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Expo Animation

ExpoOfficialCreated by Emil KowalskiDistributed by Expo

  • Skill
  • Guidelines
  • Software development
  • MIT
  • Low risk

From the author

Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it animate, which thread it runs on, which properties, spring or timing, how the gesture hands off, how it degrades. Writes the implementation with Reanimated, Gesture Handler, Expo Router and expo-haptics. Use when animating anything in an Expo app, adding gestures, sheets, screen transitions, press feedback or haptics, or fixing motion that stutters on device. For web animation use `animate`.
— the description by Emil Kowalski

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

This skill provides a structured approach to implementing motion in React Native and Expo applications. It emphasizes maintaining high frame rates by keeping animations on the UI thread, prioritizing gesture-driven interactions, and ensuring accessibility through reduced motion support. The skill mandates a strict build sequence that evaluates whether an animation is necessary, selects the appropriate tool, and verifies the final feel on physical devices rather than simulators.

What it does

  • Guides the selection of animation tools based on interaction frequency and purpose.
  • Provides specific configurations for springs and easing curves to ensure consistent motion.
  • Defines rules for offloading animation logic from the JavaScript thread to the UI thread.
  • Outlines best practices for handling gestures, haptics, and press feedback.
  • Instructs on how to implement accessibility features like reduced motion.
  • Specifies the use of release builds on physical hardware for verifying animation feel.

When to use it

  • When adding gestures, sheets, screen transitions, or press feedback to an Expo app.
  • When fixing motion that stutters or drops frames on mobile devices.
  • When determining if a UI element should animate based on frequency and purpose.
  • When implementing complex interactions that require interruptibility or velocity handoff.

Advantages

  • Reduces UI thread contention by enforcing worklet-based animation patterns.
  • Ensures consistent interaction feel by standardizing spring and timing configurations.
  • Promotes accessibility by integrating reduced motion requirements into the build process.
  • Prevents common performance pitfalls like unnecessary re-renders during gestures.

Usage examples

“I need to add a press effect to my custom button component in my Expo app.”
The agent will guide the implementation using Reanimated CSS transitions, ensuring the scale effect is applied on the UI thread with a 100-150ms duration.
“How should I handle a bottom sheet that needs to be draggable?”
The agent will recommend using a shared value with Gesture Handler and Reanimated, providing the correct spring configuration for a 300ms perceived duration.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/expo/expo-animation/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip expo-animation.zip -d .agents/skills

Documentation by Emil Kowalski

Building Animations in Expo

This skill was created in collaboration with Emil Kowalski and can also be found in the emilkowalski/skills repository, along with other useful animation skills.

A construction skill for React Native. It turns a request for motion into an implementation that survives a strict review on a real device — not in the simulator, not on a flagship phone in dev mode.

Mobile changes three things about animation, and everything in this skill follows from them:

  1. There is no hover. Every affordance the web puts in hover has to live in press, position, or nothing.

  2. There are two runtimes. Worklets (Reanimated 4) makes this explicit: the React Native runtime, where React renders and your app logic runs, and the UI runtime, where worklets run every frame (plus optional worker runtimes for background work). An animation that touches the RN runtime stutters the moment the app does anything else. The whole craft is keeping motion on the UI runtime.

  3. The user's finger is on the element. Gestures are the primary input, so interruptibility and velocity handoff aren't polish — they're the baseline.

Operating Posture

You are a senior mobile engineer building the animation yourself. Make the call, state the reasoning in one line, write the code. Never present motion options as a menu.

Two failure modes, and the first is worse:

  1. Animating something that shouldn't animate. The gate below exists to produce zero lines of code sometimes.

  2. Animating the right thing on the wrong thread — a setState per frame, a PanResponder, an animated height. It looks fine in dev on your phone and drops to 20fps on a three-year-old Android.

Hard Rules

  1. Run the sequence in order. Steps 1 and 2 gate everything.

  2. Reanimated, not core Animated. Core Animated can't be driven by a gesture without crossing the bridge, and useNativeDriver refuses anything but transform and opacity anyway. Reanimated worklets run on the UI thread and keep running while JS is busy.

  3. No approximated values. Curves and spring configs come from the tables below.

  4. Reduced motion ships with the animation, not as a follow-up.

  5. Feel is judged on a release build on the slowest device you support. Nothing else counts as verified.

The Build Sequence

1. Should this animate at all?
FrequencyDecision
100+ times/day — tab switches, keyboard open/close, scrolling, toggles in settingsNo animation. Platform default or nothing. Stop here.
Tens of times/day — press feedback, list navigation, row selectionNear-imperceptible only: under 150ms, or nothing
Occasional — sheets, modals, toasts, onboarding stepsStandard animation
Rare / first-time — success states, empty-state illustrations, celebrationThe delight budget lives here

Tab switches never slide. Tabs are peers, not a hierarchy — sliding implies depth that isn't there, and the user pays for it dozens of times a session. animation: 'none'.

If the request fails this gate, say so and don't write it.

2. What is the purpose?

Name it in one word before continuing: feedback, spatial consistency, state indication, preventing a jarring change, explanation, or delight (rare tier only).

Can't name it? Don't build it.

3. Pick the tool — cheapest that works

Walk down; stop at the first that fits.

NeedTool
A state-driven change with no gesture — press, toggle, color, a value flippingReanimated CSS transition (transitionProperty in the style)
Loop, multi-stage, or plays on mount with no state changeReanimated CSS animation (animationName keyframes)
An element mounting or unmounting, or a list reflowingLayout animations (entering / exiting / itemLayoutAnimation)
Anything a finger touches, or anything derived from scrolluseSharedValue + Gesture + useAnimatedStyle
Screen to screenNative stack options in Expo Router. Never hand-roll this
A bottom sheet that is its own screenpresentation: 'formSheet' — it's a real UISheetPresentationController, free and correct
Tab barNativeTabs (from expo-router/unstable-native-tabs) — the platform's real tab bar, its behaviors and transitions included
Context menu, press-and-hold previewLink.Menu / Link.Preview (Expo Router, iOS-only) — native menus and peek, never rebuilt in JS
Header that collapses into a large titleheaderLargeTitleEnabled on the native stack (iOS-only; headerLargeTitle is deprecated) — not a scroll worklet
Pull to refreshRefreshControl — hand-roll only when it's a signature interaction (see the threshold recipe)
UI that tracks the keyboardreact-native-keyboard-controller — the keyboard's real position, frame by frame, on the UI thread
Vector illustration, celebration, empty stateLottie — for illustration only, never for UI state
A huge animated scene, freeform drawing@shopify/react-native-skia — a canvas, for when the view hierarchy itself is the bottleneck

Reach for a shared value only when the value is continuous or interruptible. A press scale is a CSS transition; a drag is a shared value. Using a worklet for a two-state toggle is the mobile equivalent of installing a motion library for a fade.

Dependencies. Install with npx expo install <package> — it resolves the version that matches the project's SDK, which plain npm install won't:

NeedPackage
Animationreact-native-reanimated + react-native-worklets
Gesturesreact-native-gesture-handler
Navigation, sheets, native tabs, menusexpo-router
Hapticsexpo-haptics
Keyboard-following UIreact-native-keyboard-controller (needs KeyboardProvider at the root — see the keyboard recipe)
Illustration, celebrationlottie-react-native
Very large animated scenes, custom drawing@shopify/react-native-skia
4. Pick the properties
  • transform and opacity are free. Everything else is a layout pass. width, height, margin, padding, flex, top, left, gap re-run Yoga on every frame for that node and its siblings.

  • The one exception: an absolutely positioned element with no children — a tab pill, a progress bar fill. It's out of flow, so nothing else re-lays-out, and animating width keeps the corner radius that scaleX would smear.

  • Never scale(0). Start from scale(0.9–0.97) + opacity: 0. Nothing in the real world appears from nothing.

  • transform is an array and order matters — [{ translateY }, { scale }] scales after moving; reversed, the translate gets scaled too. Keep translate first unless you want the multiplication.

  • Android shadows are elevation, and animating elevation re-renders the shadow every frame. Animate opacity of a pre-shadowed layer instead.

  • Never animate BlurView intensity. On Android it re-renders the blur each frame. Crossfade the opacity of a static BlurView instead.

  • Percentages work in translate and are relative to the element's own size — translateY('100%') moves a sheet by its own height whatever its content.

5. Timing or spring

If a finger was involved, use a spring. Springs carry velocity through an interruption; timing curves restart. Everything else uses timing.

Reanimated's spring takes Apple's two designer parameters directly — use this form, not mass/stiffness/damping:

InteractionConfig
Default settle, no overshoot{ duration: 400, dampingRatio: 1 }
Reposition / snap back after a drag{ duration: 400, dampingRatio: 0.8, velocity }
Sheet, drawer{ duration: 300, dampingRatio: 0.8, velocity }
Must not pass a hard edgeadd overshootClamping: true

Bounce only when the gesture carried momentum. Overshoot on a menu that faded in feels wrong; overshoot on a card you flicked feels right.

Easing, for everything without a finger on it:

SituationEasing
Entering or exitingease-out
Moving / morphing on screenease-in-out
Constant motion (progress, marquee)linear
Defaultease-out

Never ease-in on UI. It starts slow, delaying the exact moment the user is watching. Reanimated's built-ins are as weak as CSS's — use these:

import { cubicBezier, Easing } from 'react-native-reanimated';

// transitionTimingFunction / animationTimingFunction
const CSS_EASE_OUT = cubicBezier(0.23, 1, 0.32, 1);

// withTiming / .easing(...)
const EASE_OUT = Easing.bezier(0.23, 1, 0.32, 1);      // strong ease-out for UI
const EASE_IN_OUT = Easing.bezier(0.77, 0, 0.175, 1);  // on-screen movement
const EASE_SHEET = Easing.bezier(0.32, 0.72, 0, 1);    // iOS sheet curve

Reanimated 4.1.1 and 4.5.1 reject raw 'cubic-bezier(...)' strings. CSS transitions and animations use cubicBezier(...); withTiming and .easing(...) use Easing.bezier(...).

Duration:

ElementDuration
Press feedback100–150ms
Toggle, chip, small state change150–200ms
Sheet, modal, drawerspring, ~300ms perceived
Screen transitionthe platform default — don't override it

Mobile UI animations stay under 300ms, same as web. The platform's own transitions are longer (iOS push is 350ms); match the platform for navigation, beat it everywhere else.

6. Keep it off the JS thread

This is the mobile-specific craft, and it's where most React Native motion dies.

  • Never setState from a gesture or scroll handler. One React render per frame is the single biggest cause of jank in RN apps. Shared value → useAnimatedStyle, and React never re-renders at all.

  • Never schedule back to the RN runtime inside onUpdate or a scroll handler. scheduleOnRN(fn, ...args) from react-native-worklets — the Reanimated 4 replacement for the deprecated runOnJS(fn)(...args) — queues an RN-runtime call, and in onUpdate that's 60–120× per second. It belongs in onEnd, or in a useAnimatedReaction that fires when a value crosses a threshold.

  • Never read a shared value during render (translateY.get() in JSX). It's a snapshot that never updates and it silently desyncs. Never write one during render either — it fires mid-reconciliation, and a re-render you didn't cause replays the write. Touch shared values only in worklets, handlers, and effects.

  • Use .get() / .set(), not .value. Same API, but direct .value access is the form the React Compiler can't see through — the Reanimated docs call get/set the compiler-safe way. set also takes a functional update: sv.set((v) => v + 1).

  • Functions called from a worklet need 'worklet' as their first line, or they throw at runtime on device while working fine in the debugger.

7. Press, not hover

Every hover affordance from the web has to be redesigned, not ported.

  • Feedback on press-in, commit on press-out. Waiting for the tap to complete before showing anything feels dead — this is the latency the user actually perceives.

  • scale: 0.97 in 100–150ms on any button-like pressable, Pressable + a CSS transition. scale takes the label and icons with it, which is what makes it read as physical. Full-width list rows are the exception: they highlight their background instead — a scaling row reads as the whole screen squishing.

  • 44×44pt minimum touch target (48dp Android). If the visual is smaller, add hitSlop — don't grow the visual.

  • pressRetentionOffset so a finger drifting a few pixels doesn't cancel a press the user meant.

  • Android ripple only in a Material-styled app. In a custom-designed app, the same scale on both platforms is more coherent than a ripple on one.

8. Haptics

Mobile has a sense the web doesn't. Use it sparingly and it becomes the thing that makes the app feel expensive; use it everywhere and users turn it off.

MomentCall
A value ticks past a step — picker, slider detent, segmented controlHaptics.selectionAsync()
Something snaps home, a sheet detent catches, a drag commitsHaptics.impactAsync(ImpactFeedbackStyle.Light)
A heavy object lands, a destructive action firesHaptics.impactAsync(ImpactFeedbackStyle.Medium)
Operation succeeded or failedHaptics.notificationAsync(NotificationFeedbackType.Success / Error)

Three rules, and they're absolute:

  • Same frame as the visual. A haptic that lags its animation reads as a glitch, not as feedback. Fire it at the causal moment — the detent catching — not when the animation finishes.

  • One per user action. Never on scroll, never per frame, never on an entrance animation the user didn't cause.

  • Never the only feedback. Haptics are off system-wide for many users, and silent on most Android hardware. The visual has to stand alone.

From a worklet, haptics must be scheduled back to the RN runtime: scheduleOnRN(Haptics.selectionAsync).

9. Reduced motion and accessibility
import { useReducedMotion, ReduceMotion, withSpring } from 'react-native-reanimated';

const reduced = useReducedMotion();
const y = useSharedValue(reduced ? 0 : SHEET_HEIGHT);

// or let each animation decide
withSpring(0, { duration: 300, dampingRatio: 0.8, reduceMotion: ReduceMotion.System });

Reduced motion means fewer and gentler, not zero: keep opacity and color changes that explain a state change, drop translation, scale, parallax and overshoot. Screen transitions become animation: 'fade'.

Text scales. allowFontScaling is on by default, so any height you measured at default type size is wrong at 200%. Never animate to a hardcoded height — measure with onLayout, or animate a transform instead.

Setup that silently breaks motion

Check these first when "the animation just doesn't run":

  • Install through Expo so versions match the SDK: npx expo install react-native-reanimated react-native-worklets. In an Expo project, babel-preset-expo configures the worklets Babel plugin automatically — no babel.config.js step. Only a bare RN project without that preset adds the plugin manually, and there it must be last in the list. A missing or misplaced plugin doesn't silently fall back anymore — it throws Failed to create a worklet at runtime.

  • GestureHandlerRootView must wrap the app, or gestures do nothing with no error.

  • Reanimated 4 requires the New Architecture.

  • Expo Go is not a performance environment. Judge feel in a release build; a dev build's JS thread is slow enough to hide exactly the problems you're looking for.

120fps

On ProMotion iPhones, third-party animations are capped at 60fps unless CADisableMinimumFrameDurationOnPhone is set. Recent Expo SDKs set it by default — confirm it's there, and add it if not:

{ "expo": { "ios": { "infoPlist": { "CADisableMinimumFrameDurationOnPhone": true } } } }

Then the frame budget is 8ms, not 16. This is also why a UI-thread animation matters more on mobile than it does on web.

Recipes

For ready-to-build implementations — press feedback, drag-to-dismiss sheet, swipe-to-delete, collapsing header, list entrances, keyboard-synced UI, tab indicator, screen transitions — see RECIPES.md. Load it whenever the request matches one; start from the recipe rather than from a blank file.

Never Ship

NeverInstead
PanResponderGesture.Pan() from gesture-handler
setState in a gesture or scroll handlershared value + useAnimatedStyle
runOnJS (deprecated in Reanimated 4)scheduleOnRN from react-native-worklets
scheduleOnRN per frameonEnd, or useAnimatedReaction at a threshold
Reading or writing a shared value during render.get() / .set() in worklets, handlers, effects
Core Animated for anything a finger touchesReanimated
Animating height / width / margin / flex / toptransform + opacity (absolute, childless elements exempt)
Animating BlurView intensity or Android elevationcrossfade a static layer
entering on a virtualized list rowanimate the container, or itemLayoutAnimation
A screen transition rebuilt in JSnative stack animation
Sliding between tabsanimation: 'none'
Easing.in(...) on a UI elementEasing.bezier(0.23, 1, 0.32, 1)
'cubic-bezier(...)' in a Reanimated CSS stylecubicBezier(...) from react-native-reanimated
scale(0) entrancescale(0.95) + opacity: 0
Distance-only dismissal thresholdvelocity or distance — a flick is enough
Hard stop at a boundaryrubber-band resistance
A haptic per frame, or as the only feedbackone per commit, always paired with a visual
Judging feel in Expo Go or the simulatorrelease build, slowest supported device

Output

Write the code. Then, in at most a few lines:

  • The gate result — frequency tier and named purpose. Say what you rejected and why.

  • The ingredients — tool, properties, spring or curve + duration, thread.

  • What to feel-check on device — gestures, velocity handoff and haptic timing cannot be judged from code. Name what to try: flick it, interrupt it mid-flight, reverse it, run it on the slowest Android you have.

The code is the deliverable. Don't pad it into a report.

Tone

Opinionated and brief. When the honest answer is "this shouldn't animate," or "this needs a real device before I can tell you if it's right," give it.

Submitting Feedback

If you encounter errors, misleading or outdated information in this skill, report it so Expo can improve:

npx --yes @expo/agent-cli@latest feedback --category skills --subject "expo-animation" "<actionable feedback>"

Only submit when you have something specific and actionable to report. Include as much relevant context as possible. If an agent repeatedly fails at an Expo task or the user has to step in, submit a brief report of the task, expected result, and what went wrong using --category evals and the relevant Expo package or command as --subject.

Files

RECIPES.md

Expo Animation Recipes

Ready-to-build implementations for the cases that come up most in a React Native app. Start from the recipe, then adapt.


Setup the recipes assume

npx expo install react-native-reanimated react-native-worklets react-native-gesture-handler expo-haptics

(react-native-keyboard-controller only for the keyboard recipe.) expo install, not npm install — it resolves the versions that match the SDK. The worklets Babel plugin is configured by babel-preset-expo automatically.

GestureHandlerRootView wraps the app once — in Expo Router, the root _layout:

import { GestureHandlerRootView } from 'react-native-gesture-handler';

export default function RootLayout() {
  return (
    <GestureHandlerRootView style={{ flex: 1 }}>
      <Stack />
    </GestureHandlerRootView>
  );
}

Imports and constants every recipe below shares:

import { useState, useEffect, useMemo } from 'react';
import Animated, {
  useSharedValue, useAnimatedStyle, useAnimatedScrollHandler, useAnimatedReaction,
  withSpring, withTiming, interpolate, Extrapolation, Easing,
  FadeInDown, FadeOutDown, LinearTransition,
} from 'react-native-reanimated';
import { Gesture, GestureDetector } from 'react-native-gesture-handler';
import { scheduleOnRN } from 'react-native-worklets';
import * as Haptics from 'expo-haptics';

const EASE_OUT = Easing.bezier(0.23, 1, 0.32, 1);      // strong ease-out for UI
const EASE_IN_OUT = Easing.bezier(0.77, 0, 0.175, 1);  // on-screen movement
const EASE_SHEET = Easing.bezier(0.32, 0.72, 0, 1);    // iOS sheet curve

Three conventions, explained once here instead of in every recipe:

  • Shared values are read and written with .get() / .set(), the form the Reanimated docs recommend for React Compiler support. .value still works, but the compiler can't see through it.

  • scheduleOnRN(fn, ...args) replaces the deprecated runOnJS(fn)(...args) for calling back to the React Native runtime from a worklet.

  • Gestures are wrapped in useMemo. Rebuilding a gesture on every render can reattach the recognizer and drop a drag that's mid-flight.

Gesture Handler v3: Expo installs v2, and the recipes use its Gesture.Pan() builder. If the project is already on v3, the builder is legacy — each gesture is a hook taking one config object, with onStart → onActivate, onEnd → onDeactivate, and the success flag replaced by event.canceled (inverted). The hook manages its own identity, so drop the useMemo:

const pan = usePanGesture({
  activeOffsetY: [-10, 10],
  onActivate: () => { context.set(translateY.get()); },
  onUpdate: (e) => { translateY.set(context.get() + e.translationY); },
  onDeactivate: (e) => { /* settle with withSpring as below */ },
});

Two worklets you'll need everywhere

Momentum projection decides where a flick was going, so a fast short swipe commits and a slow long one doesn't. Rubber-banding makes a boundary resist instead of stopping dead.

// Where the finger would come to rest if it kept decelerating.
// Apple's exponential-decay form — not the v²/2a from physics class.
function project(velocity, decelerationRate = 0.998) {
  'worklet';
  return ((velocity / 1000) * decelerationRate) / (1 - decelerationRate);
}

// The further past the edge, the less the element follows.
function rubberband(overshoot, dimension, constant = 0.55) {
  'worklet';
  return (overshoot * dimension * constant) / (dimension + constant * Math.abs(overshoot));
}

Press feedback

Every pressable in the app. This passes the frequency gate only because it's near-imperceptible: 120ms and a 3% scale is the ceiling for something touched this often — anything longer or larger belongs to rarer moments, per step 1 in SKILL.md. No gesture, no shared value — a CSS transition is the whole implementation.

import Animated, { cubicBezier } from 'react-native-reanimated';
import { Pressable, StyleSheet } from 'react-native';

function PressableScale({ onPress, children }) {
  const [pressed, setPressed] = useState(false);
  return (
    <Pressable
      onPress={onPress}
      onPressIn={() => setPressed(true)}
      onPressOut={() => setPressed(false)}
      hitSlop={12}
      pressRetentionOffset={16}
    >
      <Animated.View style={[styles.box, pressed && styles.pressed]}>{children}</Animated.View>
    </Pressable>
  );
}

const styles = StyleSheet.create({
  box: {
    transform: [{ scale: 1 }],
    transitionProperty: 'transform',
    transitionDuration: '120ms',
    transitionTimingFunction: cubicBezier(0.23, 1, 0.32, 1),
  },
  pressed: { transform: [{ scale: 0.97 }] },
});

setState is fine here — it fires twice per press, not per frame. hitSlop brings a small icon up to the 44pt target without growing it; pressRetentionOffset stops a slight finger drift from cancelling.


Bottom sheet you can drag to dismiss

Before writing this: if the sheet is its own destination, use presentation: 'formSheet' (see Screen transitions) and get the platform's real sheet for free. Build this only when the sheet has to live inside an existing screen.

const translateY = useSharedValue(0);
const context = useSharedValue(0);

const pan = useMemo(() => Gesture.Pan()
  .activeOffsetY([-10, 10])   // let a horizontal swipe win; require intent before committing
  .onStart(() => {
    context.set(translateY.get());   // start from the current on-screen value, not from 0
  })
  .onUpdate((e) => {
    const next = context.get() + e.translationY;
    // downward is free; upward past the top resists
    translateY.set(next >= 0 ? next : rubberband(next, HEIGHT));
  })
  .onEnd((e) => {
    const projected = translateY.get() + project(e.velocityY);
    if (projected > HEIGHT * 0.4) {
      translateY.set(withSpring(HEIGHT, {
        duration: 300, dampingRatio: 1, velocity: e.velocityY, overshootClamping: true,
      }, (finished) => { if (finished) scheduleOnRN(onClose); }));
    } else {
      translateY.set(withSpring(0, { duration: 300, dampingRatio: 0.8, velocity: e.velocityY }));
      scheduleOnRN(Haptics.impactAsync, Haptics.ImpactFeedbackStyle.Light);   // it snapped home
    }
  }), [onClose]);

const sheetStyle = useAnimatedStyle(() => ({ transform: [{ translateY: translateY.get() }] }));

The four details that separate this from a bad drag:

  • onStart captures the current value. Without it, grabbing a sheet mid-animation teleports it — the animation must continue from where the eye last saw it.

  • Velocity decides, not distance. project() means a quick flick dismisses even a few pixels down. Requiring 40% travel makes the sheet feel heavy.

  • Velocity is handed to the spring, so there's no seam between the finger releasing and the animation continuing. This is the single detail that most separates "fluid" from "fine".

  • overshootClamping on dismissal — otherwise the sheet springs past the bottom of the screen and flashes a gap.

The backdrop derives from the same value, so it's always in sync and costs nothing:

const backdropStyle = useAnimatedStyle(() => ({
  opacity: interpolate(translateY.get(), [0, HEIGHT], [1, 0], Extrapolation.CLAMP),
}));

Swipe to delete a row

Before writing this: gesture-handler ships ReanimatedSwipeable, which already does swipe-to-reveal actions — thresholds, overshoot, open/close methods — on the UI thread. Reach for it when the row reveals action buttons. Build the gesture yourself only when the interaction is different in kind: swipe-to-commit with momentum projection, like this one.

const x = useSharedValue(0);
const context = useSharedValue(0);

const pan = useMemo(() => Gesture.Pan()
  .activeOffsetX([-10, 10])   // must declare the axis, or it fights the vertical scroll
  .onStart(() => { context.set(x.get()); })   // grab mid-spring continues from where the row is, not from 0
  .onUpdate((e) => { x.set(Math.min(0, context.get() + e.translationX)); })
  .onEnd((e) => {
    const projected = x.get() + project(e.velocityX);
    if (projected < -SWIPE_THRESHOLD) {
      x.set(withTiming(-WIDTH, { duration: 200, easing: EASE_OUT }, (f) => {
        if (f) scheduleOnRN(onDelete, id);
      }));
    } else {
      x.set(withSpring(0, { duration: 300, dampingRatio: 1, velocity: e.velocityX }));
    }
  }), [onDelete, id]);

Closing the gap the deleted row left is the list's job, not the row's:

const ROW_CLOSE = LinearTransition.duration(200);   // module scope — builders rebuilt in render cost every re-render

<Animated.FlatList data={items} itemLayoutAnimation={ROW_CLOSE} ... />

activeOffsetX is the mobile-specific part. A pan handler inside a scroll view with no axis declared will steal vertical scrolls, and the list will feel broken in a way that looks like a scrolling bug rather than a gesture bug.


Collapsing header on scroll

const scrollY = useSharedValue(0);
const onScroll = useAnimatedScrollHandler((e) => { scrollY.set(e.contentOffset.y); });

const titleStyle = useAnimatedStyle(() => ({
  opacity: interpolate(scrollY.get(), [0, 60], [1, 0], Extrapolation.CLAMP),
  transform: [{ translateY: interpolate(scrollY.get(), [0, 60], [0, -12], Extrapolation.CLAMP) }],
}));

<Animated.ScrollView onScroll={onScroll} scrollEventThrottle={16}>

Never animate the header's height to collapse it. That runs a layout pass on the header and everything below it on every scroll frame — the one animation guaranteed to stutter, because it's competing with the scroll itself. Give the container a fixed height and translate the content inside it, clipping with overflow: 'hidden'.

Extrapolation.CLAMP is not optional: without it, scrolling past 60 keeps driving opacity negative and the header reappears inverted at the bottom of a long list.


List entrances

// The Reanimated docs recommend building layout animations outside components,
// or in useMemo — an inline chain in JSX rebuilds the builder on every render.
// A per-index delay can't live at module scope, so the row memoizes its own:
function Row({ item, index }) {
  const entering = useMemo(() => FadeInDown.duration(250).delay(index * 40), [index]);
  return <Animated.View entering={entering}>{/* ... */}</Animated.View>;
}

{items.map((item, i) => <Row key={item.id} item={item} index={i} />)}

Stagger 30–80ms. Longer feels slow, shorter reads as simultaneous.

Never put entering on a row inside FlatList, FlashList, or any virtualized list. Rows are recycled, so the animation re-fires every time one scrolls back into view — the list appears to flicker while the user scrolls. Animate the list container once on mount, or use itemLayoutAnimation for reflow only.

Entrance animations are for content the user asked for and is waiting on. A list they scroll past all day should already be there.


Keyboard-synced UI

Needs its own module and a one-time provider (Expo keyboard guide):

npx expo install react-native-keyboard-controller
import { KeyboardProvider } from 'react-native-keyboard-controller';

// Root _layout, next to GestureHandlerRootView — hooks below do nothing without it.
<KeyboardProvider>
  <Stack />
</KeyboardProvider>
import { useReanimatedKeyboardAnimation } from 'react-native-keyboard-controller';

const { height } = useReanimatedKeyboardAnimation();   // 0 → -keyboardHeight, on the UI thread
const footerStyle = useAnimatedStyle(() => ({ transform: [{ translateY: height.get() }] }));

Never build this from Keyboard.addListener plus a timing animation. The keyboard rides a private system curve, the event arrives on the JS thread after the keyboard has already started moving, and any duration you pick will visibly lag or lead it. The UI must be driven by the keyboard's actual position, frame by frame.


Tab / segmented indicator

Measure once, then animate transforms.

const [layouts, setLayouts] = useState({});   // measured with onLayout, not per frame
const x = useSharedValue(0);
const w = useSharedValue(0);

useEffect(() => {
  const l = layouts[active];
  if (!l) return;
  x.set(withTiming(l.x, { duration: 250, easing: EASE_IN_OUT }));
  w.set(withTiming(l.width, { duration: 250, easing: EASE_IN_OUT }));
}, [active, layouts]);

const pillStyle = useAnimatedStyle(() => ({
  transform: [{ translateX: x.get() }],
  width: w.get(),
}));

This is the sanctioned width animation: the pill is absolutely positioned with no children, so nothing else re-lays-out, and its corner radius survives — scaleX would smear the corners into ovals.

ease-in-out, because the pill is moving across the screen rather than entering or leaving it. Fire Haptics.selectionAsync() on the press, not when the pill lands.


Screen transitions (Expo Router)

Configure the native stack. Never rebuild a screen transition in JS: the native one runs on the platform side, keeps the interactive back gesture, and matches every other app on the device.

<Stack screenOptions={{ animation: reduced ? 'fade' : 'default' }}>
  <Stack.Screen name="settings" options={{ animation: 'slide_from_right', animationMatchesGesture: true }} />
  <Stack.Screen name="compose" options={{ presentation: 'modal' }} />
  <Stack.Screen name="filter" options={{
    presentation: 'formSheet',
    sheetAllowedDetents: 'fitToContents',
    sheetGrabberVisible: true,
  }} />
</Stack>
NavigationOption
Deeper into a hierarchyanimation: 'default' — the platform push, unmodified
A self-contained task the user can abandonpresentation: 'modal'
A short interruption: picker, filter, sharepresentation: 'formSheet' with detents
Between tabsanimation: 'none'
Reduced motionanimation: 'fade'

animationMatchesGesture: true makes the iOS back swipe run your transition in reverse under the finger, instead of the default push. Set it whenever you set a custom animation, or dragging back looks like a different app than pushing forward.

formSheet is native on both platforms, but not the same on both — the Expo modal docs have the full list:

  • Android caps detents at three. A longer sheetAllowedDetents array works on iOS and silently truncates on Android — design for three.

  • sheetGrabberVisible is iOS-only. Android shows no grabber; don't rely on it as the only "this is draggable" affordance.

  • Android form sheets can't host native headers or nested stacks. Keep the sheet's content a single screen; if it needs its own navigation, use presentation: 'modal' instead.

  • fitToContents needs explicitly sized content. A flex: 1 root has no intrinsic height to fit — size the content, or the detent is wrong.


Toast

// Module scope — layout-animation builders live outside the component.
const TOAST_ENTER = FadeInDown.duration(300).easing(EASE_OUT);
const TOAST_EXIT = FadeOutDown.duration(250).easing(EASE_OUT);

<Animated.View
  entering={TOAST_ENTER}
  exiting={TOAST_EXIT}
  style={{ position: 'absolute', bottom: insets.bottom + 16, left: 16, right: 16 }}
/>
  • The 300ms cap holds here too. A toast isn't an exception — it's uninvited, so if anything it should be quicker and quieter than motion the user asked for.

  • It exits the way it entered. Entering from the bottom and leaving to the side reads as two unrelated elements.

  • Exit ~20% faster than entry. The user has finished reading; the arrival deserves the time, the departure doesn't.

  • Safe area insets, always. A toast at bottom: 16 sits under the home indicator on every modern iPhone.

If toasts stack and the list reflows, add itemLayoutAnimation and expect to tune the opacity against the reflow by eye — there's no formula for that pair. Look at it again the next day.


Firing something once at a threshold

When a crossing point matters — a detent, a snap, a pull-to-refresh arming — don't poll it from JS and don't scheduleOnRN every frame.

const armed = useSharedValue(false);

useAnimatedReaction(
  () => pullDistance.get() > REFRESH_THRESHOLD,
  (isArmed, wasArmed) => {
    if (isArmed !== wasArmed) {
      armed.set(isArmed);
      scheduleOnRN(Haptics.impactAsync, Haptics.ImpactFeedbackStyle.Light);
    }
  }
);

The comparison runs on the UI thread every frame; the JS call happens twice per pull. That's the pattern for every "do something when the animation reaches X".

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Needs Node.js

Security

What our scanner noticed· Low risk

  • Instructions that use the network

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
Emil Kowalski
Publisher
Expo (Official)
Distributed by
Expo
Source
expo/skills · plugins/expo/skills/expo-animation · commit a9e5bd3
Licence
MIT License (redistribution allowed)
  • ATTRIBUTION.md (written by AutoGineer)
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Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download expo-animation.zip