SwiftUI already streamlines the creation of view animations. One instance is the matchedGeometryEffect
modifier, which allows builders to outline the looks of two views. The modifier calculates the disparities between the 2 views and mechanically animates the scale and place adjustments. With iOS 17, Apple continues to enhance the SwiftUI framework and supply a brand new view known as PhaseAnimator
, which permits us to construct extra subtle animations.
On this tutorial, we’ll discover the capabilities of PhaseAnimator
and discover ways to put it to use to create multi-step animations.
Constructing a Easy Animation with PhaseAnimator
The PhaseAnimator
view, or the .phaseAnimator
modifier, allows you to generate multi-step animations. By biking by means of a set of phases that you simply present, every representing a definite step, you possibly can create dynamic and interesting animations.

Let me give a easy instance, so you’ll perceive the best way to work the section animator. We’ll animate the transformation of a rounded rectangle. It begins as a blue rectangle, then scales up, adjustments shade to indigo, and incorporates a 3D rotation animation.
We are able to use the RoundedRectangle
view to create the rounded rectangle and fix the phaseAnimator
modifier to the rectangle like this:
struct ContentView: View { var physique: some View { RoundedRectangle(cornerRadius: 25.0) .body(top: 200) .phaseAnimator([ false, true ]) { content material, section in content material .scaleEffect(section ? 1.0 : 0.5) .foregroundStyle(section ? .indigo : .blue) } } } |
Inside the section animator, we specify two phases: false
and true
. The view builder closure takes two parameters. The primary parameter is a proxy worth that represents the modified view. The second parameter signifies the present section.
When the view initially seems, the primary section (i.e. false
) is lively. We set the size to 50% of the unique measurement and the foreground shade to blue. Within the second section, the rectangle scales again to its authentic measurement and the colour transitions to indigo.
The section animator mechanically animates the change between these two phases.

To create the 3D rotation animation, you possibly can connect the rotation3DEffect
modifier to the content material
view like beneath:
.rotation3DEffect( section ? .levels(720) : .zero, axis: (x: 0.0, y: 1.0, z: 0.0) ) |
If you wish to customise the animation, phaseAnimator
additionally gives the animation
parameter for outlining your most popular animation. Primarily based on the given section, you possibly can specify the animation for use when shifting from one section to a different. Right here is an instance:
.phaseAnimator([ false, true ]) { content material, section in content material .scaleEffect(section ? 1.0 : 0.5) .foregroundStyle(section ? .indigo : .blue) .rotation3DEffect( section ? .levels(720) : .zero, axis: (x: 0.0, y: 1.0, z: 0.0) ) } animation: { section in swap section { case true: .easy.velocity(0.2) case false: .spring } } |
Utilizing Enum to Outline Multi Step Animations
Within the earlier instance, the animation consisted of solely two phases: false
and true
. Nonetheless, in additional complicated animations, there are sometimes a number of steps or phases concerned. On this case, an enum is a good way to outline a listing of steps for the animation.

Let’s think about an instance of animating an emoji icon with the next steps:
- Initially, the emoji icon is centered on the display.
- It scales up by 50% and rotates itself by 720 levels.
- Subsequent, it strikes upward by 250 factors whereas concurrently cutting down by 20%.
- Then, it strikes downward by 450 factors. Whereas descending, it rotates itself by 360 levels and scales down by 50%.
- Lastly, it returns to its authentic place.
With these steps, we will create a dynamic animation for the emoji icon.
To implement this multi-step animation, we will outline an enum like this:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 |
enum Section: CaseIterable { case preliminary case rotate case soar case fall
var scale: Double { swap self { case .preliminary: 1.0 case .rotate: 1.5 case .soar: 0.8 case .fall: 0.5 } }
var angle: Angle { swap self { case .preliminary, .soar: Angle(levels: 0) case .rotate: Angle(levels: 720) case .fall: Angle(levels: 360) } }
var offset: Double { swap self { case .preliminary, .rotate: 0 case .soar: –250.0 case .fall: 450.0 } } } |
On this enum, now we have 4 instances that symbolize totally different steps of the animation. Throughout every section, we carry out scaling, rotation, or motion on the emoji icon. To perform this, we outline three computed properties for every motion. Inside every property, we specify the values for the actual animation section or step.
As an illustration, within the “rotate” section, the emoji needs to be scaled up by 50% and rotated by 720 levels. The scale
property returns 1.5, and the angle
property returns Angle(levels: 720)
.
With the Section
enum, we will now simply animate the emoji with the section animator like beneath:
Textual content(“🐻”) .font(.system(measurement: 100)) .phaseAnimator(Section.allCases) { content material, section in content material .scaleEffect(section.scale) .rotationEffect(section.angle) .offset(y: section.offset)
} animation: { section in swap section { case .preliminary: .bouncy case .rotate: .easy case .soar: .snappy case .fall: .interactiveSpring } } |
The Section.allCases
mechanically informs the section animator concerning the out there phases. Relying on the given section, the emoji icon is scaled, rotated, and moved based on the computed values.
To customise the animation, we will specify a specific animation, reminiscent of snappy
, for various phases as an alternative of utilizing the default animation.
Utilizing Triggers
Presently, the section animator initiates the animation mechanically and repeats it indefinitely. Nonetheless, there could also be conditions the place you favor to set off the animation manually. In such instances, you possibly can outline your standards by specifying the specified situations within the set off
parameter of the section animator.
For instance, the emoji animation needs to be triggered when a consumer faucets on it. You’ll be able to first declare a state variable like this:
@State non-public var startAnimation = false |
Subsequent, you replace the phaseAnimator
modifier by including the set off
parameter:
.phaseAnimator(Section.allCases, set off: startAnimation, content material: { content material, section in content material .scaleEffect(section.scale) .rotationEffect(section.angle) .offset(y: section.offset) }, animation: { section in swap section { case .preliminary: .bouncy case .rotate: .easy case .soar: .snappy case .fall: .interactiveSpring } }) |
After making the code adjustments, the animation will solely be triggered when the worth of startAnimation
is switched from false
to true
. To realize this, connect the onTapGesture
modifier to the Textual content view.
.onTapGesture { startAnimation.toggle() } |
When a consumer faucets the emoji, we toggle the worth of startAnimation
. This triggers the multi-step animation.
Abstract
The introduction of PhaseAnimator
has made the method of making multi-step animations extremely easy. By utilizing an enum to outline what adjustments ought to occur at every step of the animation, you possibly can create dynamic and interesting animations with just some traces of code. SwiftUI’s PhaseAnimator
, together with different useful options, takes care of the exhausting give you the results you want, so builders can concentrate on making spectacular animations with none trouble.
In the event you get pleasure from studying this tutorial, you possibly can proceed to take a look at our Mastering SwiftUI ebook to study extra concerning the SwiftUI framework.