axiom-sf-symbols-ref

SF Symbols — API Reference

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Install skill "axiom-sf-symbols-ref" with this command: npx skills add charleswiltgen/axiom/charleswiltgen-axiom-axiom-sf-symbols-ref

SF Symbols — API Reference

When to Use This Skill

Use when:

  • You need exact API signatures for rendering modes or symbol effects

  • You need UIKit/AppKit equivalents for SwiftUI symbol APIs

  • You need to check platform availability for a specific effect

  • You need configuration options (weight, scale, variable values)

  • You need to create custom symbols with proper template structure

Related Skills

  • Use axiom-sf-symbols for decision trees, anti-patterns, troubleshooting, and when to use which effect

  • Use axiom-swiftui-animation-ref for general SwiftUI animation (non-symbol)

Part 1: Symbol Display

SwiftUI

// Basic display Image(systemName: "star.fill")

// With Label (icon + text) Label("Favorites", systemImage: "star.fill")

// Font sizing — symbol scales with text Image(systemName: "star.fill") .font(.title)

// Image scale — relative sizing without changing font Image(systemName: "star.fill") .imageScale(.large) // .small, .medium, .large

// Explicit point size Image(systemName: "star.fill") .font(.system(size: 24))

// Weight — matches SF Pro font weights Image(systemName: "star.fill") .fontWeight(.bold) // .ultraLight through .black

// Symbol variant — programmatic .fill, .circle, .square, .slash Image(systemName: "person") .symbolVariant(.circle.fill) // Renders person.circle.fill

// Variable value — 0.0 to 1.0, controls symbol fill level Image(systemName: "speaker.wave.3.fill", variableValue: 0.5)

UIKit

// Basic display let image = UIImage(systemName: "star.fill") imageView.image = image

// Configuration — point size and weight let config = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold) let image = UIImage(systemName: "star.fill", withConfiguration: config)

// Configuration — text style (scales with Dynamic Type) let config = UIImage.SymbolConfiguration(textStyle: .title1) let image = UIImage(systemName: "star.fill", withConfiguration: config)

// Configuration — scale let config = UIImage.SymbolConfiguration(scale: .large) // .small, .medium, .large

// Combine configurations let sizeConfig = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold, scale: .large)

// Variable value let image = UIImage(systemName: "speaker.wave.3.fill", variableValue: 0.5)

AppKit

// Basic display let image = NSImage(systemSymbolName: "star.fill", accessibilityDescription: "Favorite")

// Configuration let config = NSImage.SymbolConfiguration(pointSize: 24, weight: .bold) let configured = image?.withSymbolConfiguration(config)

Part 2: Rendering Modes

SwiftUI

// Monochrome (default) Image(systemName: "cloud.rain.fill") .foregroundStyle(.blue)

// Hierarchical — depth from single color Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.hierarchical) .foregroundStyle(.blue)

// Palette — explicit color per layer Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.palette) .foregroundStyle(.white, .blue) // For 3-layer symbols: .foregroundStyle(.red, .white, .blue)

// Multicolor — Apple's curated colors Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.multicolor)

// Preferred rendering mode — uses symbol's preferred mode // Falls back gracefully if the symbol doesn't support it Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.monochrome) // explicit monochrome

SymbolRenderingMode Enum

Value Description

.monochrome

Single color for all layers (default)

.hierarchical

Single color with automatic opacity per layer

.palette

Explicit color per layer via .foregroundStyle()

.multicolor

Apple's fixed curated colors

UIKit

// Hierarchical let config = UIImage.SymbolConfiguration(hierarchicalColor: .systemBlue) imageView.preferredSymbolConfiguration = config

// Palette let config = UIImage.SymbolConfiguration(paletteColors: [.white, .systemBlue]) imageView.preferredSymbolConfiguration = config

// Multicolor let config = UIImage.SymbolConfiguration.preferringMulticolor() imageView.preferredSymbolConfiguration = config

// Monochrome — just set tintColor imageView.tintColor = .systemBlue

Combining Configurations (UIKit)

let sizeConfig = UIImage.SymbolConfiguration(pointSize: 24, weight: .bold) let colorConfig = UIImage.SymbolConfiguration(paletteColors: [.white, .blue, .gray]) let combined = sizeConfig.applying(colorConfig) imageView.preferredSymbolConfiguration = combined

Part 3: Symbol Effects — Complete API

Effect Protocol Hierarchy

All symbol effects conform to SymbolEffect . Sub-protocols define behavior:

Protocol Trigger Modifier Loop

DiscreteSymbolEffect

value: (Equatable) .symbolEffect(_:options:value:)

No

IndefiniteSymbolEffect

isActive: (Bool) .symbolEffect(_:options:isActive:)

Yes

TransitionSymbolEffect

View lifecycle .transition(.symbolEffect(_:))

No

ContentTransitionSymbolEffect

Symbol change .contentTransition(.symbolEffect(_:))

No

Remove All Effects (SwiftUI)

// Strip all symbol effects from a view hierarchy Image(systemName: "star.fill") .symbolEffectsRemoved() // Removes all effects .symbolEffectsRemoved(false) // Re-enables effects

SymbolEffectOptions

// Speed multiplier .symbolEffect(.bounce, options: .speed(2.0), value: count)

// Repeat count .symbolEffect(.bounce, options: .repeat(3), value: count)

// Continuous repeat .symbolEffect(.pulse, options: .repeat(.continuous), isActive: true)

// Non-repeating (for indefinite effects, run once then hold) .symbolEffect(.breathe, options: .nonRepeating, isActive: true)

// Combined .symbolEffect(.wiggle, options: .repeat(5).speed(1.5), value: count)

Bounce

Protocols: DiscreteSymbolEffect

// Discrete — triggers on value change Image(systemName: "arrow.down.circle") .symbolEffect(.bounce, value: downloadCount)

// Directional .symbolEffect(.bounce.up, value: count) .symbolEffect(.bounce.down, value: count)

// By Layer — different layers bounce at different times .symbolEffect(.bounce.byLayer, value: count)

// Whole Symbol — entire symbol bounces together .symbolEffect(.bounce.wholeSymbol, value: count)

UIKit:

imageView.addSymbolEffect(.bounce) // With options: imageView.addSymbolEffect(.bounce, options: .repeat(3))

Pulse

Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect

// Indefinite — continuous while active Image(systemName: "network") .symbolEffect(.pulse, isActive: isConnecting)

// Discrete — triggers once on value change .symbolEffect(.pulse, value: errorCount)

// By Layer .symbolEffect(.pulse.byLayer, isActive: true)

// Whole Symbol .symbolEffect(.pulse.wholeSymbol, isActive: true)

UIKit:

imageView.addSymbolEffect(.pulse) imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self)

Variable Color

Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect

// Iterative — highlights one layer at a time Image(systemName: "wifi") .symbolEffect(.variableColor.iterative, isActive: isSearching)

// Cumulative — progressively fills layers .symbolEffect(.variableColor.cumulative, isActive: true)

// Reversing — cycles back and forth .symbolEffect(.variableColor.iterative.reversing, isActive: true)

// Hide inactive layers (dims non-highlighted layers) .symbolEffect(.variableColor.iterative.hideInactiveLayers, isActive: true)

// Dim inactive layers (slightly reduces opacity of non-highlighted) .symbolEffect(.variableColor.iterative.dimInactiveLayers, isActive: true)

UIKit:

imageView.addSymbolEffect(.variableColor.iterative) imageView.removeSymbolEffect(ofType: VariableColorSymbolEffect.self)

Scale

Protocols: IndefiniteSymbolEffect

// Scale up Image(systemName: "mic.fill") .symbolEffect(.scale.up, isActive: isRecording)

// Scale down .symbolEffect(.scale.down, isActive: isMuted)

// By Layer .symbolEffect(.scale.up.byLayer, isActive: true)

// Whole Symbol .symbolEffect(.scale.up.wholeSymbol, isActive: true)

UIKit:

imageView.addSymbolEffect(.scale.up) imageView.removeSymbolEffect(ofType: ScaleSymbolEffect.self)

Wiggle (iOS 18+)

Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect

// Discrete Image(systemName: "bell.fill") .symbolEffect(.wiggle, value: notificationCount)

// Directional .symbolEffect(.wiggle.left, value: count) .symbolEffect(.wiggle.right, value: count) .symbolEffect(.wiggle.forward, value: count) // RTL-aware .symbolEffect(.wiggle.backward, value: count) // RTL-aware .symbolEffect(.wiggle.up, value: count) .symbolEffect(.wiggle.down, value: count) .symbolEffect(.wiggle.clockwise, value: count) .symbolEffect(.wiggle.counterClockwise, value: count)

// Custom angle .symbolEffect(.wiggle.custom(angle: .degrees(15)), value: count)

// By Layer .symbolEffect(.wiggle.byLayer, value: count)

UIKit:

imageView.addSymbolEffect(.wiggle)

Rotate (iOS 18+)

Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect

// Indefinite rotation Image(systemName: "gear") .symbolEffect(.rotate, isActive: isProcessing)

// Direction .symbolEffect(.rotate.clockwise, isActive: true) .symbolEffect(.rotate.counterClockwise, isActive: true)

// By Layer — only specific layers rotate (e.g., fan blades) .symbolEffect(.rotate.byLayer, isActive: true)

UIKit:

imageView.addSymbolEffect(.rotate) imageView.removeSymbolEffect(ofType: RotateSymbolEffect.self)

Breathe (iOS 18+)

Protocols: DiscreteSymbolEffect , IndefiniteSymbolEffect

// Basic breathe Image(systemName: "heart.fill") .symbolEffect(.breathe, isActive: isMonitoring)

// Plain — scale only .symbolEffect(.breathe.plain, isActive: true)

// Pulse — scale + opacity variation .symbolEffect(.breathe.pulse, isActive: true)

// By Layer .symbolEffect(.breathe.byLayer, isActive: true)

UIKit:

imageView.addSymbolEffect(.breathe) imageView.removeSymbolEffect(ofType: BreatheSymbolEffect.self)

Appear and Disappear

Protocols: TransitionSymbolEffect

// SwiftUI transition if showSymbol { Image(systemName: "checkmark.circle.fill") .transition(.symbolEffect(.appear)) }

if showSymbol { Image(systemName: "xmark.circle.fill") .transition(.symbolEffect(.disappear)) }

// Directional .transition(.symbolEffect(.appear.up)) .transition(.symbolEffect(.appear.down)) .transition(.symbolEffect(.disappear.up)) .transition(.symbolEffect(.disappear.down))

// By Layer .transition(.symbolEffect(.appear.byLayer))

// Whole Symbol .transition(.symbolEffect(.appear.wholeSymbol))

UIKit (as effect, not transition):

// Make symbol appear imageView.addSymbolEffect(.appear)

// Make symbol disappear imageView.addSymbolEffect(.disappear)

// Appear after disappear imageView.addSymbolEffect(.appear) // re-shows hidden symbol

Replace

Protocols: ContentTransitionSymbolEffect

// SwiftUI content transition Image(systemName: isFavorite ? "star.fill" : "star") .contentTransition(.symbolEffect(.replace))

// Directional variants .contentTransition(.symbolEffect(.replace.downUp)) .contentTransition(.symbolEffect(.replace.upUp)) .contentTransition(.symbolEffect(.replace.offUp))

// By Layer .contentTransition(.symbolEffect(.replace.byLayer))

// Whole Symbol .contentTransition(.symbolEffect(.replace.wholeSymbol))

// Magic Replace — default in iOS 18+, morphs shared elements // Automatic for structurally related pairs: star ↔ star.fill, pause.fill ↔ play.fill .contentTransition(.symbolEffect(.replace))

// Explicit Magic Replace with fallback for unrelated symbols .contentTransition(.symbolEffect(.replace.magic(fallback: .replace.downUp)))

UIKit:

// Change symbol with Replace transition let newImage = UIImage(systemName: "star.fill") imageView.setSymbolImage(newImage!, contentTransition: .replace)

// Directional imageView.setSymbolImage(newImage!, contentTransition: .replace.downUp)

Part 4: Draw Effects (iOS 26+)

Draw On

// Indefinite — draws in while active Image(systemName: "checkmark.circle") .symbolEffect(.drawOn, isActive: isComplete)

// Playback modes .symbolEffect(.drawOn.byLayer, isActive: isActive) .symbolEffect(.drawOn.wholeSymbol, isActive: isActive) .symbolEffect(.drawOn.individually, isActive: isActive)

// With options .symbolEffect(.drawOn, options: .speed(2.0), isActive: isActive) .symbolEffect(.drawOn, options: .nonRepeating, isActive: isActive)

Draw Off

// Indefinite — draws out while active Image(systemName: "star.fill") .symbolEffect(.drawOff, isActive: isHidden)

// Playback modes .symbolEffect(.drawOff.byLayer, isActive: isActive) .symbolEffect(.drawOff.wholeSymbol, isActive: isActive) .symbolEffect(.drawOff.individually, isActive: isActive)

// Direction control .symbolEffect(.drawOff.nonReversed, isActive: isActive) // follows draw path forward .symbolEffect(.drawOff.reversed, isActive: isActive) // erases in reverse order

UIKit Draw Effects

// Draw On imageView.addSymbolEffect(.drawOn)

// Draw Off imageView.addSymbolEffect(.drawOff)

// Remove imageView.removeSymbolEffect(ofType: DrawOnSymbolEffect.self)

Variable Draw

Uses SymbolVariableValueMode to control how variable values are rendered.

// Variable Draw — draws stroke proportional to value (iOS 26+) Image(systemName: "thermometer.high", variableValue: temperature) .symbolVariableValueMode(.draw)

// Variable Color — sets layer opacity based on threshold (iOS 17+, default) Image(systemName: "wifi", variableValue: signalStrength) .symbolVariableValueMode(.color)

SymbolVariableValueMode Enum (iOS 26+)

Case Description

.color

Sets opacity of each variable layer on/off based on threshold (existing behavior)

.draw

Changes drawn length of each variable layer based on range

Constraint: Some symbols support only one mode. Setting an unsupported mode has no visible effect. A symbol cannot use both Variable Color and Variable Draw simultaneously.

Gradient Rendering (iOS 26+)

Uses SymbolColorRenderingMode for automatic gradient generation from a single color.

// Gradient fill — system generates axial gradient from source color Image(systemName: "heart.fill") .symbolColorRenderingMode(.gradient) .foregroundStyle(.red)

// Works with any rendering mode Image(systemName: "cloud.rain.fill") .symbolRenderingMode(.hierarchical) .symbolColorRenderingMode(.gradient) .foregroundStyle(.blue)

SymbolColorRenderingMode Enum (iOS 26+)

Case Description

.flat

Solid color fill (default)

.gradient

Axial gradient generated from source color

Gradients are most effective at larger symbol sizes and work across all rendering modes.

Part 5: Content Transition Patterns

Symbol Swap with Replace

struct PlayPauseButton: View { @State private var isPlaying = false

var body: some View {
    Button {
        isPlaying.toggle()
    } label: {
        Image(systemName: isPlaying ? "pause.fill" : "play.fill")
            .contentTransition(.symbolEffect(.replace))
    }
    .accessibilityLabel(isPlaying ? "Pause" : "Play")
}

}

Download Progress Pattern

struct DownloadButton: View { @State private var state: DownloadState = .idle

var symbolName: String {
    switch state {
    case .idle: "arrow.down.circle"
    case .downloading: "stop.circle"
    case .complete: "checkmark.circle.fill"
    }
}

var body: some View {
    Button {
        advanceState()
    } label: {
        Image(systemName: symbolName)
            .contentTransition(.symbolEffect(.replace))
            .symbolEffect(.pulse, isActive: state == .downloading)
    }
}

}

Toggle with Effect Feedback

struct FavoriteButton: View { @Binding var isFavorite: Bool @State private var bounceValue = 0

var body: some View {
    Button {
        isFavorite.toggle()
        bounceValue += 1
    } label: {
        Image(systemName: isFavorite ? "star.fill" : "star")
            .contentTransition(.symbolEffect(.replace))
            .symbolEffect(.bounce, value: bounceValue)
            .foregroundStyle(isFavorite ? .yellow : .gray)
    }
}

}

Part 6: Custom Symbols

Template Structure

Custom symbols are SVG files with specific layer annotations:

  • Export from design tool as SVG

  • Import into SF Symbols app (File > Import)

  • Set template type: Monochrome, Hierarchical, Multicolor, or Variable Color

  • Annotate layers for rendering modes:

  • Primary layer: Full opacity in Hierarchical

  • Secondary layer: Reduced opacity in Hierarchical

  • Tertiary layer: Most reduced opacity in Hierarchical

  • Set Palette colors per layer if supporting Palette mode

  • Export as .svg template for Xcode

Draw Annotation (SF Symbols 7)

To enable Draw animations on custom symbols:

  • Select a path in SF Symbols 7 app

  • Open the Draw annotation panel

  • Place guide points on the path:

Point Type Visual Purpose

Start Open circle Where drawing begins

End Closed circle Where drawing ends

Corner Diamond Sharp direction change

Bidirectional Double arrow Center-outward drawing

Attachment Link icon Non-drawing decorative connection

  • Minimum: 2 guide points per path (start + end)

  • Option-drag for precise placement

  • Test in Preview panel across all weights

Weight Interpolation

Custom symbols should include designs for at least 3 weight variants:

  • Ultralight (thinnest)

  • Regular (middle)

  • Black (thickest)

The system interpolates between these for intermediate weights (Thin, Light, Medium, Semibold, Bold, Heavy).

Importing to Xcode

  • In Xcode, open Asset Catalog

  • Click + > Symbol Image Set

  • Drag exported .svg from SF Symbols app

  • Asset catalog symbols: Image("custom.symbol.name") . For symbols loaded from a bundle: Image(systemName: "custom.symbol.name", bundle: .module)

Part 7: Platform Availability Matrix

Rendering Modes

Feature iOS macOS watchOS tvOS visionOS

Monochrome 13+ 11+ 6+ 13+ 1+

Hierarchical 15+ 12+ 8+ 15+ 1+

Palette 15+ 12+ 8+ 15+ 1+

Multicolor 15+ 12+ 8+ 15+ 1+

Variable Value 16+ 13+ 9+ 16+ 1+

Symbol Effects

Effect Category iOS macOS watchOS tvOS visionOS

Bounce Discrete 17+ 14+ 10+ 17+ 1+

Pulse Discrete/Indefinite 17+ 14+ 10+ 17+ 1+

Variable Color Discrete/Indefinite 17+ 14+ 10+ 17+ 1+

Scale Indefinite 17+ 14+ 10+ 17+ 1+

Appear Transition 17+ 14+ 10+ 17+ 1+

Disappear Transition 17+ 14+ 10+ 17+ 1+

Replace Content Transition 17+ 14+ 10+ 17+ 1+

Wiggle Discrete/Indefinite 18+ 15+ 11+ 18+ 2+

Rotate Discrete/Indefinite 18+ 15+ 11+ 18+ 2+

Breathe Discrete/Indefinite 18+ 15+ 11+ 18+ 2+

Draw On Indefinite 26+ Tahoe+ 26+ 26+ 26+

Draw Off Indefinite 26+ Tahoe+ 26+ 26+ 26+

Variable Draw Value-based 26+ Tahoe+ 26+ 26+ 26+

Gradient Fill Rendering 26+ Tahoe+ 26+ 26+ 26+

Effect Behavior Categories

Category What It Does How to Trigger

Discrete One-shot animation, returns to rest .symbolEffect(_:value:) — fires when value changes

Indefinite Loops while active .symbolEffect(_:isActive:) — loops while true

Transition Plays on view insert/remove .transition(.symbolEffect(_:))

Content Transition Plays when symbol changes .contentTransition(.symbolEffect(_:))

Part 8: UIKit Complete Reference

Adding Effects

// Add indefinite effect imageView.addSymbolEffect(.pulse) imageView.addSymbolEffect(.breathe) imageView.addSymbolEffect(.rotate) imageView.addSymbolEffect(.variableColor.iterative) imageView.addSymbolEffect(.scale.up)

// Add with options imageView.addSymbolEffect(.bounce, options: .repeat(3)) imageView.addSymbolEffect(.pulse, options: .speed(2.0))

// Add with completion handler imageView.addSymbolEffect(.bounce, options: .default) { context in // Called when effect finishes print("Bounce complete") }

Removing Effects

// Remove specific effect type imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self) imageView.removeSymbolEffect(ofType: ScaleSymbolEffect.self) imageView.removeSymbolEffect(ofType: RotateSymbolEffect.self)

// Remove all effects imageView.removeAllSymbolEffects()

// Remove with options imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self, options: .default)

// Remove with completion imageView.removeSymbolEffect(ofType: PulseSymbolEffect.self) { context in print("Pulse removed") }

Setting Symbol Images with Transitions

// Replace with content transition let newImage = UIImage(systemName: "pause.fill")! imageView.setSymbolImage(newImage, contentTransition: .replace)

// Directional replace imageView.setSymbolImage(newImage, contentTransition: .replace.downUp) imageView.setSymbolImage(newImage, contentTransition: .replace.upUp) imageView.setSymbolImage(newImage, contentTransition: .replace.offUp)

// With options imageView.setSymbolImage(newImage, contentTransition: .replace, options: .speed(2.0))

UIBarButtonItem Effects

// Effects also work on UIBarButtonItem barButtonItem.addSymbolEffect(.bounce) barButtonItem.addSymbolEffect(.pulse, isActive: isLoading) barButtonItem.removeSymbolEffect(ofType: PulseSymbolEffect.self)

Part 9: Accessibility

Labels

// SwiftUI Image(systemName: "star.fill") .accessibilityLabel("Favorite")

// UIKit let image = UIImage(systemName: "star.fill") imageView.accessibilityLabel = "Favorite" imageView.isAccessibilityElement = true

// Label automatically provides accessibility Label("Settings", systemImage: "gear") // VoiceOver reads: "Settings"

Reduce Motion

Symbol effects automatically respect UIAccessibility.isReduceMotionEnabled . When Reduce Motion is on:

  • Most effects are simplified or suppressed

  • Replace transitions use crossfade instead of directional movement

  • Indefinite effects may be simplified to static appearance changes

Do not attempt to override or check this yourself for effects. The system handles it. Only intervene if effects carry semantic meaning:

// If the pulsing conveys connection status, provide a text label Image(systemName: "wifi") .symbolEffect(.pulse, isActive: isConnecting) .accessibilityLabel(isConnecting ? "Connecting to WiFi" : "WiFi connected")

Bold Text

SF Symbols automatically adapt when Bold Text is enabled in Accessibility settings. Custom symbols need weight variants to support this properly.

Dynamic Type

Symbols sized with .font() scale automatically with Dynamic Type. Symbols sized with explicit point sizes (.font(.system(size: 24)) ) do not scale.

// ✅ Scales with Dynamic Type Image(systemName: "star.fill") .font(.title)

// ❌ Fixed size, does not scale Image(systemName: "star.fill") .font(.system(size: 24))

Part 10: Common Patterns

Notification Badge with Effect

struct NotificationBell: View { let count: Int

var body: some View {
    Image(systemName: count > 0 ? "bell.badge.fill" : "bell.fill")
        .contentTransition(.symbolEffect(.replace))
        .symbolEffect(.wiggle, value: count)
        .symbolRenderingMode(.palette)
        .foregroundStyle(count > 0 ? .red : .primary, .primary)
}

}

WiFi Strength Indicator

struct WiFiIndicator: View { let strength: Double // 0.0 to 1.0 let isSearching: Bool

var body: some View {
    Image(systemName: "wifi", variableValue: strength)
        .symbolEffect(.variableColor.iterative, isActive: isSearching)
        .symbolRenderingMode(.hierarchical)
        .accessibilityLabel(
            isSearching ? "Searching for WiFi" :
            "WiFi strength: \(Int(strength * 100))%"
        )
}

}

Animated Toggle

struct RecordButton: View { @State private var isRecording = false

var body: some View {
    Button {
        isRecording.toggle()
    } label: {
        Image(systemName: isRecording ? "stop.circle.fill" : "record.circle")
            .contentTransition(.symbolEffect(.replace))
            .symbolEffect(.breathe.pulse, isActive: isRecording)
            .font(.largeTitle)
            .foregroundStyle(isRecording ? .red : .primary)
    }
    .accessibilityLabel(isRecording ? "Stop recording" : "Start recording")
}

}

Multi-State Symbol with Draw (iOS 26+)

struct TaskCheckbox: View { @State private var isComplete = false

var body: some View {
    Button {
        isComplete.toggle()
    } label: {
        Image(systemName: isComplete ? "checkmark.circle.fill" : "circle")
            .contentTransition(.symbolEffect(.replace))
            .symbolEffect(.drawOn, isActive: isComplete)
            .font(.title2)
            .foregroundStyle(isComplete ? .green : .secondary)
    }
    .accessibilityLabel(isComplete ? "Completed" : "Not completed")
}

}

Resources

WWDC: 2023-10257, 2023-10258, 2024-10188, 2025-337

Docs: /symbols, /symbols/symboleffect, /symbols/bouncesymboleffect, /symbols/pulsesymboleffect, /symbols/variablecolorsymboleffect, /symbols/scalesymboleffect, /symbols/wigglesymboleffect, /symbols/rotatesymboleffect, /symbols/breathesymboleffect, /symbols/appearsymboleffect, /symbols/disappearsymboleffect, /symbols/replacesymboleffect, /symbols/drawonsymboleffect, /symbols/drawoffsymboleffect, /swiftui/image/symbolrenderingmode(_:), /uikit/uiimage/symbolconfiguration

Skills: axiom-sf-symbols, axiom-hig-ref, axiom-swiftui-animation-ref

Last Updated Based on WWDC 2023/10257-10258, WWDC 2024/10188, WWDC 2025/337 Version iOS 13+ (display), iOS 15+ (rendering modes), iOS 17+ (effects), iOS 18+ (Wiggle/Rotate/Breathe), iOS 26+ (Draw, Gradients)

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