AppleScript for the Music app no longer supports the current track event. Before macOS Tahoe, running the following script in Script Editor would return the current track information:
tell application "Music"
return name of current track
end tell
However, when I run this script on a device with macOS 26 Tahoe, I receive this error:
"Result: error "Music got an error: Can’t get name of current track." number -1728 from name of current track”
I've tested this extensively, and here are my findings:
Going to the “songs” tab and playing something from there makes everything work.
Playing any song directly will make it work with current track UNLESS this song is NOT in your Music library (either added through Apple Music or uploaded).
If you play a song not in your library, current track is not updated even if you clicked on it specifically.
Playing an album (in your library obviously) makes all the tracks within it appear in current track until autoplay takes over.
Any autoplayed track won’t appear in current track even if in your library (unless: see the last bulletpoint)
Music played through the “songs” tab all appear in current track even if autoplay kicks in. I assume this is because this tab is an iTunes legacy (visually and under the hood) and doesn’t use the modern autoplay. This tab also won’t play non-library songs unlike the “albums” tab which seems to use the correct autoplay and suffers the same symptoms as the “recently added”, “home”, “radio”, etc… tabs.
Is this a bug, or has Apple simply deprecated this functionality?
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Hi — we’re testing our app on iOS 26 and ran into strange behavior with GKLocalPlayer.local.authenticateHandler.
GKLocalPlayer.local.authenticateHandler = { [weak self] viewController, error in
// additional code
}
What happens:
When we assign authenticateHandler on iOS 26 and the user is not signed in to Game Center, the system shows a full-screen Game Center overlay asking the user to sign in.
If the user taps Cancel, nothing further happens — the closure is not invoked again, so we don’t receive an error or any callback. The app never learns whether the auth was cancelled or failed.
In previous iOS versions the closure was called (with viewController / error as appropriate) and the flow worked as expected.
What we tried:
Verified authenticateHandler is being set.
Checked GKLocalPlayer.local.isAuthenticated after the overlay dismisses — it’s unchanged.
Observed system logs: a com.apple.GameOverlayUI scene is created and later removed (so the auth overlay is shown by the system).
Confirmed the same code works on earlier iOS versions. :thinking:
Question:
Has anyone seen authenticateHandler not being invoked on iOS 26 when the Game Center auth overlay is presented? Could this be a behavioral change in iOS 26 (overlay runs in a separate system process), or a bug? Any suggested workarounds to reliably detect that the user cancelled the sign-in (for example: listening for willResignActive / didBecomeActive, watching for a system overlay, or saving/presenting the viewController manually)?
Thanks in advance for any advice — we’d appreciate pointers or suggested diagnostics ?
0
CoreText
TDecorationRun::CalculateGlyphIntersections(CGAffineTransform, TRun const&, double, double, std::__1::function<void (double, double)> const&) const + 1704
1
CoreText
TDecorationRun::CalculateGlyphIntersections(CGAffineTransform, TRun const&, double, double, std::__1::function<void (double, double)> const&) const + 1440
2
CoreText
void TDecorationRun::DrawDecorationRun<(anonymous namespace)::TRunAdapter>(CGContext*, (anonymous namespace)::TRunAdapter, (anonymous namespace)::TRunAdapter, double)::'lambda'(CGPoint, CGPoint)::operator()(CGPoint, CGPoint) const + 508
3
CoreText
TDecorator::DrawDecoration(TLineDrawContext const&, TLine const&, TInlineVector<DecorationOverride, 30ul> const*) + 2356
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CoreText
TLine::DrawUnderlines(CGContext*) const + 104
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CoreText
TLine::DrawGlyphs(CGContext*) const + 292
Original discussion pre iOS 26
Our app uses Auth0 with HTTPS callback, we've found the issue where AASA file is not ready immediately when app is initially launched, which is the exact issue from the above link.
The issue seems mostly fixed on later versions on iOS 18, however, we are seeing some indications of a regression on iOS 26. Here's some measurement over the last week.
| Platform | iOS 18 | iOS 26 |
|---------------|----------|--------|
| Adoption rate | 55% | 45% |
| Issue seen | 1 | 5 |
| Recover? | Yes | No |
This only 1 iOS 18 instance was able to recover after 1 second after the first try, however, all iOS 26 instances were not able to recover in couple tens of seconds and less than 1 minute, the user eventually gave up.
Is there a way to force app to update AASA file?
Are there some iOS setting (like using a VPN) that could potentially downgrade the AASA fetch?
Related Auth0 discussion:
https://community.auth0.com/t/ios-application-not-
recognizing-auth0-associated-domain/134847/27
Hi everyone,
After updating my Mac and Xcode to 26, I’m running into a consistent crash whenever I try to launch an app from Xcode.
Environment:
Mac: Apple Silicon M3
macOS: 26.0 (25A354)
Xcode: 26.0.1 (17A400)
Issue:
When I press Run on any project (including new, empty projects), Xcode immediately crashes.
This started only after updating to the latest macOS and Xcode.
Crash details:
The crash log shows:
Application Specific Signatures:
___localError
Thread 0 crashed inside -[IDEScheme _executionOperationForSchemeOperationParameters:...] from IDEFoundation/IDEKit.
I also noticed background threads calling DVTPortal (developer portal requests) right before the crash.
What I’ve tried so far:
Cleared DerivedData, ModuleCache.noindex, and Xcode caches.
Signed out/in of my Apple ID in Xcode.
Recreated project schemes.
Verified provisioning profiles.
Reinstalled Xcode 26.
Unfortunately, the crash still happens.
Question:
Is this a known issue with Xcode 26 on Apple Silicon (M3)?
Has anyone seen a workaround?
Any guidance would be greatly appreciated — I can’t currently launch apps in Xcode at all.
Thanks!
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm experimenting with using the Foundation Models framework to do news summarization in an RSS app but I'm finding that a lot of articles are getting kicked back with a vague message about guardrails.
This seems really common with political news but we're talking mainstream stuff, i.e. Politico, etc.
If the models are this restrictive, this will be tough to use. Is this intended?
FB17904424
Topic:
Machine Learning & AI
SubTopic:
Foundation Models
iPhone7 : iOS 14.0 Beta 5
Xcode-beta
Mac OS : 10.15.5 (19F101)
crash info :
** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[PHPhotoLibrary presentLimitedLibraryPickerFromViewController:]: unrecognized selector sent to instance xxxxxx'
terminating with uncaught exception of type NSException
my code:
(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
if (@available(iOS 14, *)) {
[[PHPhotoLibrary sharedPhotoLibrary] presentLimitedLibraryPickerFromViewController:self];
}
}
We tested call blocking on iOS 26 and noticed something strange: the call will not be blocked if an outgoing call was made to its number before. Nevertheless, it will be blocked if we delete the outgoing call record from the Phone.app Recents.
This behavior looks like a bug and is unexpected when using our application. Was this a planned callkit change in iOS 26? Is it possible to get the correct call blocking behavior back?
We set blocking rules with addBlockingEntry(withNextSequentialPhoneNumber:) and this problem is not present in iOS 18 and earlier.
Thank you in advance
Hello,
We use the Network API in our macOS ObjectiveC applications to create a small web server. With macOS Sequoia or Tahoe (not with Sonoma), downloading files from another computer using the built-in ethernet port is way too slow.
Steps to reproduce:
Computer A (using macOS Tahoe or Sonoma), run an application using the Network APIs to create a webserver
Make sure that this computer connects to the network using the Ethernet port, there is no issue when using WiFi
On computer B, make an HTTP request to download a 20MB file => it will take about 30 seconds to download => way too slow...
We tested with:
if on computer A you run a web server using the GCD API instead of Network, it takes 0.2 seconds to download the file => no issue
on computer A disable TSO, it improves the results, but that's not a long term solution as it doesn't hold when rebooting
I can provide sample code to demonstrate this if needed.
This is a new issue as it's been a while we use that code, and only noticed it recently, and macOS Sonoma is not impacted.
Thank you for the help you can provide.
Pierre
Our app is developed for iOS, but some users also run it on macOS (as an iOS app via Apple Silicon). The app requires local network permission, which works perfectly on iOS. Previously, the connection also worked fine on macOS, but since the recent macOS update, the app can no longer connect to our device.
Additionally, our app on macOS doesn't prompt for local network permission at all, whereas it does on iOS. Is this a known issue with iOS apps running on macOS? Has anyone else experienced this problem, or is there a workaround?
Any help would be appreciated!
Topic:
App & System Services
SubTopic:
Networking
Hello,
I'm working on a game that features online multiplayer. The game is developed using Unity and Apple Unity plugins.
The "isUnderAge" property restricts the online multiplayer feature. Everything works as expected on all platforms (Mac, iPhone, iPad, AppleTV, and visionPro) except on Macs equipped with an Intel chip.
Using the same iCloud and GameCenter, with no restrictions enabled, "isUnderAge" returns false, as expected, but on Mac equipped with an Intel chip, it returns true.
Is there any restriction or compatibility issue with those chips? Is there a workaround?
Thanks
Topic:
Graphics & Games
SubTopic:
GameKit
Following on from this thread: https://developer.apple.com/forums/thread/805037 my list of items is now correctly maintaining state (no more disappearing rows), but I'm now hitting a really annoying issue: Every time something changes - even just changing the dark mode of the device - the entire list of items is refreshed, and the list jumps back to the top.
A simple representation:
// modelData.filteredItems is either all items or some items, depending on whether the user is searching
List {
ForEach(modelData.filteredItems) { item in
ItemRow(item: item)
}
}
When the user isn't searching, filteredItems has everything in it. When they turn on search, I filter and sort the data in place:
// Called when the user turns on search, or when the searchString or searchType changes
func sortAndFilterItemsInModelData() {
modelData.filteredItems.removeAll() // Remove all items from the filtered array
modelData.filteredItems.append(contentsOf: modelData.allItems) // Add all items back in
let searchString: String = modelData.searchString.lowercased()
switch(modelData.searchType) {
case 1:
// Remove all items from the filtered array that don't match the search string
modelData.filteredItems.removeAll(where: { !$0.name.lowercased().contains(searchString) })
...
}
// Sorting
switch(modelData.sortKey) {
case sortKeyDate:
modelData.sortAscending ? modelData.filteredItems.sort { $0.date < $1.date } : modelData.filteredItems.sort { $0.date > $1.date } // Sorts in place
...
}
}
The method doesn't return anything because all the actions are done in place on the data, and the view should display the contents of modelData.filteredItems.
If you're searching and there are, say 10 items in the list and you're at the bottom of the list, then you change the search so there are now 11 items, it jumps back to the top rather than just adding the extra ItemRow to the bottom. Yes, the data is different, but it hasn't been replaced; it has been altered in place.
The biggest issue here is that you can simply change the device to/from Dark Mode - which can happen automatically at a certain time of day - and you're thrown back to the top of the list. The array of data hasn't changed, but SwiftUI treats it as though it has.
There's also a section in the List that can be expanded and contracted. It shows or hides items of a certain type. When I expand it, I expect the list to stay in the same place and just show the extra rows, but again, it jumps to the top. It's a really poor user experience.
Am I doing something wrong (probably, yes), or is there some other way to retain the scroll position in a List? The internet suggests switching to a LazyVStack, but I lose left/right swipe buttons and the platform-specific styling.
Thanks.
Hello,
I'm trying to adopt the new BGContinuedProcessingTask API, but I'm having a little trouble imagining how the API authors intended it be used. I saw the WWDC talk, but it lacked higher-level details about how to integrate this API, and I can't find a sample project.
I notice that we can list wildcard background task identifiers in our Info.plist files now, and it appears this is to be used with continued tasks - a user might start one video encoding, then while it is ongoing, enqueue another one from the same app, and these tasks would have identifiers such as "MyApp.VideoEncoding.ABCD" and "MyApp.VideoEncoding.EFGH" to distinguish them.
When it comes to implementing this, is the expectation that we:
a) Register a single handler for the wildcard pattern, which then figures out how to fulfil each request from the identifier of the passed-in task instance?
Or
b) Register a unique handler for each instance of the wildcard pattern? Since you can't unregister handlers, any resources captured by the handler would be leaked, so you'd need to make sure you only register immediately before submission - in other words register + submit should always be called as a pair.
Of course, I'd like to design my application to use this API as the authors intended it be used, but I'm just not entirely sure what that is. When I try to register a single handler for a wildcard pattern, the system rejects it at runtime (while allowing registrations for each instance of the pattern, indicating that at least my Info.plist is configured correctly). That points towards option B.
If it is option B, it's potentially worth calling that out in documentation - or even better, perhaps introduce a new call just for BGContinuedProcessingTask instead of the separate register + submit calls?
Thanks for your insight.
K
Aside: Also, it would be really nice if the handler closure would be async. Currently if you need to await on something, you need to launch an unstructured Task, but that causes issues since BGContinuedProcessingTask is not Sendable, so you can't pass it in to that Task to do things like update the title or mark the BGTask as complete.
I paid for the developer account subscription on November 9, and as of now, the status is still pending.
I’ve already contacted the support center for help more than three days ago, but I haven’t received any reply or even an acknowledgment email.
How do they even operate? The delay is completely unreasonable.
Has anyone else experienced the same thing?
Topic:
Accessibility & Inclusion
SubTopic:
General
I need my application to copy some files, but using Finder. Now, I know all different methods and options to programmatically copy files using various APIs, but that's not the point here. I specifically need to use Finder for the purpose, so please, let's avoid eventual suggestions mentioning other ways to copy files.
My first thought was to use the most simple approach, execute an AppleScript script using NSUserAppleScriptTask, but that turned out not to be ideal. It works fine, unless there already are files with same names at the copying destination. In such case, either the script execution ends with an error, reporting already existing files at the destination, or the existing files can be simply overridden by adding with overwrite option to duplicate command in the script.
What I need is behaviour just like when Finder is used from the UI (drag'n'drop, copy/paste…); if there are existing files with same names at the destination, Finder should offer a "resolution panel", asking the user to "stop", "replace", "don't replace", "keep both" or "merge" (the latter in case of conflicting folders). So, I came to suspect that I could achieve such bahaviour by using Apple Events directly and passing kAEAlwaysInteract | kAECanSwitchLayer options to AESendMessage(). However, I can't figure out how to construct appropriate NSAppleEventDescriptor (nor old-style Carbon AppleEvent) objects and instruct Finder to copy files.
This is where I came so far, providing srcFiles are source files (to be copied) URLs and dstFolder destination folder (to be copied into) URL:
NSRunningApplication *finder = [[NSRunningApplication runningApplicationsWithBundleIdentifier:@"com.apple.finder"] firstObject];
if (!finder)
{
NSLog(@"Finder is not running.");
return;
}
NSAppleEventDescriptor *finderDescriptor = [NSAppleEventDescriptor descriptorWithBundleIdentifier:[finder bundleIdentifier]];
NSAppleEventDescriptor *dstDescriptor = [NSAppleEventDescriptor descriptorWithString:[dstFolder path]];
NSAppleEventDescriptor *srcDescriptor = [NSAppleEventDescriptor listDescriptor];
for (NSURL *url in srcFiles)
{
NSAppleEventDescriptor *fileDescriptor = [NSAppleEventDescriptor descriptorWithString:[url path]];
[srcDescriptor insertDescriptor:fileDescriptor atIndex:([srcDescriptor numberOfItems] + 1)];
}
NSAppleEventDescriptor *event = [NSAppleEventDescriptor appleEventWithEventClass:kAECoreSuite
eventID:kAEClone
targetDescriptor:finderDescriptor
returnID:kAutoGenerateReturnID
transactionID:kAnyTransactionID];
[event setParamDescriptor:srcDescriptor forKeyword:keyDirectObject];
[event setParamDescriptor:dstDescriptor forKeyword:keyAETarget];
NSError *error;
NSAppleEventDescriptor *result = [event sendEventWithOptions:(NSAppleEventSendAlwaysInteract | NSAppleEventSendCanSwitchLayer) timeout:10.0 error:&error];
The code above executes without any error. The final result descriptor is a NULL descriptor ([NSAppleEventDescriptor nullDescriptor]) and there's no error returned (by reference). However, nothing happens, Finder remains silent and the application doesn't make macOS/TCC prompt for a permission to "automate Finder".
I wonder if the approach above is correct and if I use correct parameters as arguments for all calling method/messages. I'm specially interested if passing keyAETarget is the right value in [event setParamDescriptor:dstDescriptor forKeyword:keyAETarget], since that one looks most suspicious to me. I'd really appreciate if anyone can help me with this.
I'd also like to point out that I tried the same approach outlined above with old-style Carbon AppleEvent API, using AECreateDesc(), AECreateAppleEvent(), AEPutParamDesc() and AESendMessage()… All API calls succeeded, returning noErr, but again, nothing happened, Finder remained silent and no macOS/TCC prompt for a permission to "automate Finder".
Any help is highly appreciated, thanks!
-- Dragan
Hello,
I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341).
Below is a SpriteKit scene used to test framerate on different devices:
import SpriteKit
import SwiftUI
class BareboneScene: SKScene {
override func didMove(to view: SKView) {
size = view.bounds.size
anchorPoint = CGPoint(x: 0.5, y: 0.5)
backgroundColor = .darkGray
let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12)
roundedSquare.fillColor = .systemRed
roundedSquare.strokeColor = .black
roundedSquare.lineWidth = 3
addChild(roundedSquare)
let action = SKAction.rotate(byAngle: .pi, duration: 1)
roundedSquare.run(.repeatForever(action))
}
}
struct BareboneSceneView: View {
var body: some View {
SpriteView(
scene: BareboneScene(),
debugOptions: [.showsFPS]
)
.ignoresSafeArea()
}
}
#Preview {
BareboneSceneView()
}
The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on:
iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometimes it runs at near 60fps. But if the screen is touched repeatedly, the framerate drops to 40-50 fps again.
iPhone 11 Pro, iOS 26.0: ~40fps.
iPad 9th Gen, iOS 18.6.2: 60fps, no issues.
See screenshots attached. These numbers were observed by me and members of our beloved SpriteKit Discord server.
Thank you for your attention.
We are experiencing an issue with Safari in all versions from 18.0 to 18.5 that does not occur in version 17. It affects both iPhones and Macs. And does not happen in Chrome or Windows.
The problem is impacting our customers, and our monitoring tools show a dramatic increase in error volume as more users buy/upgrade to iOS 18.
The issue relates to network connectivity that is lost randomly. I can reliably reproduce the issue online in production, as well as on my local development environment.
For example our website backoffice has a ping, that has a frequency of X seconds, or when user is doing actions like add to a cart increasing the quantity that requires backend validation with some specific frequency the issue is noticable...
To test this I ran a JS code to simulate a ping with a timer that calls a local-dev API (a probe that waits 2s to simulate "work") and delay the next HTTP requests with a dynamic value to simulate network conditions:
Note: To even make the issue more clear, I'm using GET with application/json payload to make the request not simple, and require a Pre-flight request, which doubles the issue.
(async () =&gt; {
for (let i = 0; i &lt; 30; i++) {
try {
console.log(`Request start ${i} ${new Date().toLocaleString()}`);
const res = await fetch(`https://api.redated.com:8090/1/*****/probe?`, {
method: 'GET',
mode: "cors",
//headers: {'Content-Type': 'text/plain'},
headers: { 'Content-Type': 'application/json' },
});
console.log(`Request end ${i} ${new Date().toLocaleString()} status:`, res.status);
} catch (err) {
console.error(`Request ${i} ${new Date().toLocaleString()} error:`, err);
}
let delta = Math.floor(Math.random() * 10);
console.log("wait delta",delta);
await new Promise(r =&gt; setTimeout(r, 1000 - delta));
}
})();
For simplicity lets see a case where it fails 1 time only out of 10 requests.
(Adjusting the "delta" var on the time interval create more or less errors...)
This are the results:
The network connection was lost error, which is false, since this is on my localhost machine, but this happens many times and is very reproducible in local and production online.
The dev-tools and network tab shows empty for status error, ip, connection_id etc.. its like the request is being terminated very soon.
Later I did a detailed debugging with safari and wireshark to really nail down the network flow of the problem:
I will explain what this means:
Frame 10824 – 18:52:03.939197: new connection initiated (SYN, ACK, ECE).
Frame 10831 – 18:52:04.061531: Client sends payload (preflight request) to the server.
Frame 10959 – 18:52:09.207686: Server responds with data to (preflight response) to the client.
Frame 10960 – 18:52:09.207856: Client acknowledges (ACK) receipt of the preflight response.
Frame 10961 – 18:52:09.212188: Client sends the actual request payload after preflight OK and then server replies with ACK.
Frame 11092 – 18:52:14.332951: Server sends the final payload (main request response) to the client.
Frame 11093 – 18:52:14.333093: captures the client acknowledging the final server response, which marks the successful completion of the main request.
Frame 11146 – 18:52:15.348433: [IMPORTANT] the client attempts to send another new request just one second later, which is extremely close to the keep-alive timeout of 1 second. The last message from the server was at 18:52:14.332951, meaning the connection’s keep-alive timeout is predicted to end around 18:52:15.332951 but it does not. The new request is sent at 18:52:15.348433, just microseconds after the predicted timeout. The request leaves before the client browser knows the connection is closed, but by the time it arrives at the server, the connection is already dead.
Frame 11147 – 18:52:15.356910: Shows the server finally sending the FIN,ACK to indicate the connection is closed. This happens slightly later than the predicted time, at microsecond 356910 compared to the expected 332951. The FIN,ACK corresponds to sequence 1193 from the ACK of the last data packet in frame 11093.
Conclusions:
The root cause is related to network handling issues, when the server runs in a setting of keep-alive behavior and keep-alive timeout (in this case 1s) and network timming issue with Safari reusing a closed connection without retrying. In this situation the browser should retry the request, which is what other browsers do and what Safari did before version 18, since it did not suffer from this issue.
This behaviour must differ from previous Safari versions (however i read all the public change logs and could not related the regression change).
Also is more pronounced with HTTP/1.1 connections due to how the keep-alive is handled.
When the server is configured with a short keep-alive timeout of 1 second, and requests are sent at roughly one-second intervals, such as API pings at fixed intervals or user actions like incrementing a cart quantity that trigger backend calls where the probability of failure is high.
This effect is even more apparent when the request uses a preflight with POST because it doubles the chance, although GET requests are also affected.
This was a just a test case, but in real production our monitoring tools started to detect a big increment with this network error at scale, many requests per day... which is very disrupting, because user actions are randomly being dropped when the user actions and timming happens to be just near a previous connection, where keep alive timeout kicks-in, but because the browser is not yet notified it re-uses the same connection, but by the time it arrived the server is a dead connection. The safari just does nothing about it, does not even retry, be it a pre-flight or not, it just gives this error.
Other browsers don't have this issue.
Thanks!
We use SwiftUI's .tabViewBottomAccessory in our iOS apps for displaying an Audio MiniPlayer View (like in the Apple Music App).
TabView(selection: $viewModel.selectedTab) {
// Tabs here
}
.tabViewBottomAccessory {
if viewModel.showAudioMiniPlayer {
MiniPlayerView()
}
}
The Problem
This code works perfectly on iOS 26.0. When viewModel.showAudioMiniPlayer is false, the accessory is completely hidden.
However, on iOS 26.1 (23B5059e), when 'viewModel.showAudioMiniPlayer' becomes false, the MiniPlayerView disappears, but an empty container remains, leaving a blank space above the tab bar.
Is this a known Bug in iOS 26.1 and are there any effective workarounds?
Topic:
UI Frameworks
SubTopic:
SwiftUI
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times:
'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData.
My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
I work on a universal app that targets both iPhone and iPad. Our iPad app currently requires full screen. When testing on the latest iPadOS 26 beta, we see the following warning printed to the console:
Update the Info.plist: 1) `UIRequiresFullScreen` will soon be ignored. 2) Support for all orientations will soon be required.
It will take a fair amount of effort to update our app to properly support presentation in a resizable window. We wanted to gauge how urgent this change is. Our testing has shown that iPadOS 26 supports our app in a non-resizable window.
Can someone from Apple provide any guidance as to how soon “soon” is? Will UIRequiresFullScreen be ignored in iPadOS 26? Will support for all orientations be required in iPadOS 26?