SF Symbols
Over 7,000 system symbols with free platform consistency, Dynamic Type alignment, and
accessibility — the default answer to "we need an icon." This skill covers using them well,
authoring custom ones that behave like system ones, and the animation vocabulary.
(Animation implementation patterns live in design/animation-patterns → symbol-effects.md;
this skill owns selection, authoring, and rendering.)
When This Skill Activates
- Choosing icons for tabs, toolbars, buttons, widgets ("should this be an SF Symbol?" — usually yes)
- A needed glyph doesn't exist → authoring a custom symbol
- Rendering a changing value (signal, progress, volume) as a symbol
- Symbol state changes that should animate (mute/unmute, play/pause)
Using system symbols
- Prefer symbols over custom art for tab/toolbar icons — recognizability across the platform
for free, and they scale with text styles (
imageScale, weights match adjacent text).
- Keep platform-conventional symbols conventional: share, trash, search mean one thing each.
- Rendering modes: Monochrome · Hierarchical (one color, opacity-derived depth) ·
Palette (2–3 explicit colors) · Multicolor (intrinsic colors). Pick per context — hierarchical
shines in toolbars; multicolor in content.
- Gradients (SF Symbols 7-era): a smooth linear gradient generated from one source color,
available in all rendering modes — use where depth helps, keep flat in dense UI.
- Variable value: pass
variableValue (0–1) to render magnitude — signal bars, progress.
Thresholds distribute evenly; 0% is the only "empty" state (a symbol reads "full" before 100%).
Variable Draw (SF Symbols 7) renders the path at a percentage instead of activating
layers — an alternative for progress/temperature; a symbol can carry both but renders one.
Animation vocabulary
Presets: Bounce · Pulse · Variable Color · Scale · Appear · Disappear · Replace · Draw On/Off
(SF Symbols 7). Behavior classes: discrete (one-off), indefinite (until removed — always pair
with removal logic), transition, content transition.
- Swap symbol states with
.contentTransition(.symbolEffect(.replace)) — and prefer Magic
Replace (preserves matching enclosures, uses Draw Off/On where supported) for state pairs
like mute/unmute.
- Draw On/Off playback: By Layer (default) · Whole Symbol · Individually. Symbols define their
own drawing direction (wind draws left→right; symmetric symbols from center).
- Effects propagate down the view hierarchy —
.symbolEffectsRemoved() blocks them on subviews.
- Full API patterns (SwiftUI
symbolEffect, UIKit addSymbolEffect) in
design/animation-patterns/symbol-effects.md.
Authoring custom symbols
The workflow that makes a custom glyph behave like a system one:
- Start from the closest system symbol (prefer an unfilled base) — SF Symbols app →
Export Template. Never draw from a blank canvas.
- Draw three sources: Ultralight-Small, Regular-Small, Black-Small — the system
interpolates all 27 variants (9 weights × 3 scales) from them. Get Regular-Small right
first, then copy its paths and only move points — all sources must keep the same number
and order of paths and points (move, never add/remove).
- Outline everything: convert live strokes to outlined paths once the design settles; no
open paths (can't fill), no gradients or drop shadows baked in (they break multicolor/
hierarchical rendering) — flat fills only.
- Annotate with unified annotation: layers in explicit z-order; system colors for
multicolor (they adapt to dark mode/contrast); primary→tertiary groups drive hierarchical
and palette modes;
Erase punches shapes out of layers behind; Hidden excludes a layer
from a mode. For variable color, z-order = activation order (first-to-fill at bottom).
- Draw guide points (SF Symbols 7 templates) for Draw On/Off: every path needs a start
(open circle) and end (closed circle); corners marked with diamonds; annotate the Regular
weight first (the only weight where guide points can be added/removed) and keep guide-point
order identical across weights.
- Export the current template version for Xcode. Legacy note: 2.0 templates are
monochrome-only (needed only for very old deployment targets); 3.0+ carries all rendering
modes; 4.0+ carries variable color.
❌ Common failures: baking effects into art (breaks rendering modes) · mismatched path counts
across sources (kills interpolation) · re-ordering paths after annotation (forces re-annotation)
· shipping a filled base variant as the only variant.
Output Format
For icon reviews: Location | Current | Symbol exists? (name) | Mode/config | Action.
For custom-symbol requests: the 6-step authoring checklist above with per-step status.
References
1---2name: sf-symbols3description: SF Symbols end-to-end — choosing and configuring the 7,000+ system symbols (rendering modes, variable color/draw, gradients), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. Use when picking iconography, building custom symbols, animating symbol state changes, or rendering values as symbols.4---5
6# SF Symbols
7
8Over 7,000 system symbols with free platform consistency, Dynamic Type alignment, and
9accessibility — the default answer to "we need an icon." This skill covers using them well,
10authoring custom ones that behave like system ones, and the animation vocabulary.
11(Animation *implementation patterns* live in `design/animation-patterns` → symbol-effects.md;
12this skill owns selection, authoring, and rendering.)
13
14## When This Skill Activates
15
16- Choosing icons for tabs, toolbars, buttons, widgets ("should this be an SF Symbol?" — usually yes)
17- A needed glyph doesn't exist → authoring a custom symbol
18- Rendering a changing value (signal, progress, volume) as a symbol
19- Symbol state changes that should animate (mute/unmute, play/pause)
20
21## Using system symbols
22
23- Prefer symbols over custom art for tab/toolbar icons — recognizability across the platform
24 for free, and they scale with text styles (`imageScale`, weights match adjacent text).
25- Keep platform-conventional symbols conventional: share, trash, search mean one thing each.
26- **Rendering modes**: Monochrome · Hierarchical (one color, opacity-derived depth) ·
27 Palette (2–3 explicit colors) · Multicolor (intrinsic colors). Pick per context — hierarchical
28 shines in toolbars; multicolor in content.
29- **Gradients** (SF Symbols 7-era): a smooth linear gradient generated from one source color,
30 available in all rendering modes — use where depth helps, keep flat in dense UI.
31- **Variable value**: pass `variableValue` (0–1) to render magnitude — signal bars, progress.
32 Thresholds distribute evenly; 0% is the only "empty" state (a symbol reads "full" before 100%).
33 **Variable Draw** (SF Symbols 7) renders the path at a percentage instead of activating
34 layers — an alternative for progress/temperature; a symbol can carry both but renders one.
35
36## Animation vocabulary
37
38Presets: **Bounce · Pulse · Variable Color · Scale · Appear · Disappear · Replace · Draw On/Off**
39(SF Symbols 7). Behavior classes: discrete (one-off), indefinite (until removed — always pair
40with removal logic), transition, content transition.
41
42- Swap symbol states with `.contentTransition(.symbolEffect(.replace))` — and prefer **Magic
43 Replace** (preserves matching enclosures, uses Draw Off/On where supported) for state pairs
44 like mute/unmute.
45- Draw On/Off playback: By Layer (default) · Whole Symbol · Individually. Symbols define their
46 own drawing direction (wind draws left→right; symmetric symbols from center).
47- Effects propagate down the view hierarchy — `.symbolEffectsRemoved()` blocks them on subviews.
48- Full API patterns (SwiftUI `symbolEffect`, UIKit `addSymbolEffect`) in
49 `design/animation-patterns/symbol-effects.md`.
50
51## Authoring custom symbols
52
53The workflow that makes a custom glyph behave like a system one:
54
551. **Start from the closest system symbol** (prefer an unfilled base) — SF Symbols app →
56 Export Template. Never draw from a blank canvas.
572. **Draw three sources**: Ultralight-Small, Regular-Small, Black-Small — the system
58 interpolates all **27 variants** (9 weights × 3 scales) from them. Get Regular-Small right
59 first, then copy its paths and only *move* points — all sources must keep the **same number
60 and order of paths and points** (move, never add/remove).
613. **Outline everything**: convert live strokes to outlined paths once the design settles; no
62 open paths (can't fill), no gradients or drop shadows baked in (they break multicolor/
63 hierarchical rendering) — flat fills only.
644. **Annotate with unified annotation**: layers in explicit z-order; system colors for
65 multicolor (they adapt to dark mode/contrast); primary→tertiary groups drive hierarchical
66 and palette modes; `Erase` punches shapes out of layers behind; `Hidden` excludes a layer
67 from a mode. For **variable color**, z-order = activation order (first-to-fill at bottom).
685. **Draw guide points** (SF Symbols 7 templates) for Draw On/Off: every path needs a start
69 (open circle) and end (closed circle); corners marked with diamonds; annotate the Regular
70 weight first (the only weight where guide points can be added/removed) and keep guide-point
71 order identical across weights.
726. **Export the current template version** for Xcode. Legacy note: 2.0 templates are
73 monochrome-only (needed only for very old deployment targets); 3.0+ carries all rendering
74 modes; 4.0+ carries variable color.
75
76❌ Common failures: baking effects into art (breaks rendering modes) · mismatched path counts
77across sources (kills interpolation) · re-ordering paths after annotation (forces re-annotation)
78· shipping a filled base variant as the only variant.
79
80## Output Format
81
82For icon reviews: `Location | Current | Symbol exists? (name) | Mode/config | Action`.
83For custom-symbol requests: the 6-step authoring checklist above with per-step status.
84
85## References
86
87- https://developer.apple.com/sf-symbols/ (the SF Symbols app)
88- https://developer.apple.com/videos/play/wwdc2025/337/ (What's new in SF Symbols 7)
89- https://developer.apple.com/videos/play/wwdc2021/10250/ (Create custom symbols)
90- https://developer.apple.com/videos/play/wwdc2023/10258/ (Animate symbols)
91- https://developer.apple.com/videos/play/wwdc2022/10158/ (Variable Color)
92- https://developer.apple.com/design/human-interface-guidelines/sf-symbols
93- Related skills: `design/animation-patterns` (symbol-effects implementation), `design/typography` (SF font pairing), `generators/app-icon-generator` (app icons are NOT symbols)