Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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Hiding Writing Tools and AutoFill menu items
Hi, I develop a 3D molecular editor, so the Writing Tools and AutoFill menu items don't make much sense. Is it possible to hide these menu items in my app? In the case of dictation and the character palette, I can do this: [[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"NSDisabledDictationMenuItem"]; [[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"NSDisabledCharacterPaletteMenuItem"]; Is there some similar way to remove the Writing Tools and AutoFill menu items for apps in which they don't make sense?
Topic: UI Frameworks SubTopic: General
0
0
72
Oct ’25
Old values not cleared when Live Activity updates in CarPlay
I'm updating some of the views for a Live Activity, now that CarPlay can display Live Activities in iOS 26. My Activity is updated only with local updates from the iPhone (no push notifications), displaying a user's blood glucose. The activity updates fine in both CarPlay and in the Apple Watch Smart Stack, but in CarPlay, the previous values are not cleared when the new values are displayed, resulting in superimposed text and making it essentially unreadable. This only happens when the iPhone screen is off. As soon as the phone screen is woken up, even if the phone is not unlocked, the old values disappear and the display looks fine. I can't find anything in the API about clearing a display, so I'm wondering if this is a bug (especially since it clears when waking the phone screen). I'm running iOS 26.0.1 on my test phone. Thanks for any thoughts!
5
0
209
Oct ’25
Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
Hello, I’ve created a custom SDK from my iOS application to be integrated into another app. The SDK depends on Google Maps and payment gateway libraries. If I exclude these third-party libraries from the SDK, I encounter multiple errors. However, if I include them, the host app throws errors due to duplicate dependencies, since it already integrates the same libraries. I understand that third-party dependencies can be downloaded separately by adding them through Swift Package Manager (SPM). However, the issue is that if I exclude these dependencies from my SDK, I get compilation errors wherever I’ve used import GoogleMaps or similar statements in my code. Could you please guide me — or share documentation — on the correct approach to create an SDK that excludes third-party libraries?
0
0
118
Oct ’25
Accessibility Permission In Sandbox For Keyboard
Hello! My question is about 1) if we can use any and or all accessibility features within a sandboxed app and 2) what steps we need to take to do so. Using accessibility permissions, my app was working fine in Xcode. It used NSEvent.addGlobalMonitorForEvents and localMoniter, along with CGEvent.tapCreate. However, after downloading the same app from the App Store, the code was not working. I believe this was due to differences in how permissions for accessibility are managed in Xcode compared to production. Is it possible for my app to get access to all accessibility features, while being distributed on the App Store though? Do I need to add / request any special entitlements like com.apple.security.accessibility? Thanks so much for the help. I have done a lot of research on this online but found some conflicting information, so wanted to post here for a clear answer.
8
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515
Oct ’25
App Clips don't work
We're building a UGC AR app and are leveraging App Clips to distribute AR experiences without app download. Since earlier this week, many of our users are reporting sharing experiences as App Clip doesn't work anymore. They are getting the message "AppClip unavailable" on a little card. We attached a QR code to try it yourself and a link to a different experience. We tried with multiple experiences and on multiple devices already. https://scenery.app/experience/1C925FDE-E49A-489B-BA14-58A4E532E645 Interestingly, we can't pinpoint the issue to an exact device or OS. We tested on many devices and on most, the AppClip is being displayed as unavailable, stating "App Clip unavailable", whereas it works on a few. It all worked fine last week (before September 12th). iPhone 13 Pro Max, iOS26: works iPhone SE, iOS 17: works iPhone 16 Pro, iOS 26: doesn't work iPhone 12 Pro Max, iOS 26: doesn't work iPhone 12 mini, iOS 18: does not work iPad 9th gen, iOS 26: doesn't work Please help. Our users are very dissatisfied as they expect this to work and it's a crucial feature. We already filed a radar via Feedback assistant: FB20303890
10
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495
Oct ’25
About Cinematic Video Capture
Hi everyone! I’m trying to implement a cinematic video shooting mode. While following the guide “Capture cinematic video in your app”, I added the following code to obtain metadata information: metadataOutput.metadataObjectTypes = metadataOutput.requiredMetadataObjectTypesForCinematicVideoCapture However, the following error appears in the console: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'When Cinematic Video is enabled, AVCaptureMetadataOutput's metadataObjectTypes must match requiredMetadataObjectTypesForCinematicVideoCapture.' How can I resolve this issue?
0
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150
Oct ’25
[macOS] Custom cursors revert to default when intersecting the top screen edge in full-screen apps
Dear Apple macOS Team, I am writing to report an issue I encountered while developing an Electron-based game on macOS that uses the Chromium engine. When a custom cursor is used within the web view, if the cursor’s outline intersects with the top edge of the screen, it unexpectedly reverts to the default system cursor. This issue significantly affects gameplay experience for some applications. In our case, we require a full-screen immersive gaming experience, where custom cursors are essential for maintaining both immersion and the artistic style of the game. However, this limitation causes the cursor to suddenly change when touching the top boundary. The problem is especially noticeable with large custom cursors, as macOS’s default cursor is relatively small, making the switch even more abrupt and breaking player immersion. I sincerely hope this issue can be addressed, as it currently occurs in both Unity and Electron-based games on macOS. Thank you for considering this feedback. Sincerely, lw404
Topic: UI Frameworks SubTopic: General
0
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90
Oct ’25
How to resolve 'multiple UTIs, one file extension'
My PreviewCode app provides QuickLook previews and Finder icon thumbnails for source code files written in many popular programming languages. The only one it doesn't work will with is TypeScript, which typically uses the ts file extension. This is because Apple's CoreTypes bundle maps the ts file extension to its own MPEG-4 Transport Stream UTI. Right now I have two UTIs mapped to the ts extension: the above one and another, com.microsoft.typescript. The question is, how can I tell macOS' Launch Services to favour the latter over the former so that PreviewCode's previewer app extension is called whenever then user QuickLooks a TypeScript file and not (as currently happens) macOS' MPEG-4 previewer? I'd like to code this into PreviewCode or at the very least provide the technique in the response to the many tech support requests I get about this ts mix-up specifically.
2
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203
Oct ’25
Core Text omits all remaining content and breaks rendering when truncation is enabled and after encountering a line containing only spaces
When drawing multiline text using Core Text (by preparing a paragraph and issuing a call to CTDrawFrame): if truncation is enabled via a paragraph setting (spec=kCTParagraphStyleSpecifierLineBreakMode and value=kCTLineBreakByTruncatingMiddle), and if one of the lines to render contains a line with spaces only (codepoint=U+0020), and if the available width for rendering is less than the natural width of the line containing only spaces, then the rendering is incomplete, all content in the lines following the spaces is omitted. Many other codepoints cause the same problem: tabs (U+0009), no-break spaces (U+00A0), control characters ... The issue is quite severe because the rendering can break with a simple ASCII input ! Here is a recording with a yellow text background to help see the spaces : To reproduce : CGContextRef ctx = [[NSGraphicsContext currentContext] CGContext]; // String to display: 3 lines, the middle one contains only spaces (40) CFStringRef str = CFSTR("Hello World!\n \nThis is a multiline example with a long line."); // Font used for rendering CTFontRef font = CTFontCreateWithName(CFSTR("Helvetica"), 20, nullptr); // Paragraph style with middle truncation CTLineBreakMode lineBreak = kCTLineBreakByTruncatingMiddle; CTParagraphStyleSetting settings[] = { { kCTParagraphStyleSpecifierLineBreakMode, sizeof(CTLineBreakMode), &lineBreak } }; CTParagraphStyleRef paragraphStyle = CTParagraphStyleCreate(settings, 1); // Prepare text attributes NSDictionary *attrs = @{ (__bridge id)kCTFontAttributeName : (__bridge id)font, (__bridge id)kCTForegroundColorAttributeName : (__bridge id)[NSColor blackColor].CGColor, (__bridge id)kCTBackgroundColorAttributeName : (__bridge id)[NSColor yellowColor].CGColor, (__bridge id)kCTParagraphStyleAttributeName : (__bridge id)paragraphStyle, }; NSAttributedString *attrStr = [[NSAttributedString alloc] initWithString:(__bridge NSString*)str attributes:attrs]; // Create framesetter CTFramesetterRef fs = CTFramesetterCreateWithAttributedString((CFAttributedStringRef)attrStr); CGMutablePathRef path = CGPathCreateMutable(); CGPathAddRect(path, nullptr, self.bounds); CTFrameRef frame = CTFramesetterCreateFrame(fs, CFRangeMake(0, 0), path, nullptr); // Draw the paragraph CTFrameDraw(frame, ctx); This seems like a bug in Core Text, unless I was missing some additional parameter to specify before calling CTFrameDraw()?
2
1
253
Oct ’25
[iOS 26] Can no longer detect whether iPhone has notch
I'm currently using the extension below to determine whether an iPhone has a notch so I can adjust my UI accordingly. extension UIDevice { var hasNotch: Bool { if userInterfaceIdiom == .phone, let window = (UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } .flatMap { $0.windows } .first { $0.isKeyWindow }) { return window.safeAreaInsets.bottom > 0 } return false } } (Adapted from https://stackoverflow.com/questions/73946911/how-to-detect-users-device-has-dynamic-island-in-uikit) This no longer works in iOS 26, and I have yet to find a similar method that works. Does anyone have any fixes?
4
0
287
Oct ’25
iOS 26 Liquid Glass not showing
I’m not seeing Liquid Glass on any standard components. A month ago around July 17th I ran our app and saw Liquid Glass on our tab view and various standard components. Those components have not been changed and yet I’m no longer seeing Liquid Glass in our app at all. Components that were previously liquid glass but now are not include TabView and back navigation buttons. I set the UIDesignRequiresCompatibility key explicitly to false but no luck. I was seeing this in Beta 7 and Beta 8 on a real device and on a sim.
2
1
397
Oct ’25
Navigation Bar Large title issue in iOS 26
There’s an issue with the navigation bar’s large title. When the first screen uses a large title and the next screen uses a standard (small) title, the small title is delayed — it only appears after the transition animation finishes. However, if I scroll down on the first screen (so the large title collapses) before navigating to the second screen, the issue does not occur. Please see the attached video for reference.
Topic: UI Frameworks SubTopic: General
0
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87
Sep ’25
App Clip Card’s “Open” Button takes 2–3 seconds to become active on first load
We are currently implementing App Clips in our app. While we have carefully optimized the App Clip size to keep it lightweight (~3.69MB), we have noticed that on the first load, displaying the App Clip Card and activating the “Open” button takes a surprisingly long time (approximately 2–3 seconds). Subsequent loads appear to perform normally. We understand that this behavior may not be directly controllable from the app development side, but we would like to know if there are any possible ways to improve it. Minimizing the time it takes for users to access the content is extremely important, as delays on the first interaction can negatively impact the user experience. Any guidance or best practices to make the App Clip Card and its “Open” button respond faster on first load would be greatly appreciated.
0
2
115
Sep ’25
Separate iPhone and iPad apps from each other Xcode
Without knowing is how two apps shares the resources. The problem is both are designed to be landscape with all screen orientations the same. The validated ipad process fails that it must have both the same screen orientations as the iPhone. The iPad app review fails in Apple Connect, with screen shots portrait clipped. Yet the iPhone was accepted with the same orientations. They both start in portrait which is ok, just turn them to landscape and they look fine. I have seen many apps that go back and forth and you know which orientation you want. Just turn 90 degrees. Is there a resolution to this situation? Charlie Coupe
Topic: UI Frameworks SubTopic: General
0
0
72
Sep ’25
PDFKit – How can I draw annotations behind text in PDFView?
Hi, I’m currently working with PDFKit and using PDFView to display documents. I’m adding free-drawing content as annotations, but I’ve noticed that these annotations are always rendered on top of the text, which ends up covering the text and making it hard to read. What I would like to do is render these drawing annotations behind the text layer, so that the document text remains visible above the drawing. Has anyone found a way to achieve this, or is there a recommended approach for controlling the annotation rendering order in PDFKit? Thanks in advance!
1
0
173
Sep ’25
Crashes launching app from Camera control button
I'm using the LockedCameraCaptureExtension to launch my Camera app from the camera button. Some of our users report our app crashing a few seconds after being launch from the camera button. The call stack is something inside BoardServices [BSServicesConfiguration activateXPCService] I'm not sure how to investigate or fix this, anyone else having the same issue? Basically in my LockedCameraCaptureExtension when it loads I just call openApplication on the LockedCameraCaptureSession to launch into my app. @main struct captureExtension: LockedCameraCaptureExtension { var body: some LockedCameraCaptureExtensionScene { LockedCameraCaptureUIScene { session in Button(action: { Task { await openCamera(session: session) } }, label: { Text("Open Camera") }) .buttonStyle(PlainButtonStyle()) .task { await openCamera(session: session) } } } private func openCamera(session: LockedCameraCaptureSession) async { try? await session.openApplication(for: NSUserActivity(activityType: "com.mycompany.camera")) } }
0
0
117
Sep ’25
Hiding Writing Tools and AutoFill menu items
Hi, I develop a 3D molecular editor, so the Writing Tools and AutoFill menu items don't make much sense. Is it possible to hide these menu items in my app? In the case of dictation and the character palette, I can do this: [[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"NSDisabledDictationMenuItem"]; [[NSUserDefaults standardUserDefaults] setBool:YES forKey:@"NSDisabledCharacterPaletteMenuItem"]; Is there some similar way to remove the Writing Tools and AutoFill menu items for apps in which they don't make sense?
Topic: UI Frameworks SubTopic: General
Replies
0
Boosts
0
Views
72
Activity
Oct ’25
Old values not cleared when Live Activity updates in CarPlay
I'm updating some of the views for a Live Activity, now that CarPlay can display Live Activities in iOS 26. My Activity is updated only with local updates from the iPhone (no push notifications), displaying a user's blood glucose. The activity updates fine in both CarPlay and in the Apple Watch Smart Stack, but in CarPlay, the previous values are not cleared when the new values are displayed, resulting in superimposed text and making it essentially unreadable. This only happens when the iPhone screen is off. As soon as the phone screen is woken up, even if the phone is not unlocked, the old values disappear and the display looks fine. I can't find anything in the API about clearing a display, so I'm wondering if this is a bug (especially since it clears when waking the phone screen). I'm running iOS 26.0.1 on my test phone. Thanks for any thoughts!
Replies
5
Boosts
0
Views
209
Activity
Oct ’25
Integrating third party libraries like GoogleMaps, Payment gateways in Custom SDK
Hello, I’ve created a custom SDK from my iOS application to be integrated into another app. The SDK depends on Google Maps and payment gateway libraries. If I exclude these third-party libraries from the SDK, I encounter multiple errors. However, if I include them, the host app throws errors due to duplicate dependencies, since it already integrates the same libraries. I understand that third-party dependencies can be downloaded separately by adding them through Swift Package Manager (SPM). However, the issue is that if I exclude these dependencies from my SDK, I get compilation errors wherever I’ve used import GoogleMaps or similar statements in my code. Could you please guide me — or share documentation — on the correct approach to create an SDK that excludes third-party libraries?
Replies
0
Boosts
0
Views
118
Activity
Oct ’25
Accessibility Permission In Sandbox For Keyboard
Hello! My question is about 1) if we can use any and or all accessibility features within a sandboxed app and 2) what steps we need to take to do so. Using accessibility permissions, my app was working fine in Xcode. It used NSEvent.addGlobalMonitorForEvents and localMoniter, along with CGEvent.tapCreate. However, after downloading the same app from the App Store, the code was not working. I believe this was due to differences in how permissions for accessibility are managed in Xcode compared to production. Is it possible for my app to get access to all accessibility features, while being distributed on the App Store though? Do I need to add / request any special entitlements like com.apple.security.accessibility? Thanks so much for the help. I have done a lot of research on this online but found some conflicting information, so wanted to post here for a clear answer.
Replies
8
Boosts
0
Views
515
Activity
Oct ’25
While build app I get: "Fatal error: Cannot find the keyWindow"
After building an app in Xcode (I use expo and react native) I got error: EXDevLauncher/ExpoDevLauncherAppDelegateSubscriber.swift:8: Fatal error: Cannot find the keyWindow. Make sure to call window.makeKeyAndVisible(). I have never got it before. It appeard first time after I had upgraded expo and react versions.
Topic: UI Frameworks SubTopic: General
Replies
1
Boosts
0
Views
119
Activity
Oct ’25
App Clips don't work
We're building a UGC AR app and are leveraging App Clips to distribute AR experiences without app download. Since earlier this week, many of our users are reporting sharing experiences as App Clip doesn't work anymore. They are getting the message "AppClip unavailable" on a little card. We attached a QR code to try it yourself and a link to a different experience. We tried with multiple experiences and on multiple devices already. https://scenery.app/experience/1C925FDE-E49A-489B-BA14-58A4E532E645 Interestingly, we can't pinpoint the issue to an exact device or OS. We tested on many devices and on most, the AppClip is being displayed as unavailable, stating "App Clip unavailable", whereas it works on a few. It all worked fine last week (before September 12th). iPhone 13 Pro Max, iOS26: works iPhone SE, iOS 17: works iPhone 16 Pro, iOS 26: doesn't work iPhone 12 Pro Max, iOS 26: doesn't work iPhone 12 mini, iOS 18: does not work iPad 9th gen, iOS 26: doesn't work Please help. Our users are very dissatisfied as they expect this to work and it's a crucial feature. We already filed a radar via Feedback assistant: FB20303890
Replies
10
Boosts
2
Views
495
Activity
Oct ’25
How to show an overlay on hover?
Hi, I'm trying to toggle the visibility of an overlay by using hovering. However, I found onHover() and onContinuousHover() don't work on visionOS. Is it intended? Is there an solution for my case?
Replies
10
Boosts
1
Views
4.2k
Activity
Oct ’25
About Cinematic Video Capture
Hi everyone! I’m trying to implement a cinematic video shooting mode. While following the guide “Capture cinematic video in your app”, I added the following code to obtain metadata information: metadataOutput.metadataObjectTypes = metadataOutput.requiredMetadataObjectTypesForCinematicVideoCapture However, the following error appears in the console: *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'When Cinematic Video is enabled, AVCaptureMetadataOutput's metadataObjectTypes must match requiredMetadataObjectTypesForCinematicVideoCapture.' How can I resolve this issue?
Replies
0
Boosts
0
Views
150
Activity
Oct ’25
[macOS] Custom cursors revert to default when intersecting the top screen edge in full-screen apps
Dear Apple macOS Team, I am writing to report an issue I encountered while developing an Electron-based game on macOS that uses the Chromium engine. When a custom cursor is used within the web view, if the cursor’s outline intersects with the top edge of the screen, it unexpectedly reverts to the default system cursor. This issue significantly affects gameplay experience for some applications. In our case, we require a full-screen immersive gaming experience, where custom cursors are essential for maintaining both immersion and the artistic style of the game. However, this limitation causes the cursor to suddenly change when touching the top boundary. The problem is especially noticeable with large custom cursors, as macOS’s default cursor is relatively small, making the switch even more abrupt and breaking player immersion. I sincerely hope this issue can be addressed, as it currently occurs in both Unity and Electron-based games on macOS. Thank you for considering this feedback. Sincerely, lw404
Topic: UI Frameworks SubTopic: General
Replies
0
Boosts
0
Views
90
Activity
Oct ’25
How to resolve 'multiple UTIs, one file extension'
My PreviewCode app provides QuickLook previews and Finder icon thumbnails for source code files written in many popular programming languages. The only one it doesn't work will with is TypeScript, which typically uses the ts file extension. This is because Apple's CoreTypes bundle maps the ts file extension to its own MPEG-4 Transport Stream UTI. Right now I have two UTIs mapped to the ts extension: the above one and another, com.microsoft.typescript. The question is, how can I tell macOS' Launch Services to favour the latter over the former so that PreviewCode's previewer app extension is called whenever then user QuickLooks a TypeScript file and not (as currently happens) macOS' MPEG-4 previewer? I'd like to code this into PreviewCode or at the very least provide the technique in the response to the many tech support requests I get about this ts mix-up specifically.
Replies
2
Boosts
0
Views
203
Activity
Oct ’25
Core Text omits all remaining content and breaks rendering when truncation is enabled and after encountering a line containing only spaces
When drawing multiline text using Core Text (by preparing a paragraph and issuing a call to CTDrawFrame): if truncation is enabled via a paragraph setting (spec=kCTParagraphStyleSpecifierLineBreakMode and value=kCTLineBreakByTruncatingMiddle), and if one of the lines to render contains a line with spaces only (codepoint=U+0020), and if the available width for rendering is less than the natural width of the line containing only spaces, then the rendering is incomplete, all content in the lines following the spaces is omitted. Many other codepoints cause the same problem: tabs (U+0009), no-break spaces (U+00A0), control characters ... The issue is quite severe because the rendering can break with a simple ASCII input ! Here is a recording with a yellow text background to help see the spaces : To reproduce : CGContextRef ctx = [[NSGraphicsContext currentContext] CGContext]; // String to display: 3 lines, the middle one contains only spaces (40) CFStringRef str = CFSTR("Hello World!\n \nThis is a multiline example with a long line."); // Font used for rendering CTFontRef font = CTFontCreateWithName(CFSTR("Helvetica"), 20, nullptr); // Paragraph style with middle truncation CTLineBreakMode lineBreak = kCTLineBreakByTruncatingMiddle; CTParagraphStyleSetting settings[] = { { kCTParagraphStyleSpecifierLineBreakMode, sizeof(CTLineBreakMode), &lineBreak } }; CTParagraphStyleRef paragraphStyle = CTParagraphStyleCreate(settings, 1); // Prepare text attributes NSDictionary *attrs = @{ (__bridge id)kCTFontAttributeName : (__bridge id)font, (__bridge id)kCTForegroundColorAttributeName : (__bridge id)[NSColor blackColor].CGColor, (__bridge id)kCTBackgroundColorAttributeName : (__bridge id)[NSColor yellowColor].CGColor, (__bridge id)kCTParagraphStyleAttributeName : (__bridge id)paragraphStyle, }; NSAttributedString *attrStr = [[NSAttributedString alloc] initWithString:(__bridge NSString*)str attributes:attrs]; // Create framesetter CTFramesetterRef fs = CTFramesetterCreateWithAttributedString((CFAttributedStringRef)attrStr); CGMutablePathRef path = CGPathCreateMutable(); CGPathAddRect(path, nullptr, self.bounds); CTFrameRef frame = CTFramesetterCreateFrame(fs, CFRangeMake(0, 0), path, nullptr); // Draw the paragraph CTFrameDraw(frame, ctx); This seems like a bug in Core Text, unless I was missing some additional parameter to specify before calling CTFrameDraw()?
Replies
2
Boosts
1
Views
253
Activity
Oct ’25
[iOS 26] Can no longer detect whether iPhone has notch
I'm currently using the extension below to determine whether an iPhone has a notch so I can adjust my UI accordingly. extension UIDevice { var hasNotch: Bool { if userInterfaceIdiom == .phone, let window = (UIApplication.shared.connectedScenes .compactMap { $0 as? UIWindowScene } .flatMap { $0.windows } .first { $0.isKeyWindow }) { return window.safeAreaInsets.bottom > 0 } return false } } (Adapted from https://stackoverflow.com/questions/73946911/how-to-detect-users-device-has-dynamic-island-in-uikit) This no longer works in iOS 26, and I have yet to find a similar method that works. Does anyone have any fixes?
Replies
4
Boosts
0
Views
287
Activity
Oct ’25
iOS 26 Liquid Glass not showing
I’m not seeing Liquid Glass on any standard components. A month ago around July 17th I ran our app and saw Liquid Glass on our tab view and various standard components. Those components have not been changed and yet I’m no longer seeing Liquid Glass in our app at all. Components that were previously liquid glass but now are not include TabView and back navigation buttons. I set the UIDesignRequiresCompatibility key explicitly to false but no luck. I was seeing this in Beta 7 and Beta 8 on a real device and on a sim.
Replies
2
Boosts
1
Views
397
Activity
Oct ’25
[iOS 18.0] App freezes when PHPickerViewController is presented
I am trying to run my app where I present PHPickerViewController for picking images from PhotoLibrary. I am running this from Xcode 16.2 on a simulator. As soon as PHPickerViewController is presented I see that the app freezes. This only happens on simulator of iOS version 18. Any help on this would be appreciated.
Replies
1
Boosts
0
Views
131
Activity
Sep ’25
Navigation Bar Large title issue in iOS 26
There’s an issue with the navigation bar’s large title. When the first screen uses a large title and the next screen uses a standard (small) title, the small title is delayed — it only appears after the transition animation finishes. However, if I scroll down on the first screen (so the large title collapses) before navigating to the second screen, the issue does not occur. Please see the attached video for reference.
Topic: UI Frameworks SubTopic: General
Replies
0
Boosts
0
Views
87
Activity
Sep ’25
App Clip Card’s “Open” Button takes 2–3 seconds to become active on first load
We are currently implementing App Clips in our app. While we have carefully optimized the App Clip size to keep it lightweight (~3.69MB), we have noticed that on the first load, displaying the App Clip Card and activating the “Open” button takes a surprisingly long time (approximately 2–3 seconds). Subsequent loads appear to perform normally. We understand that this behavior may not be directly controllable from the app development side, but we would like to know if there are any possible ways to improve it. Minimizing the time it takes for users to access the content is extremely important, as delays on the first interaction can negatively impact the user experience. Any guidance or best practices to make the App Clip Card and its “Open” button respond faster on first load would be greatly appreciated.
Replies
0
Boosts
2
Views
115
Activity
Sep ’25
When adapting to iOS 26, the UIDesignRequiresCompatibility usage period
When adapting to iOS 26, do not use Liquid Glass by adding an option to the Info.Plist file: UIDesignRequires Compatibility with a value of YES. But there is a question: 'Note that this option will be removed in Xcode 27, so it can only be delayed for a maximum of one year.' May I ask if this question is true
Topic: UI Frameworks SubTopic: General Tags:
Replies
2
Boosts
0
Views
154
Activity
Sep ’25
Separate iPhone and iPad apps from each other Xcode
Without knowing is how two apps shares the resources. The problem is both are designed to be landscape with all screen orientations the same. The validated ipad process fails that it must have both the same screen orientations as the iPhone. The iPad app review fails in Apple Connect, with screen shots portrait clipped. Yet the iPhone was accepted with the same orientations. They both start in portrait which is ok, just turn them to landscape and they look fine. I have seen many apps that go back and forth and you know which orientation you want. Just turn 90 degrees. Is there a resolution to this situation? Charlie Coupe
Topic: UI Frameworks SubTopic: General
Replies
0
Boosts
0
Views
72
Activity
Sep ’25
PDFKit – How can I draw annotations behind text in PDFView?
Hi, I’m currently working with PDFKit and using PDFView to display documents. I’m adding free-drawing content as annotations, but I’ve noticed that these annotations are always rendered on top of the text, which ends up covering the text and making it hard to read. What I would like to do is render these drawing annotations behind the text layer, so that the document text remains visible above the drawing. Has anyone found a way to achieve this, or is there a recommended approach for controlling the annotation rendering order in PDFKit? Thanks in advance!
Replies
1
Boosts
0
Views
173
Activity
Sep ’25
Crashes launching app from Camera control button
I'm using the LockedCameraCaptureExtension to launch my Camera app from the camera button. Some of our users report our app crashing a few seconds after being launch from the camera button. The call stack is something inside BoardServices [BSServicesConfiguration activateXPCService] I'm not sure how to investigate or fix this, anyone else having the same issue? Basically in my LockedCameraCaptureExtension when it loads I just call openApplication on the LockedCameraCaptureSession to launch into my app. @main struct captureExtension: LockedCameraCaptureExtension { var body: some LockedCameraCaptureExtensionScene { LockedCameraCaptureUIScene { session in Button(action: { Task { await openCamera(session: session) } }, label: { Text("Open Camera") }) .buttonStyle(PlainButtonStyle()) .task { await openCamera(session: session) } } } private func openCamera(session: LockedCameraCaptureSession) async { try? await session.openApplication(for: NSUserActivity(activityType: "com.mycompany.camera")) } }
Replies
0
Boosts
0
Views
117
Activity
Sep ’25