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ComeOnOliver/skillshub

Use when CAAnimation completion handler doesn't fire, spring physics look wrong on device, animation duration mismatches actual time, gesture + animation interaction causes jank, or timing differs between simulator and real hardware - systematic CAAnimation diagnosis with CATransaction patterns, frame rate awareness, and device-specific behavior

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skillshub is a Claude Code agent skill that use when CAAnimation completion handler doesn't fire, spring physics look wrong on device, animation duration mismatches actual time, gesture + animation interaction causes jank, or timing differs between simulator and real hardware - systematic CAAnimation diagnosis with CATransaction patterns, frame rate awareness, and device-specific behavior.

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ドキュメント

UIKit Animation Debugging

Overview

CAAnimation issues manifest as missing completion handlers, wrong timing, or jank under specific conditions. Core principle 90% of CAAnimation problems are CATransaction timing, layer state, or frame rate assumptions, not Core Animation bugs.

Red Flags — Suspect CAAnimation Issue

If you see ANY of these, suspect animation logic not device behavior:

  • Completion handler fires on simulator but not device
  • Animation duration (0.5s) doesn't match visual duration (1.2s)
  • Spring animation looks correct on iPhone 15 Pro but janky on older devices
  • Gesture + animation together causes stuttering (fine separately)
  • [weak self] in completion handler and you're not sure why
  • ❌ FORBIDDEN Hardcoding duration/values to "match what actually happens"
    • This ships device-specific bugs to users on different hardware
    • Do not rationalize this as a "temporary fix" or "good enough"

Critical distinction Simulator often hides timing issues (60Hz only, no throttling). Real devices expose them (variable frame rate, CPU throttling, background pressure). MANDATORY: Test on real device (oldest supported model) before shipping.

Mandatory First Steps

ALWAYS run these FIRST (before changing code):

// 1. Check if completion is firing at all
animation.completion = { [weak self] finished in
    print("🔥 COMPLETION FIRED: finished=\(finished)")
    guard let self = self else {
        print("🔥 SELF WAS NIL")
        return
    }
    // original code
}

// 2. Check actual duration vs declared
let startTime = Date()
let anim = CABasicAnimation(keyPath: "position.x")
anim.duration = 0.5  // Declared
layer.add(anim, forKey: "test")

DispatchQueue.main.asyncAfter(deadline: .now() + 0.51) {
    print("Elapsed: \(Date().timeIntervalSince(startTime))")  // Actual
}

// 3. Check what animations are active
if let keys = layer.animationKeys() {
    print("Active animations: \(keys)")
    for key in keys {
        if let anim = layer.animation(forKey: key) {
            print("\(key): duration=\(anim.duration), removed=\(anim.isRemovedOnCompletion)")
        }
    }
}

// 4. Check layer state
print("Layer speed: \(layer.speed)")  // != 1.0 means timing is scaled
print("Layer timeOffset: \(layer.timeOffset)")  // != 0 means animation is offset

What this tells you

  • Completion print appears → Handler fires, issue is in callback code
  • Completion print missing → Handler not firing, check CATransaction/layer state
  • Elapsed time == declared → Duration is correct, visual jank is from frames
  • Elapsed time != declared → CATransaction wrapping is changing duration
  • layer.speed != 1.0 → Something is slowing animation
  • Active animations list is long → Multiple animations competing

MANDATORY INTERPRETATION

Before changing ANY code, you must identify which ONE diagnostic is the root cause:

  1. If completion fires but elapsed time != declared duration → Apply Pattern 2 (CATransaction)
  2. If completion doesn't fire AND isRemovedOnCompletion is true → Apply Pattern 3
  3. If completion fires but visual is janky → MUST profile with Instruments first
    • You cannot guess "it's probably frames" - prove it with data
    • Profile > Core Animation instrument shows frame drops with certainty
    • If you skip Instruments, you're guessing

If diagnostics are contradictory or unclear

  • STOP. Do NOT proceed to patterns yet
  • Add more print statements to narrow the cause
  • Ask: "The diagnostics show X and Y but Z doesn't match. What am I missing?"
  • Profile with Instruments > Core Animation if unsure

Decision Tree

CAAnimation problem?
├─ Completion handler never fires?
│  ├─ On simulator only?
│  │  └─ Simulator timing is different (60Hz). Test on real device.
│  ├─ On real device only?
│  │  ├─ Check: isRemovedOnCompletion and fillMode
│  │  ├─ Check: CATransaction wrapping
│  │  └─ Check: app goes to background during animation
│  └─ On both simulator and device?
│     ├─ Check: completion handler is set BEFORE adding animation
│     └─ Check: [weak self] is actually captured (not nil before completion)
│
├─ Duration mismatch (declared != visual)?
│  ├─ Is layer.speed != 1.0?
│  │  └─ Something scaled animation duration. Find and fix.
│  ├─ Is animation wrapped in CATransaction?
│  │  └─ CATransaction.setAnimationDuration() overrides animation.duration
│  └─ Is visual duration LONGER than declared?
│     └─ Simulator (60Hz) vs device frame rate (120Hz). Recalculate for real hardware.
│
├─ Spring physics wrong on device?
│  ├─ Are values hardcoded for one device?
│  │  └─ Use device performance class, not model
│  ├─ Are damping/stiffness values swapped with mass/stiffness?
│  │  └─ Check CASpringAnimation parameter meanings
│  └─ Does it work on simulator but not device?
│     └─ Simulator uses 60Hz. Device may use 120Hz. Recalculate.
│
└─ Gesture + animation jank?
   ├─ Are animations competing (same keyPath)?
   │  └─ Remove old animation before adding new
   ├─ Is gesture updating layer while animation runs?
   │  └─ Use CADisplayLink for synchronized updates
   └─ Is gesture blocking the main thread?
      └─ Profile with Instruments > Core Animation

Common Patterns

Pattern Selection Rules (MANDATORY)

Apply ONE pattern at a time, in this order

  1. Always start with Pattern 1 (Completion Handler Basics)

    • If completion NEVER fires → Pattern 1
    • Verify completion is set BEFORE add() with print statement (line 33)
    • Only proceed to Pattern 2 if completion FIRES but timing is wrong
  2. Then Pattern 2 (CATransaction duration mismatch)

    • Only if completion fires but elapsed time != declared duration
    • Check logs from Mandatory First Steps (line 40-47)
  3. Then Pattern 3 (isRemovedOnCompletion)

    • Only if animation completes but visual state reverts
  4. Patterns 4-7 Apply based on specific symptom (see Decision Tree line 91+)

FORBIDDEN

  • ❌ Applying multiple patterns at once ("let me try Pattern 2 AND Pattern 4 together")
  • ❌ Skipping Pattern 1 because "I already know it's not that"
  • ❌ Combining patterns without understanding why each is needed
  • ❌ Trying patterns randomly and hoping one works

Pattern 1: Completion Handler Basics

❌ WRONG (Handler set AFTER adding animation)

layer.add(animation, forKey: "myAnimation")
animation.completion = { finished in  // ❌ Too late!
    print("Done")
}

✅ CORRECT (Handler set BEFORE adding)

animation.completion = { [weak self] finished in
    print("🔥 Animation finished: \(finished)")
    guard let self = self else { return }
    self.doNextStep()
}
layer.add(animation, forKey: "myAnimation")

Why Completion handler must be set before animation is added to layer. Setting after does nothing.


Pattern 2: CATransaction vs animation.duration

❌ WRONG (CATransaction overrides animation duration)

CATransaction.begin()
CATransaction.setAnimationDuration(2.0)  // ❌ Overrides all animations!
let anim = CABasicAnimation(keyPath: "position")
anim.duration = 0.5  // This is ignored
layer.add(anim, forKey: nil)
CATransaction.commit()  // Animation takes 2.0 seconds, not 0.5

✅ CORRECT (Set duration on animation, not transaction)

let anim = CABasicAnimation(keyPath: "position")
anim.duration = 0.5
layer.add(anim, forKey: nil)
// No CATransaction wrapping

Why CATransaction.setAnimationDuration() affects ALL animations in the transaction block. Use it only if you want to change all animations uniformly.


Pattern 3: isRemovedOnCompletion & fillMode

❌ WRONG (Animation disappears after completion)

let anim = CABasicAnimation(keyPath: "opacity")
anim.fromValue = 1.0
anim.toValue = 0.0
anim.duration = 0.5
layer.add(anim, forKey: nil)
// After 0.5s, animation is removed AND layer reverts to original state

✅ CORRECT (Keep animation state)

anim.isRemovedOnCompletion = false
anim.fillMode = .forwards  // Keep final state after animation
layer.add(anim, forKey: nil)
// After 0.5s, animation state is preserved

Why By default, animations are removed and layer reverts. For permanent state changes, set isRemovedOnCompletion = false and fillMode = .forwards.


Pattern 4: Weak Self in Completion (MANDATORY)

❌ FORBIDDEN (Strong self creates retain cycle)

anim.completion = { finished in
    self.property = "value"  // ❌ GUARANTEED retain cycle
}

✅ MANDATORY (Always use weak self)

anim.completion = { [weak self] finished in
    guard let self = self else { return }
    self.property = "value"  // Safe to access
}

Why this is MANDATORY, not optional

  • CAAnimation keeps completion handler alive until animation completes
  • Completion handler captures self strongly (unless explicitly weak)
  • Creates retain cycle: self → animation → completion → self
  • Memory leak occurs even if animation is short-lived (0.3s doesn't prevent it)

FORBIDDEN rationalizations

  • ❌ "Animation is short, so no retain cycle risk"
  • ❌ "I'll remove the animation manually, so it's fine"
  • ❌ "This code path only runs once"

ALWAYS use [weak self] in completion handlers. No exceptions.


Pattern 5: Multiple Animations (Same keyPath)

❌ WRONG (Animations conflict)

// Add animation 1
let anim1 = CABasicAnimation(keyPath: "position.x")
anim1.toValue = 100
layer.add(anim1, forKey: "slide")

// Later, add animation 2
let anim2 = CABasicAnimation(keyPath: "position.x")
anim2.toValue = 200
layer.add(anim2, forKey: "slide")  // ❌ Same key, replaces anim1!

✅ CORRECT (Remove before adding)

layer.removeAnimation(forKey: "slide")  // Remove old first

let anim2 = CABasicAnimation(keyPath: "position.x")
anim2.toValue = 200
layer.add(anim2, forKey: "slide")

Or use unique keys:

let anim1 = CABasicAnimation(keyPath: "position.x")
layer.add(anim1, forKey: "slide_1")

let anim2 = CABasicAnimation(keyPath: "position.x")
layer.add(anim2, forKey: "slide_2")  // Different key

Why Adding animation with same key replaces previous animation. Either remove old animation or use unique keys.


Pattern 6: CADisplayLink for Gesture + Animation Sync

❌ WRONG (Gesture updates directly, animation updates at different rate)

func handlePan(_ gesture: UIPanGestureRecognizer) {
    let translation = gesture.translation(in: view)
    view.layer.position.x = translation.x  // ❌ Syncing issue
}

// Separately:
let anim = CABasicAnimation(keyPath: "position.x")
view.layer.add(anim, forKey: nil)  // Jank from desync

✅ CORRECT (Use CADisplayLink for synchronization)

var displayLink: CADisplayLink?

func startSyncedAnimation() {
    displayLink = CADisplayLink(
        target: self,
        selector: #selector(updateAnimation)
    )
    displayLink?.add(to: .main, forMode: .common)
}

@objc func updateAnimation() {
    // Update gesture AND animation in same frame
    let gesture = currentGesture
    let position = calculatePosition(from: gesture)
    layer.position = position  // Synchronized update
}

Why Gesture recognizer and CAAnimation may run at different frame rates. CADisplayLink syncs both to screen refresh rate.


Pattern 7: Spring Animation Device Differences

❌ WRONG (Hardcoded for one device)

let springAnim = CASpringAnimation()
springAnim.damping = 0.7  // Hardcoded for iPhone 15 Pro
springAnim.stiffness = 100
layer.add(springAnim, forKey: nil)  // Janky on iPhone 12

✅ CORRECT (Adapt to device performance)

let springAnim = CASpringAnimation()

// Use device performance class, not model
if ProcessInfo.processInfo.processorCount >= 6 {
    // Modern A-series (A14+)
    springAnim.damping = 0.7
    springAnim.stiffness = 100
} else {
    // Older A-series
    springAnim.damping = 0.85
    springAnim.stiffness = 80
}

layer.add(springAnim, forKey: nil)

Why Spring physics feel different at 60Hz vs 120Hz. Use device class (core count, GPU) not model.


Quick Reference Table

IssueCheckFix
Completion never firesSet handler BEFORE add()Move completion = before add()
Duration mismatchIs CATransaction wrapping?Remove CATransaction or remove animation from it
Jank on older devicesIs value hardcoded?Use ProcessInfo for device class
Animation disappearsisRemovedOnCompletion?Set to false, use fillMode = .forwards
Gesture + animation jankSynced updates?Use CADisplayLink
Multiple animations conflictSame key?Use unique keys or removeAnimation() first
Weak self in handlerCompletion captured correctly?Always use [weak self] in completion

When You're Stuck After 30 Minutes

If you've spent >30 minutes and the animation is still broken:

STOP. You either

  1. Skipped a mandatory step (most common)
  2. Misinterpreted diagnostic output
  3. Applied wrong pattern for your symptom
  4. Are in the 5% edge case requiring Instruments profiling

MANDATORY checklist before claiming "skill didn't work"

  • I ran ALL 4 diagnostic blocks from Mandatory First Steps (lines 28-63)
  • I pasted the EXACT output of diagnostics (logs, print statements)
  • I identified ONE root cause from "What this tells you" (lines 66-72)
  • I applied the FIRST matching pattern from Decision Tree (lines 91+)
  • I tested the pattern on a REAL device, not just simulator
  • I verified the pattern with print statements/logs showing the fix worked

If ALL boxes are checked and still broken

  • You MUST profile with Instruments > Core Animation
  • Time cost: 30-60 minutes (unavoidable for edge cases)
  • Hardcoding, asyncAfter, or "shipping and hoping" are FORBIDDEN
  • Ask for guidance before adding any workarounds

Time cost transparency

  • Pattern 1: 2-5 minutes
  • Pattern 2: 3-5 minutes
  • Instruments profiling: 30-60 minutes (for edge cases only)
  • Trying random fixes without profiling: 2-4 hours + risk of shipping broken

Common Mistakes

❌ Setting completion handler AFTER adding animation

  • Completion is not set in time
  • Fix: Set completion BEFORE layer.add()

❌ Assuming simulator timing = device timing

  • Simulator runs 60Hz, devices run 60Hz-120Hz
  • Fix: Test on real device before tuning duration

❌ Hardcoding device-specific values

  • "This value works on iPhone 15 Pro" → fails on iPhone 12
  • Fix: Use ProcessInfo.processInfo.processorCount or test class

❌ Wrapping animation in CATransaction.setAnimationDuration()

  • Overrides all animation durations in that transaction
  • Fix: Set duration on animation, not transaction

❌ FORBIDDEN: Using strong self in completion handler

  • GUARANTEED retain cycle: self → animation → completion → self
  • Fix: ALWAYS use [weak self] with guard

❌ Not removing old animation before adding new

  • Same keyPath replaces previous animation
  • Fix: layer.removeAnimation(forKey:) first or use unique keys

❌ Ignoring layer.speed and layer.timeOffset

  • These scale animation timing invisibly
  • Fix: Check these values if timing is wrong

Real-World Impact

Before CAAnimation debugging 2-4 hours per issue

  • Print everywhere, test on simulator, hardcode values, ship and hope
  • "Maybe it's a device bug?"
  • DispatchQueue.asyncAfter as fallback timer

After 15-30 minutes with systematic diagnosis

  • Check completion handler setup (2 min)
  • Check CATransaction wrapping (3 min)
  • Check layer state and duration mismatch (5 min)
  • Identify root cause, apply pattern (5 min)
  • Test on real device (varies)

Key insight CAAnimation issues are almost always CATransaction, layer state, or frame rate assumptions, never Core Animation bugs.


Last Updated: 2025-11-30 Status: TDD-tested with pressure scenarios Framework: UIKit CAAnimation

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