name: orb description: | [WHAT] Build animated SwiftUI orbs — Siri-style mesh gradients, particle spheres, and AI assistant visualizers. [HOW] 7 compositing techniques (MeshGradient, Canvas particles, Metal shaders, layer rotation, angular glow, hue-shift, animated masks) with code patterns and performance rules. [WHEN] Use when building or modifying animated orb UIs, voice chat visualizers, AI thinking indicators, Siri-style glows, particle effects, or the Kingly Clawd avatar. [WHY] Animated orbs require precise layering, 60fps budgets, accessibility compliance, and cross-platform (iOS/macOS) consistency. This skill encodes battle-tested patterns.
Triggers: "orb", "siri animation", "mesh gradient", "voice visualizer", "particle sphere", "glow effect", "animated gradient", "MeshGradient", "Canvas animation", "TimelineView", "OCMiniOrb", "Clawd orb", "kaaba", "diamond orb", "ripple effect", "audio reactive" triggers: - orb animation - siri clone - mesh gradient - voice visualizer - particle sphere - glow shadow - animated orb - canvas particle - metal shader ripple - audio reactive UI
Orb — Animated SwiftUI Visualizer Skill
Decision Tree
What are you building?
|
|-- Modify existing OCMiniOrb?
| |-- Add/change state? -> See: Existing Implementation
| |-- Tune layers? -> See: references/existing-impl.md
| \-- Add audio reactivity? -> Bind audioLevel to scaleEffect
|
|-- New orb variant?
| |-- Siri iOS 18 style (edge glow)? -> T1: MeshGradient + T2: AnimatedRectangle mask
| |-- Classic Siri (layered rotation)? -> T3: Layer rotation with Figma assets
| |-- Particle sphere (Jarvis)? -> T6: 3D particle system in Canvas
| |-- Kaaba/Diamond? -> See: references/variants.md
| \-- Glow button shadow? -> T7: Angular gradient + blur
|
|-- Performance issue?
| |-- Dropped frames? -> Check: fractal conditional removal, Canvas vs SwiftUI shapes
| |-- High CPU idle? -> Ensure TimelineView pauses when not visible
| \-- Memory growth? -> Check particle pool / recycle bin pattern
|
\-- Accessibility?
\-- .accessibilityReduceMotion -> guard !reduceMotion else { return }
Quick Reference: 7 Techniques
| # | Technique | API | Best For | Ref |
|---|---|---|---|---|
| T1 | MeshGradient | MeshGradient(width:height:points:colors:) |
Siri iOS 18 edge glow | references/techniques.md#t1 |
| T2 | AnimatedRectangle | Custom Shape + animatableData |
Breathing border mask | references/techniques.md#t2 |
| T3 | Layer Rotation | ZStack + .rotationEffect + .hueRotation |
Classic Siri icon | references/techniques.md#t3 |
| T4 | Hue-Shift Gradient | TimelineView + shiftHue() |
Color cycling backgrounds | references/techniques.md#t4 |
| T5 | Metal Ripple | ShaderLibrary.Ripple + .layerEffect |
Tap/activation ripple | references/techniques.md#t5 |
| T6 | 3D Particle Sphere | Canvas + sphere projection math |
Jarvis orb, particle clouds | references/techniques.md#t6 |
| T7 | Angular Glow | AngularGradient + .blur |
Button glow shadows | references/techniques.md#t7 |
Existing Implementation (OCMiniOrb)
Path: packages/uikit/Sources/OCDesignKit/Components/OCMiniOrb.swift
Storybook: apps/storybook/Sources/Shared/MiniOrbPage.swift
Spec: docs/ux/orb/mini-clawd-spec.md
6-layer stack in ZStack:
| Layer | What | How |
|---|---|---|
| 1. Ambient Glow | RadialGradient + .blur(size*0.25) |
Opacity pulse 0.2-0.35, 2s |
| 2. Base Orb | RadialGradient circle |
Breathe 0.98-1.02, 3s; audio in speaking |
| 3. Fractal | Canvas + TimelineView(1/30fps) |
6 Fibonacci rings, conditional on state |
| 4. Glass | RadialGradient + .ultraThinMaterial |
Static 0.85x |
| 5. Smoke | 4 orbiting blobs in Canvas |
3-6s rotation per blob |
| 6. Eyes | 2 white circles | Dim to 0.4 in thinking |
States: OrbDisplayState — .idle, .thinking, .speaking, .listening
Colors: OCColors.voiceOrb{State}Start/End, .voiceHighlight, .voiceParticle
Performance Rules (NON-NEGOTIABLE)
- Canvas over shapes — Use
Canvasfor particle systems (single draw call per layer) - Conditional hierarchy — Remove fractal/smoke from view tree when idle:
if state == .thinking { ... } - 30fps cap —
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) - Reduce motion —
@Environment(\.accessibilityReduceMotion)guards ALL animation starts - Pool particles — Recycle bin pattern (linked list, not array append/remove)
- No SpriteKit — Pure SwiftUI + Canvas + optional Metal
- Target — 60fps at 48pt on iPhone 12 / M1 Mac
Compositing Recipe: New Orb
// Minimal orb skeleton
struct MyOrb: View {
let state: OrbDisplayState
var size: CGFloat = 48
@Environment(\.accessibilityReduceMotion) private var reduceMotion
var body: some View {
ZStack {
// 1. Glow (always)
Circle().fill(RadialGradient(...)).blur(radius: size * 0.25)
// 2. Base (always)
Circle().fill(RadialGradient(...)).scaleEffect(breatheScale)
// 3. Active layers (conditional)
if state != .idle {
activeLayer(size) // Canvas-based
}
// 4. Glass (always)
Circle().fill(...).background(.ultraThinMaterial.opacity(0.15))
// 5. Highlights (always)
eyeDots(size)
}
.frame(width: size * 1.3, height: size * 1.3)
.accessibilityLabel("Assistant \(state.label)")
}
}
Key Helper: sinInRange
func sinInRange(_ range: ClosedRange<Float>, offset: Float, timeScale: Float, t: Float) -> Float {
let amplitude = (range.upperBound - range.lowerBound) / 2
let midPoint = (range.upperBound + range.lowerBound) / 2
return midPoint + amplitude * sin(timeScale * t + offset)
}
Used by MeshGradient (T1) and AnimatedRectangle (T2) for organic motion.
References
| File | Content |
|---|---|
references/techniques.md |
Full code for all 7 techniques with copy-paste patterns |
references/existing-impl.md |
OCMiniOrb layer-by-layer analysis, modification guide |
references/variants.md |
Kaaba/Diamond, particle sphere, mesh orb variant specs |
External Sources
- metasidd/PrototypeSiriAnimation — iOS 18 Siri mesh gradient prototype
- Rudrank Riyam — Siri Animation — MeshingAIProgressView deep dive
- Hacking with Swift — MeshGradient — API reference
- Amos Gyamfi — Siri Clone Gist — Layer rotation approach
- insidegui/MeshBuddy — Visual MeshGradient editor
Related Skills
- pencil — Visual design prompts and character art for orb avatars (concept → prompt)
- swiftui-animation — General SwiftUI animation patterns (broader scope)
- swiftui-performance-audit — Runtime perf diagnostics (when orb causes frame drops)
Technique Map
- 6-layer ZStack compositing — Ambient glow, base orb, fractal (conditional), glass, smoke, eyes; because layering order determines visual hierarchy and performance.
- Canvas over shapes for particles — Single draw call per layer; because SwiftUI shapes = many draw calls; Canvas = one.
- Conditional hierarchy — Remove fractal/smoke when idle; because redundant layers drain GPU when not visible.
- 30fps cap for TimelineView — minimumInterval: 1.0/30.0; because 60fps for decorative layers wastes budget.
- Reduce motion guard — @Environment(.accessibilityReduceMotion) on ALL animation; because accessibility compliance is non-negotiable.
- sinInRange helper — Organic motion for MeshGradient and AnimatedRectangle; because procedural variation feels more natural than linear.
- Pool particles — Recycle bin pattern, not array append/remove; because mid-frame allocation causes frame drops.
Technique Notes
7 techniques: T1 MeshGradient, T2 AnimatedRectangle, T3 layer rotation, T4 hue-shift, T5 Metal ripple, T6 particle sphere, T7 angular glow. OCMiniOrb path: OCDesignKit/Components/OCMiniOrb.swift. Target: 60fps at 48pt on iPhone 12.
Prompt Architect Overlay
Role Definition: Animated SwiftUI orb builder. Siri-style mesh gradients, particle spheres, AI assistant visualizers. Encodes 7 compositing techniques with performance rules and accessibility compliance.
Input Contract: Accepts orb variant (Siri iOS 18, classic Siri, particle sphere, Kaaba/Diamond), modification target (existing OCMiniOrb or new), or performance issue. State (idle/thinking/speaking/listening) if modifying existing.
Output Contract: Layer-by-layer compositing recipe, technique references, performance rules checklist. SwiftUI code snippets. Accessibility labels. References to techniques.md, existing-impl.md, variants.md.
Edge Cases & Fallbacks: If frame drops→check conditional hierarchy, Canvas vs shapes, particle count. If modify OCMiniOrb→reference existing-impl.md. If audio reactive→bind audioLevel to scaleEffect. If Metal needed→orb skill T5; metal-shaders for MSL.