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iOS 26 beta: infinite loop in UISplitViewController logging
In the Console, when presenting my view in a horizontally compact environment, I see: UINavigationController for collapsing UISplitViewController about to push view controller This message repeats infinitely, until the Xcode debugger eventually says: QUARANTINED DUE TO HIGH LOGGING VOLUME Of note is that this only occurs in the beta, does not occur when using the iOS 18.x SDK, and only occurs in a compact environment. EDIT: This occurs only when setting the secondary column of a doubleColumn UISplitViewController: splitVC.setViewController(secondary, for: .secondary) EDIT 2 and WORKAROUND: If this action is deferred until after viewDidAppear, it self-resolves: public override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) if let deferredSecondaryViewController { splitVC.showDetailViewController(deferredSecondaryViewController, sender: nil) } }
Topic: UI Frameworks SubTopic: UIKit
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Jul ’25
How do I maintain different navigation selections on a per-scene basis in SwiftUI?
I’ll preface this by saying I’ve submitted a DTS ticket with essentially this exact text, but I thought I’d also post about it here to get some additional input. Apple engineers: the case ID is 14698374, for your reference. I have an observable class, called NavigationModel, that powers navigation in my SwiftUI app. It has one important property, navigationSelection, that stores the currently selected view. This property is passed to a List in the sidebar column of a NavigationSplitView with two columns. The list has NavigationLinks that accept that selection as a value parameter. When a NavigationLink is tapped, the detail column shows the appropriate detail view per the navigationSelection property’s current value via a switch statement. (This navigationSelection stores an enum value.) This setup allows for complete programmatic navigation as that selection is effectively global. From anywhere in the app — any button, command, or app intent — the selection can be modified since th
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Jul ’25
NavigationSplitView sidebar toggle button missing on iPadOS 26 beta 3
I just upgraded to Xcode 26 beta 3 and when I run my iPad app the toggle sidebar button is no longer visible when I set the column visibility to .detailOnly. I don't apply any modifiers to my NavigationSplitView. It looks like this. NavigationSplitView(columnVisibility: $sceneModel.columnVisibility) { GPSidebarView(appModels: self.appModels()) } detail: { GPRootContentViewIOS26(appModels: self.appModels()) } I also don't do .toolbar(removing: .sidebarToggle) anywhere in my code. Yesterday when I had Xcode 26 beta 2 the toggle sidebar button was there on my detail only view. I am trying to figure out if there is something that I did to break this and after looking at my git history the only thing I can see is that I upgraded Xcode 26. Here is what I get when I set the column visibility to .detailOnly. Then here is what I get when I set the column visibility to .doubleColumn.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Jul ’25
Reply to "FoundationModels GenerationError error 2" on iOS 26 beta 3
It is ridiculously restrictive. As it is, it's unusable in any real-world scenario. What here is dangerous? instructions: Read the user's input and tag it with the most relevant manifestation method from the list below. Use intent, topic, tone, or keywords in the input to choose the best match. Return only the method name listed in the right-hand column. Tag Mapping: “369 Manifestation” → manifest369method User Input:
Jul ’25
UISplitView with "sidebar" and Liquid Glass
I have a couple of (older) UIKit-based Apps using UISplitViewController on the iPad to have a two-column layout. I'm trying to edit the App so it will shows the left column as sidebar with liquid glass effect, similar to the one in the Settings App of iPadOS 26. But this seems to be almost impossible to do right now. out of the box the UISplitViewController already shows the left column somehow like a sidebar, with some margins to the sides, but missing the glass effect and with very little contrast to the background. If the left column contains a UITableViewController, I can try to get the glass effect this way within the UITableViewController: tableView.backgroundColor = .clear tableView.backgroundView = UIVisualEffectView(effect: UIGlassContainerEffect()) It is necessary to set the backgroundColor of the table view to the clear color because otherwise the default background color would completely cover the glass effect and so it's no longer visible. It is also necessary
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Jul ’25
Reply to Imitating a grip on an object
Hi @Adamc93 Could you try replacing your thumbPos and littlePos calculations with the following code? let thumbPos = simd_make_float3((anchors.originFromAnchorTransform * thumb.anchorFromJointTransform).columns.3) let littlePos = simd_make_float3((anchors.originFromAnchorTransform * little.anchorFromJointTransform).columns.3) The key difference here being that by multiplying by the originFromAnchorTransform matrix the positions you've calculated will then be in world-space (instead of anchor-space), which is the same coordinate space that it appears your wandEntity is in as well. Just to be safe you can also update the code that sets the translation and rotation of your wandEntity to the following to ensure that you are updating the world-space position and orientation of your entity (as opposed to the local-space translation and rotation): wandEntity.setPosition(midPos, relativeTo: nil) wandEntity.setOrientation(rotation, relativeTo: nil) Let me know if you have any other questions! P.S. Co
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
A Summary of the WWDC25 Group Lab - Design
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Design. Can you expand on how Liquid Glass helps with navigation and focus in the UI? Liquid Glass clarifies the navigation layer by introducing a single, floating pane that acts as the primary navigation area. Buttons within this pane seamlessly morph as you move between sections, and controls can temporarily lift into the glass surface. While avoiding excessive use of glass (like layering glass on glass), this approach simplifies navigation and strengthens the connection between menus, alerts, and the elements that trigger them. What should I do with customized bars that I might have in my app? Reconsider the content and behavior of customized bars. Evaluate whether y
Topic: Design SubTopic: General
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1.3k
Jun ’25
AppConnect on Xcode Cloud workflow creation that repo can't be found or does not have admin rights, but neither are true
I'm setting up a first workflow in Xcode Cloud and when I go through the flow and reach the 'Grant Access to your source code' pane, my projects repo is listed as primary and has a green checkmark next to it, but one of my SPM dependencies does not. When I press the 'Grant Access' it launches AppStoreConnect which complains the repo can't be found or I don't have the correct admin permissions. I'm using BitBucket Cloud and both repos are mine and I am the admin for both. Xcode itself will build the dependency locally correctly. I did see that the dependent SPM package needs a Package.resolved checked in, which I've now done, but I can still no longer get past the Grant Access step. When I try to add myself as admin to the dependent repo, BitBucket says I can't be added because I'm already an admin. This is the same for the projects primary repo as well. But Xcode still thinks I only have read access. How do I get passed this? Xcode isn't even telling me what repo is troublesome: { category : xcode-cloud-data,
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Jun ’25
Failing to create leaderboard via the API
I'm getting the following error when attempting to create a leaderboard via the documented POST url. Here is the full error response: { errors : [ { id : xxxxxx, status : 400, code : ENTITY_INVALID, title : The request entity is not valid json, detail : The request entity data could not be processed. Please ensure you are sending valid json., meta : { position : { row : 1, column : 1 } } } ] } Except what I'm sending IS valid JSON, emitted directly from JsonUtility and verified via JSONLint: {data:{type:gameCenterLeaderboards,attributes:{defaultFormatter:INTEGER,referenceName:TEST_AUTO,vendorIdentifier:TEST_AUTO,submissionType:MOST_RECENT_SCORE,sortScoreType:DESC,scoreRangeStart:0,scoreRangeEnd:20000,recurrenceStartDate:2025-06-25T13:00:00Z,recurrenceDuration:PT30M,recurrenceRule:FREQ=HOURLY;INTERVAL=1},relationships:{gameCenterDetail:{data:{type:gameCenterDetails,id:xxxxxx}}}}} This follows EXACTLY the pattern in the App Store Connect documentation. I've even tried sending the example JSON they give
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Jun ’25
Reply to ARKit camera transform orientation vector doesn't match physical device heading (despite `.gravityAndHeading`)
Hello @himanshujnaidu, I can't tell for sure but it sounds like the matrix you show above is different than how you are interpreting it. Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], // column 0 [0.023979114, 0.9990097, 0.037477385, 0.0], // column 1 [-0.17395553, -0.032746706, 0.98420894, 0.0], // column 2 [0.024039675, -0.037087332, -0.22780673, 0.99999994] // column 3 ]) First up, keep in mind that float4x4's init method is column major. So each 'row' in that code is a column in the matrix. So in this case the position of the camera relative to the origin is 0.024039675, -0.037087332, -0.22780673 Second, the upper-left part of the float4x4 matrix is a float3x3 and represents the orientation. The eulerAngles property on the frame.camera re-interprets this 3x3 matrix as the familiar Euler angles. You can find the orientation of the camera relative to the frame via let rotation = frame.camera.eulerAngles rotation.y will be
Topic: Spatial Computing SubTopic: ARKit Tags:
Jun ’25