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, h…
Library skill — the default version is maintained in GitHub; edits you make live in your own clone.
When this skill is first invoked without a specific question, respond only with:
I'm ready to build animations in Expo and React Native that feel right on a real device, my knowledge comes from Emil Kowalski's animation philosophy.
Do not provide any other information until the user asks a question.
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:
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:
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.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.| Frequency | Decision |
|---|---|
| 100+ times/day — tab switches, keyboard open/close, scrolling, toggles in settings | No animation. Platform default or nothing. Stop here. |
| Tens of times/day — press feedback, list navigation, row selection | Near-imperceptible only: under 150ms, or nothing |
| Occasional — sheets, modals, toasts, onboarding steps | Standard animation |
| Rare / first-time — success states, empty-state illustrations, celebration | The 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.
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.
Walk down; stop at the first that fits.
| Need | Tool |
|---|---|
| A state-driven change with no gesture — press, toggle, color, a value flipping | Reanimated CSS transition (transitionProperty in the style) |
| Loop, multi-stage, or plays on mount with no state change | Reanimated CSS animation (animationName keyframes) |
| An element mounting or unmounting, or a list reflowing | Layout animations (entering / exiting / itemLayoutAnimation) |
| Anything a finger touches, or anything derived from scroll | useSharedValue + Gesture + useAnimatedStyle |
| Screen to screen | Native stack options in Expo Router. Never hand-roll this |
| A bottom sheet that is its own screen | presentation: 'formSheet' — it's a real UISheetPresentationController, free and correct |
| Tab bar | NativeTabs (from expo-router/unstable-native-tabs) — the platform's real tab bar, its behaviors and transitions included |
| Context menu, press-and-hold preview | Link.Menu / Link.Preview (Expo Router, iOS-only) — native menus and peek, never rebuilt in JS |
| Header that collapses into a large title | headerLargeTitleEnabled on the native stack (iOS-only; headerLargeTitle is deprecated) — not a scroll worklet |
| Pull to refresh | RefreshControl — hand-roll only when it's a signature interaction (see the threshold recipe) |
| UI that tracks the keyboard | react-native-keyboard-controller — the keyboard's real position, frame by frame, on the UI thread |
| Vector illustration, celebration, empty state | Lottie — 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:
| Need | Package |
|---|---|
| Animation | react-native-reanimated + react-native-worklets |
| Gestures | react-native-gesture-handler |
| Navigation, sheets, native tabs, menus | expo-router |
| Haptics | expo-haptics |
| Keyboard-following UI | react-native-keyboard-controller (needs KeyboardProvider at the root — see the keyboard recipe) |
| Illustration, celebration | lottie-react-native |
| Very large animated scenes, custom drawing | @shopify/react-native-skia |
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.width keeps the corner radius that scaleX would smear.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.elevation, and animating elevation re-renders the shadow every frame. Animate opacity of a pre-shadowed layer instead.BlurView intensity. On Android it re-renders the blur each frame. Crossfade the opacity of a static BlurView instead.translate and are relative to the element's own size — translateY('100%') moves a sheet by its own height whatever its content.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:
| Interaction | Config |
|---|---|
| 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 edge | add 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:
| Situation | Easing |
|---|---|
| Entering or exiting | ease-out |
| Moving / morphing on screen | ease-in-out |
| Constant motion (progress, marquee) | linear |
| Default | ease-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 { Easing } from 'react-native-reanimated';
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
Duration:
| Element | Duration |
|---|---|
| Press feedback | 100–150ms |
| Toggle, chip, small state change | 150–200ms |
| Sheet, modal, drawer | spring, ~300ms perceived |
| Screen transition | the 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.
This is the mobile-specific craft, and it's where most React Native motion dies.
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.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.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..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).'worklet' as their first line, or they throw at runtime on device while working fine in the debugger.Every hover affordance from the web has to be redesigned, not ported.
scale: 0.97 in 100–150ms on any pressable, Pressable + a CSS transition. scale takes the label and icons with it, which is what makes it read as physical.hitSlop — don't grow the visual.pressRetentionOffset so a finger drifting a few pixels doesn't cancel a press the user meant.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.
| Moment | Call |
|---|---|
| A value ticks past a step — picker, slider detent, segmented control | Haptics.selectionAsync() |
| Something snaps home, a sheet detent catches, a drag commits | Haptics.impactAsync(ImpactFeedbackStyle.Light) |
| A heavy object lands, a destructive action fires | Haptics.impactAsync(ImpactFeedbackStyle.Medium) |
| Operation succeeded or failed | Haptics.notificationAsync(NotificationFeedbackType.Success / Error) |
Three rules, and they're absolute:
From a worklet, haptics must be scheduled back to the RN runtime: scheduleOnRN(Haptics.selectionAsync).
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.
Check these first when "the animation just doesn't run":
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.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.
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 | Instead |
|---|---|
PanResponder |
Gesture.Pan() from gesture-handler |
setState in a gesture or scroll handler |
shared value + useAnimatedStyle |
runOnJS (deprecated in Reanimated 4) |
scheduleOnRN from react-native-worklets |
scheduleOnRN per frame |
onEnd, 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 touches |
Reanimated |
Animating height / width / margin / flex / top |
transform + opacity (absolute, childless elements exempt) |
Animating BlurView intensity or Android elevation |
crossfade a static layer |
entering on a virtualized list row |
animate the container, or itemLayoutAnimation |
| A screen transition rebuilt in JS | native stack animation |
| Sliding between tabs | animation: 'none' |
Easing.in(...) on a UI element |
Easing.bezier(0.23, 1, 0.32, 1) |
scale(0) entrance |
scale(0.95) + opacity: 0 |
| Distance-only dismissal threshold | velocity or distance — a flick is enough |
| Hard stop at a boundary | rubber-band resistance |
| A haptic per frame, or as the only feedback | one per commit, always paired with a visual |
| Judging feel in Expo Go or the simulator | release build, slowest supported device |
Write the code. Then, in at most a few lines:
The code is the deliverable. Don't pad it into a report.
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.