Engine Design System Synthesis

Everplay Sibling Systems

An exhaustive engineering specification index of the 98+ visual effects primitives, multi-layered combinations, and physical motion models extracted across all design layers. Fully compliant with iOS 26 Liquid Glass paradigms.

Select Effect Preset

Category tabs replace the stack with that family and filter the checklist. Custom Combinator shows all primitives β€” check any mix to layer FX in the device frame.

Device & OS Sandbox Model

Target Aspect Selector

2/12 Active
✨
Appearance / Exit
Post card fade & scale transitions
πŸ‘†
Tap / Press / Click
Tactile heart-burst, switches, tabs
πŸŽ›οΈ
Swipe / Drag / Dial
Elastic slider dials, checklist drag
βš™οΈ
Menus & Modals
Translucent lists, long-press context
🧭
Navigation & Dock
Frosted top header nav bar & dock
πŸ“»
Streaming Audio
Pulsing visualizer & progress scrubber
⌨️
Input & Keyboard
Glass virtual keyboard, search bar
πŸ””
Feedback & Toasts
Gooey success cards, shaking error toasts
πŸ‘€
Identity & FaceID
Spotlight avatars, FaceID scanning lock
πŸͺ™
Reveal & Scratch
Canvas scratch card, breaking gift
πŸ“Š
Data & Charts
SVG line chart, detail popover tooltips
πŸ“
Spatial / AR Grid
AR viewfinder, crop ticks, horizon gauge

Blob Tension (Gaussian Radius)

Kinetic Attraction Factor

* Move your mouse or tap inside the sandbox viewport to dynamically interact with the physics engine.
πŸ’‘ Click "Test in Sandbox" on any card in the catalog tabs to load deep sensory metrics and formula specs here.
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Q-Net
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Core
Sensor System
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Power
Quantum Grid
❀️
Mode A
Mode B
Mode C
Haptic Engine
Rotary Dial
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Core Frequency 98.4 Hz
12.4ms
DynamicLiquidDashboard.swift
import SwiftUI

// SwiftUI 26 Fluid Dashboard demonstrating native Liquid Glass coalescing
struct DynamicLiquidDashboard: View {
    @Namespace private var glassNamespace
    @State private var showSettings = false

    var body: some View {
        ZStack {
            TempestReefBackgroundView()
                .ignoresSafeArea()

            // Shared Liquid Refraction Container
            GlassEffectContainer(spacing: 20) {
                VStack(spacing: 24) {

                    Button(action: {
                        withAnimation(.spring(response: 0.52, dampingFraction: 0.74)) {
                            showSettings.toggle()
                        }
                    }) {
                        HStack(spacing: 12) {
                            Image(systemName: "cpu.fill")
                            Text("Everplay Core")
                        }
                        .frame(width: 240, height: 60)
                    }
                    .buttonStyle(.glass) // Specular touch response
                    .glassEffectID("main-hub", in: glassNamespace)

                    if showSettings {
                        SubPanelRow(title: "Dynamic Caustics", active: true)
                            .glassEffect(.thin, in: .rect(cornerRadius: 14))
                            .glassEffectID("sub-panel", in: glassNamespace)
                    }
                }
            }
        }
    }
}
FrictionStallDrawer.swift
struct FrictionStallDrawer: View {
    @Binding var isOpen: Bool

    var body: some View {
        VStack {
            Capsule().frame(width: 40, height: 5).opacity(0.4)
            Text("Friction Control Center")
        }
        .frame(maxWidth: .infinity, height: 180)
        .background(RoundedRectangle(cornerRadius: 24).fill(.ultraThinMaterial))
        // Custom keyframe track to simulate friction-stall curves
        .keyframeAnimator(initialValue: CGFloat(isOpen ? 0 : 1), trigger: isOpen) { view, value in
            view.offset(y: value * 320)
        } keyframes: { _ in
            KeyframeTrack {
                CubicKeyframe(0.38, duration: 0.35) // Sweep
                LinearKeyframe(0.34, duration: 0.20) // Stall plateau
                CubicKeyframe(-0.05, duration: 0.22) // Rebound
                CubicKeyframe(0.0, duration: 0.12) // Settle
            }
        }
    }
}
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