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[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"

lev-os By lev-os schedule Updated 3/7/2026

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)

  1. Canvas over shapes — Use Canvas for particle systems (single draw call per layer)
  2. Conditional hierarchy — Remove fractal/smoke from view tree when idle: if state == .thinking { ... }
  3. 30fps capTimelineView(.animation(minimumInterval: 1.0 / 30.0))
  4. Reduce motion@Environment(\.accessibilityReduceMotion) guards ALL animation starts
  5. Pool particles — Recycle bin pattern (linked list, not array append/remove)
  6. No SpriteKit — Pure SwiftUI + Canvas + optional Metal
  7. 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

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.

Install via CLI
npx skills add https://github.com/lev-os/agents --skill orb
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