All of these issues appear when the search controller is set on the view controller's navigationItem and the search controller's searchBar has its scopeButtonTitles set. So far the following issues are affecting my app on iOS/iPadOS 26 as of beta 7: When the scopeBarActivation of UISearchController is set to .onSearchActivation, the preferredSearchBarPlacement of the navigationItem is set to .integratedButton, and the searchBarPlacementAllowsToolbarIntegration is set to false (forcing the search icon to appear in the nav bar), on both iPhones and iPads, the scope buttons never appear. They don't appear when the search is activated. They don't appear when any text is entered into the search bar. FB19771313 I attempted to work around that issue by setting the scopeBarActivation to .manual. I then show the scope bar in the didPresentSearchController delegate method and hide the scope bar in the willDismissSearchController. On an iPhone this works though the display is a bit clunky. On an iPad, the scope bar does
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Thanks again @RickMaddy I nicely added items to the File Menu using your example. As it turns out I was way overthinking this. I thought there would be a unified menubar in multitasking, not a per window one. This is much simpler and answered my, where is it in Vision, question. I don't really know how I missed this point in the intro video. The only other note I will point out for any other dinosaurs following along is that this line [super buildMenuWithBuilder:builder]; only works with supers that are UIResponder subclasses. So if you started your project in iOS 4.x your AppDelegate might still be an NSObject subclass, and you should upgrade to eliminate some build warnings.
Topic:
UI Frameworks
SubTopic:
UIKit
I work at a school in NYC and have a software idea that could better support the new NYC phone ban law than current market options (i.e. Yondr pouches). Right now at my school, students and staff scan a QR code upon entering the building to indicate that they are in the building. They scan again on the way out to indicate they've left the building. This is super helpful for attendance, particularly in emergency situations (fire drills, etc). Imagine if when students scanned their QR code, it also activated an app similar to Opal or ScreenZen, but with an admin preset whitelisted apps. The idea is that this app would default deny access to all apps on students' phones except the admin preset whitelisted ones such as Phone, Calculator, etc. Depending on the age/needs of the student, other apps like Spotify, or medical apps could also be whitelisted. My question is -- is this idea possible to create? We would need admin preset controls to create the preset whitelist. We can't have stud
Topic:
Business & Education
SubTopic:
Device Management
Tags:
Community Management
Bundle ID
Device Management
Family Controls
I'm trying to use menu in tabViewBottomAccessory to present a menu of options and I'm finding that the tap is only registered if the text is tapped any taps outside of the text is not registered. Is there a way to get the whole button to register? TabView(selection: $entryManager.currentTab) { Tab(Home, systemImage: circle.hexagonpath.fill, value: .home) { SomeView() } .tabViewBottomAccessory { Menu(Post Review) { // MARK: Submit Other Button(action: { } ) { Label(Submit Other, systemImage: building.2.fill) } Button(action: { } ) { Label(Submit Bed, systemImage: bed.double.fill) } } }
Topic:
UI Frameworks
SubTopic:
SwiftUI
My project build failed in Xcode Cloud(works well in my local Mac), and the error shows: Preparing build for App Store Connect failed The error message is not clear enough to help us find the solution to fix it. Can anyone help with it?
Have managed to solve this issue, it was to do with uploading a build with the same version that is out in the wild. The fix was to increment the build version.
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
Hi, thanks for mentioning the .exp file approach. This works well with the scenario I explained above (dynamic framework depending on static libs). However, when I tried this with a slightly different project configuration, I faced linker errors. I replaced the static libs with dynamic libs. So, now I have a dynamic framework with 3 target dependencies, each being a dynamic library. This project builds and runs fine when tested on the iOS simulator. But according to our other discussion here, when I test this on a real iPhone, it builds fine but fails at runtime with a linker error: 0_abort_with_payload and Xcode shows the following assembly instructions specifying the error Thread 1: signal SIGABRT - dyld`: 0x1aa0a15f8 <+0>: mov x16, #0x209 0x1aa0a15fc <+4>: svc #0x80 -> 0x1aa0a1600 <+8>: b.lo 0x1aa0a1620 ; <+40> 0x1aa0a1604 <+12>: pacibsp 0x1aa0a1608 <+16>: stp x29, x30, [sp, #-0x10]! 0x1aa0a160c <+20>: mov x29, sp 0x1aa0a1610 <+24>: bl 0x
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Pl
Hi @robevans, I'm unable to reproduce the issue, as reported, in my own Xcode project. Because the provided example above will not build successfully due to missing types, I replaced your implementation with the following: import SwiftUI struct ContentView: View { @State private var selection = 0 var body: some View { TabView(selection: $selection) { Tab(Home, systemImage: circle.hexagonpath.fill, value: 0) { Color.red } } .tabViewBottomAccessory { Menu(Post Review) { Button { print(Other submitted.) } label: { Label(Submit Other, systemImage: building.2.fill) } Button { print(Bed submitted.) } label: { Label(Submit Bed, systemImage: bed.double.fill) } } } } } #Preview { ContentView() } However, if the above still does not resolve your issue, please consider adding the following view modifier to your button's content: Button { print(Button tapped!) } label: { SomeCustomView() } .contentShape(.rect) To learn more, read the following documentation: contentshape(_:eofill:) https://developer.app
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hi @377632523@qq.com, I'm unable to reproduce the issue, as reported, in my own Xcode project. Because the provided example above will not build successfully due to missing types, I replaced your implementation with the following: import SwiftUI struct PhotosMainView: View { @State private var searchText: String = var body: some View { TabView { Tab(Library, systemImage: photo.on.rectangle) { NavigationStack { scrollView(colors: [.red, .orange, .yellow]) .navigationTitle(Library) } } Tab(Albums, systemImage: square.grid.2x2) { NavigationStack { scrollView(colors: [.yellow, .green, .teal]) .navigationTitle(Albums) } } Tab(Search, systemImage: magnifyingglass, role: .search) { NavigationStack { scrollView(colors: [.blue, .purple, .pink]) .navigationTitle(Search) .searchable(text: $searchText) } } } .tabBarMinimizeBehavior(.onScrollUp) .tabViewStyle(.sidebarAdaptable) .tabViewBottomAccessory { TimelineAccessoryView() } } // Trivial helper view to visualize scrolling. @ViewBuilder func scrollView(colors
Topic:
UI Frameworks
SubTopic:
SwiftUI
Tags:
I am currently struggling with resolving what appear to be competing design issues, and (while I may be just demonstrating my own ignorance) I would like to share my thoughts in the hope that you may have useful insights. For purposes of discussion, consider a large and complex data entry screen with multiple sections for input. For all of the usual reasons (such as reuse, performance management, etc) each of these sections is implemented as its own, separately-compiled View. The screen is, then, composed of a sequence of reusable components. However, each of these components has internal structure and may contain multiple focusable elements (and internal use of .onKeyPress(.tab) {...} to navigate internally). And the logic of each component is such that it has an internal @FocusState variable defined with its own unique type. So, obviously what I want is on the one hand, to provide a tab-based navigation scheme for the screen as a whole, where focus moves smoothly from one component's internals to the next c
Hello, did you ever find a resolution to this? I am building an Apple Watch App and I am also having an issue with background refreshes not being delivered. It can work fine for hours and then just completely stall during charging or entering low power mode and then it never recovers and I have to restart the watch to get it to continue giving me background refreshes.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
FB20653170: Autofill command still in Edit menu after using [builder removeMenuForIdentifier:UIMenuAutoFill]; in AppDelegate Nobody needs credit cards, contacts, or passwords in my app. They do want scan text, and I’d replace Autofill with Scan Text if I could. But I can’t so I want to get rid of something nobody will ever use. Here is my appDelegate method: (void)buildMenuWithBuilder:(id)builder { [super buildMenuWithBuilder:builder]; if (builder.system != UIMenuSystem.mainSystem) { return; } NSLog(@Building menu for %@, builder.system);//it's building just checking [builder removeMenuForIdentifier:UIMenuAutoFill]; } I would expect if the option is there along with all the other menu identifiers, that one could remove the menu. But nope, there it is.
Topic:
UI Frameworks
SubTopic:
UIKit
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So, my immediate question here is what your larger goal here actually is? visionOS generally uses the same file access model as iOS, which means apps get access to files through one of two broad mechanisms: The files are added to one of the app’s container directories. There are many different APIs that use the broad flow, but the simplest case is having your app appear in File.app so that the user can directly add files. Basic access can be enabled by setting UIFileSharingEnabled and (possibly) LSSupportsOpeningDocumentsInPlace. The app uses an API like UIDocumentPickerViewController to allow the user to give their app access to specific files or directories. Finally, apps that are built around documents generally use the approach described in Building a document browser-based app, which actually provides a unified interface for both of the two approaches a
Topic:
Spatial Computing
SubTopic:
General
Tags:
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' is '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 or should I just wait until Apple fixed it?