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“swiftui”

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Looking for a visionOS collaborator (brief + feedback for spatial prototype)
Hi everyone, I’m a mixed reality designer currently building visionOS experiences (RealityKit + SwiftUI), and I’m working on a course at Arizona State University where we develop a project in response to a real-world client. I’m looking to collaborate with someone in the visionOS ecosystem who would be open to sharing a simple prompt or brief (nothing confidential), which I can use to create a proposal response. The outcome would include: Spatial concept + storyboard Interaction design direction Rough scope, timeline, and team structure Optional small prototype in visionOS The goal on my side is to better understand how spatial work is framed and communicated in real-world scenarios, especially within Apple’s ecosystem. The ask is very lightweight: 1–2 short check-ins during April or async feedback via email A bit about my work: Built Spatial Synesthesia for Apple Vision Pro Eye tracking interaction that isolates instruments in a live orchestral mix based on color perception Working with computer vis
0
0
990
Apr ’26
Production Mac app becomes progressively unusable in Issues workspace; Mac_Dev remains fast
The production macOS build is showing severe performance problems, while Mac_Dev performs normally. Observed behavior in production Mac build: Issue board scrolling becomes inconsistent or nearly unusable Changing an issue status in detail view is very slow Scrolling the status menu/options can be slow Typing in issue description/notes fields becomes sluggish Dragging issues between milestones/statuses on the board can lag badly Observed behavior in Mac_Dev: Board scrolling is smooth Status changes are immediate Typing in description fields is responsive Drag/drop between milestones works well Important comparison: Mac_Dev appears to run against an isolated local SwiftData store Production Mac app uses the normal CloudKit-backed store Because the same UI is fast in Mac_Dev, this does not look like a pure rendering problem Most likely cause is production store / CloudKit sync churn amplifying existing SwiftUI invalidation and save behavior Current hypothesis: The production app is saving or observing
2
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378
Apr ’26
Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I tried to open my project with Xcode 26.5 beta 1 and to view the Preview of some SwiftUI views present in local Packages referenced by the project, and they worked as expected, without any issue. I also tried with the very simple test project, and the result is the same. I can say that this Xcode 26.5 beta 1 behaves like Xcode 25.3. Thank you for this message.
Mar ’26
Reply to Navigation Bar Title Hidden When Right Bar Button Title Is Long (iOS 26)
How are you setting the title? I tried to reproduce, but getting a different behaviour. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { Text(View) .navigationTitle(BYRON'S GRILLED CHEESE EMPORIUM) .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .topBarTrailing) { Text(Cancel Order) } } } } } Which looks like this: And if I remove the .navigationTitle it looks like this:
Topic: Design SubTopic: General Tags:
Mar ’26
After loading my custom model - unsupportedTokenizer error
In Oct25, using mlx_lm.lora I created an adapter and a fused model uploaded to Huggingface. I was able to incorporate this model into my SwiftUI app using the mlx package. MLX-libraries 2.25.8. My base LLM was mlx-community/Mistral-7B-Instruct-v0.3-4bit. Looking at LLMModelFactory.swift the current version 2.29.1 the only changes are the addition of a few models. The earlier model was called: pharmpk/pk-mistral-7b-v0.3-4bit The new model is called: pharmpk/pk-mistral-2026-03-29 The base model (mlx-community/Mistral-7B-Instruct-v0.3-4bit.) must still be available. Could the error 'unsupportedTokenizer' be related to changes in the mlx package? I noticed mention of splitting the package into two parts but don't see anything at github. Feeling rather lost. Does anone have any thoguths and/or suggestions. Thanks, David
3
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574
Mar ’26
Reply to On macOS Settings window navigation bar item is in the center
Thank you for filing the feedback, @newwbee. We responded to your feedback privately a while ago, but I want to include the response here, too, for anyone else that might have the same question and stumbles upon this. SwiftUI’s Settings scene is designed to help you build a first-class Mac settings experience that follows Apple’s Human Interface Guidelines at https://developer.apple.com/design/human-interface-guidelines/settings#macOS Toolbars within Settings scenes use a style appropriate for a typical macOS settings window, which displays centered tabs to group related settings. (Please refer to Settings windows in apps like Safari and Mail as an example.) People also typically expect macOS application settings to be applied as soon as the setting is changed, without the need for a “Save” button. To create a bespoke settings experience for your app, you can use a regular Window scene, which uses a default toolbar style that you’d be familiar with in an application’s main and document windows. You w
Topic: UI Frameworks SubTopic: SwiftUI
Mar ’26
MapKit in SwiftUI
Anyone worked with MapKit's MapCameraPosition in SwiftUI? I'm building a navigation app and ran into a limitation I can't find a clean solution for when using .userLocation(followsHeading: true) MapKit takes full control of the camera, smooth heading tracking, follows the user automatically. Perfect. But there's no way to set a custom pitch (tilt) on it. The only initializer available is... .userLocation(followsHeading: true, fallback: .automatic) No pitch, no distance parameters.... The workaround I found is setting .camera(MapCamera(..., pitch: 60)) first, waiting 200ms, then switching to .userLocation(followsHeading: true), MapKit inherits the pitch from the rendered camera state before handing off to user tracking.... It works, but it's clearly exploiting an undocumented behaviour in MapKit's state machine rather than a proper API Has anyone found a cleaner way to achieve this? Or is UIViewRepresentable wrapping MKMapView the only proper solution? It would be awesome to have something like this c
1
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165
Mar ’26
NavigationLink selection in DisclosureGroup not working with .draggable modifier
NavigationLink selection in DisclosureGroup not working with .draggable modifier This was recently also posted here: https://stackoverflow.com/questions/79914290/ I am playing around with a tree data structure with folders and entries.I would like to add dragging of entries and folders between folders, using .draggable and dropDestination. In my current code, dragging works, but selection of entries no longer works, except if I click outside of the Text If I comment out .draggable(subfolder.name) in func FolderRow(), selection works as expected. How can I make sure both selection and drag and drop works for both folders and entries? I also tried using Transferable and Codable, but I get the same result. Here is an MRE: import SwiftData import SwiftUI @Model final class Folder { @Attribute(.unique) var name: String // Parent var parentFolder: Folder? // Child folders @Relationship(deleteRule: .cascade, inverse: Folder.parentFolder) var subfolders: [Folder] = [] // Leaf entries @Relationship(deleteRule
Topic: UI Frameworks SubTopic: SwiftUI
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208
Mar ’26
How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
2
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453
Mar ’26
NavigationSplitView no longer pops back to the root view when selection = nil in iOS 26.4 (with a nested TabView)
In iOS 26.4 (iPhone, not iPad), when a NavigationSplitView is combined with a nested TabView, it no longer pops back to the root sidebar view when the List selection is set to nil. This has been working fine for at least a few years, but has just stopped working in iOS 26.4. Here's a minimal working example: import SwiftUI struct ContentView: View { @State var articles: [Article] = [Article(articleTitle: Dog), Article(articleTitle: Cat), Article(articleTitle: Mouse)] @State private var selectedArticle: Article? = nil var body: some View { NavigationSplitView { TabView { Tab { List(articles, selection: $selectedArticle) { article in Button { selectedArticle = article } label: { Text(article.title) } } } label: { Label(Explore, systemImage: binoculars) } } } detail: { Group { if let selectedArticle { Text(selectedArticle.title) } else { Text(No selected article) } } .navigationBarBackButtonHidden(true) .toolbar { ToolbarItem(placement: .topBarTrailing) { Button(Close, systemImage: xmark) { selectedArti
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96
Mar ’26
Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
7
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620
Mar ’26
UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker compo
1
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89
Mar ’26
Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: Cannot preview in this file. Could not find target description for “TaskListView.swift”. The explanation is: The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting. If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
6
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480
Mar ’26
Looking for a visionOS collaborator (brief + feedback for spatial prototype)
Hi everyone, I’m a mixed reality designer currently building visionOS experiences (RealityKit + SwiftUI), and I’m working on a course at Arizona State University where we develop a project in response to a real-world client. I’m looking to collaborate with someone in the visionOS ecosystem who would be open to sharing a simple prompt or brief (nothing confidential), which I can use to create a proposal response. The outcome would include: Spatial concept + storyboard Interaction design direction Rough scope, timeline, and team structure Optional small prototype in visionOS The goal on my side is to better understand how spatial work is framed and communicated in real-world scenarios, especially within Apple’s ecosystem. The ask is very lightweight: 1–2 short check-ins during April or async feedback via email A bit about my work: Built Spatial Synesthesia for Apple Vision Pro Eye tracking interaction that isolates instruments in a live orchestral mix based on color perception Working with computer vis
Replies
0
Boosts
0
Views
990
Activity
Apr ’26
Production Mac app becomes progressively unusable in Issues workspace; Mac_Dev remains fast
The production macOS build is showing severe performance problems, while Mac_Dev performs normally. Observed behavior in production Mac build: Issue board scrolling becomes inconsistent or nearly unusable Changing an issue status in detail view is very slow Scrolling the status menu/options can be slow Typing in issue description/notes fields becomes sluggish Dragging issues between milestones/statuses on the board can lag badly Observed behavior in Mac_Dev: Board scrolling is smooth Status changes are immediate Typing in description fields is responsive Drag/drop between milestones works well Important comparison: Mac_Dev appears to run against an isolated local SwiftData store Production Mac app uses the normal CloudKit-backed store Because the same UI is fast in Mac_Dev, this does not look like a pure rendering problem Most likely cause is production store / CloudKit sync churn amplifying existing SwiftUI invalidation and save behavior Current hypothesis: The production app is saving or observing
Replies
2
Boosts
0
Views
378
Activity
Apr ’26
Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I tried to open my project with Xcode 26.5 beta 1 and to view the Preview of some SwiftUI views present in local Packages referenced by the project, and they worked as expected, without any issue. I also tried with the very simple test project, and the result is the same. I can say that this Xcode 26.5 beta 1 behaves like Xcode 25.3. Thank you for this message.
Replies
Boosts
Views
Activity
Mar ’26
Reply to Navigation Bar Title Hidden When Right Bar Button Title Is Long (iOS 26)
How are you setting the title? I tried to reproduce, but getting a different behaviour. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { Text(View) .navigationTitle(BYRON'S GRILLED CHEESE EMPORIUM) .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .topBarTrailing) { Text(Cancel Order) } } } } } Which looks like this: And if I remove the .navigationTitle it looks like this:
Topic: Design SubTopic: General Tags:
Replies
Boosts
Views
Activity
Mar ’26
After loading my custom model - unsupportedTokenizer error
In Oct25, using mlx_lm.lora I created an adapter and a fused model uploaded to Huggingface. I was able to incorporate this model into my SwiftUI app using the mlx package. MLX-libraries 2.25.8. My base LLM was mlx-community/Mistral-7B-Instruct-v0.3-4bit. Looking at LLMModelFactory.swift the current version 2.29.1 the only changes are the addition of a few models. The earlier model was called: pharmpk/pk-mistral-7b-v0.3-4bit The new model is called: pharmpk/pk-mistral-2026-03-29 The base model (mlx-community/Mistral-7B-Instruct-v0.3-4bit.) must still be available. Could the error 'unsupportedTokenizer' be related to changes in the mlx package? I noticed mention of splitting the package into two parts but don't see anything at github. Feeling rather lost. Does anone have any thoguths and/or suggestions. Thanks, David
Replies
3
Boosts
0
Views
574
Activity
Mar ’26
Reply to Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
I am having the same issue on both of my machines (both running Xcode 26.4 and 26.4 simulators.) After setting the simulator back to iOS 26.2, I can work in the SwiftUI canvas.
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Activity
Mar ’26
Reply to On macOS Settings window navigation bar item is in the center
Thank you for filing the feedback, @newwbee. We responded to your feedback privately a while ago, but I want to include the response here, too, for anyone else that might have the same question and stumbles upon this. SwiftUI’s Settings scene is designed to help you build a first-class Mac settings experience that follows Apple’s Human Interface Guidelines at https://developer.apple.com/design/human-interface-guidelines/settings#macOS Toolbars within Settings scenes use a style appropriate for a typical macOS settings window, which displays centered tabs to group related settings. (Please refer to Settings windows in apps like Safari and Mail as an example.) People also typically expect macOS application settings to be applied as soon as the setting is changed, without the need for a “Save” button. To create a bespoke settings experience for your app, you can use a regular Window scene, which uses a default toolbar style that you’d be familiar with in an application’s main and document windows. You w
Topic: UI Frameworks SubTopic: SwiftUI
Replies
Boosts
Views
Activity
Mar ’26
MapKit in SwiftUI
Anyone worked with MapKit's MapCameraPosition in SwiftUI? I'm building a navigation app and ran into a limitation I can't find a clean solution for when using .userLocation(followsHeading: true) MapKit takes full control of the camera, smooth heading tracking, follows the user automatically. Perfect. But there's no way to set a custom pitch (tilt) on it. The only initializer available is... .userLocation(followsHeading: true, fallback: .automatic) No pitch, no distance parameters.... The workaround I found is setting .camera(MapCamera(..., pitch: 60)) first, waiting 200ms, then switching to .userLocation(followsHeading: true), MapKit inherits the pitch from the rendered camera state before handing off to user tracking.... It works, but it's clearly exploiting an undocumented behaviour in MapKit's state machine rather than a proper API Has anyone found a cleaner way to achieve this? Or is UIViewRepresentable wrapping MKMapView the only proper solution? It would be awesome to have something like this c
Replies
1
Boosts
0
Views
165
Activity
Mar ’26
NavigationLink selection in DisclosureGroup not working with .draggable modifier
NavigationLink selection in DisclosureGroup not working with .draggable modifier This was recently also posted here: https://stackoverflow.com/questions/79914290/ I am playing around with a tree data structure with folders and entries.I would like to add dragging of entries and folders between folders, using .draggable and dropDestination. In my current code, dragging works, but selection of entries no longer works, except if I click outside of the Text If I comment out .draggable(subfolder.name) in func FolderRow(), selection works as expected. How can I make sure both selection and drag and drop works for both folders and entries? I also tried using Transferable and Codable, but I get the same result. Here is an MRE: import SwiftData import SwiftUI @Model final class Folder { @Attribute(.unique) var name: String // Parent var parentFolder: Folder? // Child folders @Relationship(deleteRule: .cascade, inverse: Folder.parentFolder) var subfolders: [Folder] = [] // Leaf entries @Relationship(deleteRule
Topic: UI Frameworks SubTopic: SwiftUI
Replies
1
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0
Views
208
Activity
Mar ’26
Reply to App stuck in "Waiting for Review" for over a month with no response
Try taking to social media and “hash tagging” with popular SwiftUI or other App Development related tags. That seems to get traction faster than using official channels.
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Activity
Mar ’26
How to recreate Apple Music mini player transition in SwiftUI
Hello, I am building an audio player app in SwiftUI and trying to recreate the behavior of Apple Music's mini player and full player. I'm struggling to get the animation to seamlessly transition between the mini player and the full player. Currently, it feels disconnected and doesn't resemble the smooth animation seen in Apple Music. What I want to achieve: Full player that expands/collapses from/to the mini player Smooth artwork transition between both states Drag down to collapse the full player Support both newer APIs like tabViewBottomAccessory and older iOS versions Questions: What is the best way to build this transition in SwiftUI? Should I use matchedGeometryEffect or something else? Should this be a custom container instead of fullScreenCover? How would you support both new and older iOS versions? What is the best way to implement drag to dismiss? Thanks for any help! Example code: struct ContentView: View { @State private var isFullPlayerPresented = false var body: some View { TabV
Replies
2
Boosts
0
Views
453
Activity
Mar ’26
NavigationSplitView no longer pops back to the root view when selection = nil in iOS 26.4 (with a nested TabView)
In iOS 26.4 (iPhone, not iPad), when a NavigationSplitView is combined with a nested TabView, it no longer pops back to the root sidebar view when the List selection is set to nil. This has been working fine for at least a few years, but has just stopped working in iOS 26.4. Here's a minimal working example: import SwiftUI struct ContentView: View { @State var articles: [Article] = [Article(articleTitle: Dog), Article(articleTitle: Cat), Article(articleTitle: Mouse)] @State private var selectedArticle: Article? = nil var body: some View { NavigationSplitView { TabView { Tab { List(articles, selection: $selectedArticle) { article in Button { selectedArticle = article } label: { Text(article.title) } } } label: { Label(Explore, systemImage: binoculars) } } } detail: { Group { if let selectedArticle { Text(selectedArticle.title) } else { Text(No selected article) } } .navigationBarBackButtonHidden(true) .toolbar { ToolbarItem(placement: .topBarTrailing) { Button(Close, systemImage: xmark) { selectedArti
Replies
0
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0
Views
96
Activity
Mar ’26
Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
Replies
7
Boosts
0
Views
620
Activity
Mar ’26
UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker compo
Replies
1
Boosts
0
Views
89
Activity
Mar ’26
Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: Cannot preview in this file. Could not find target description for “TaskListView.swift”. The explanation is: The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting. If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
Replies
6
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0
Views
480
Activity
Mar ’26