {
        withAnimation(.default) {
            shakeAmount = hasError ? 1 : 0
        }
    }

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diagramming

Creates Mermaid and ASCII diagrams for flowcharts, architecture, ERDs, state machines, mindmaps, and more. Use when user mentions diagram, flowchart, mermaid, ASCII diagram, text diagram, terminal diagram, visualize, C4, mindmap, architecture diagram, sequence diagram, ERD, or needs visual docume...

663 1
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h3-pg logo
majiayu000/claude-skill-registry-data

h3-pg

PostgreSQL bindings for H3 hexagonal grid system. Use when working with H3 cells in Postgres, including spatial indexing, geometry/geography integration, and raster analysis.

23 1
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conductor-development logo
majiayu000/claude-skill-registry

conductor-development

Context-Driven Development skill for projects using Conductor. Use this skill when you detect a `conductor/` directory in the project, when working on tasks defined in a `plan.md` file, or when the user asks about tracks, specs, or plans. Automatically applies TDD workflow, tracks task completion...

663 1
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conductor-status logo
majiayu000/claude-skill-registry

conductor-status

Display project status, active tracks, and next actions

663 1
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dockerization logo
majiayu000/claude-skill-registry

dockerization

Official Stakpak application containerization standard operating procedure, a step-by-step guidline to properly dockerize applications. This is a rule book curated by the Stakpak Team.

663 1
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