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Make your apps function for a broad range of users using Accessibility APIs across all Apple platforms.

Posts under Accessibility tag

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RTT call option and confirmation dialog missing when dialing emergency numbers
Hello, In our app we provide a button that initiates a phone call using tel://. For normal numbers, tapping the button presents the standard iOS confirmation sheet with Call and Cancel. If RTT is enabled on the device, the sheet instead shows three options: Call, Cancel, and RTT Call. However, when dialing a national emergency number, this confirmation dialog does not appear at all — the call is placed immediately, without giving the user the choice between voice or RTT. Is this the expected system behavior for emergency numbers on iOS? 
And if so, how does RTT get applied in the emergency-call flow — is it managed entirely by the OS rather than exposed as a user-facing option? Thanks in advance for clarifying.
2
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901
Sep ’25
Accessibility Voiceover is not treating navigation bar left button as first focused element
Accessibility Voiceover is not treating navigation bar left button as first focused element. If we navigate from A->B then the focus is going to first element inside the B view not to the back button or B view's navigation title. If we post accessibility notification, in onAppear of B, focus is not shifting. but it will read back button first, and then read the B view's content item. it does't focus to back button in swiftUI. how should I do? if I want to focus on the navigation item back button or navigation title. my understanding is the system prioritizes the first focusable element in the view hierarchy. but The navigation bar (including the close button and title) is managed separately by the system. It is not part of the main view hierarchy, so it does not automatically receive focus unless explicitly set. if my thoughts are right, it seems a little strange. Why did you design it this way? Can you tell me your thinking? Thanks
0
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519
Sep ’25
Tahoe Launchpad
I wrote this in the regular forums and they deleted it and told me to write it here because it was dealing with unreleased software. I read that Launchpad is disappearing in Tahoe and I have real concerns about that. For me, that is an accessibility issue. I have both memory problems and scanning problems. So having my apps organized into categories is extremely important to me. Just today I needed to find an app that I didn't remember the name of and I rarely use, but when I need it, it is important to me. Just to see if I could find it without launchpad, I scanned my applications folder and I couldn't find it. I went to launchpad and to the category I knew it was in and it was right there, easy for me to find. Please don't take away our organization options.
3
4
2.6k
Sep ’25
Accessibility permission in sandboxed app
Is it possible to create a sandboxed app that uses accessibility permission? And if so, how do I ask the user for that permission in a way that is allowed by the App Store? Im creating a small menubar app and my current (rejected) solution is to create a pop-up, with link to Security & Privacy > Accessibility and the pop-up asks the user to manually add the app to the list and check the checkbox. This works in sandbox. Reason for rejection: "Specifically, your app requires to grant accessibility access, but once we opened the accessibility settings, your app was not listed." I know it's not listed there and it has to be added manually. But its the only solution I've found to this issue. Is there perhaps any way to add the app there programmatically? Im a bit confused since I've seen other apps in App Store that work the same way, where you have to add the app to the list manually. Eg. Flycut. :man-shrugging: I know about this alternative solution, and it's not allowed in sandboxed apps. It also adds the app to the accessibility list automagically: func getPermission() { AXIsProcessTrustedWithOptions([kAXTrustedCheckOptionPrompt.takeUnretainedValue():true] as CFDictionary). } Does anyone have a solution for this? Best regards, Daniel
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6.5k
Sep ’25
System Accessories Misaligned After Trait Override in UITableViewCells or UICollectionViewCells
I'm encountering an issue with system accessories in UICollectionViewCells after overriding the trait collection. Specifically, the accessories are misaligned and shifted downwards. This issue occurs when using setOverrideTraitCollection (other trait override methods produce the same result). Interestingly, this doesn't happen with all accessories; for example, the disclosureIndicator is scaled correctly. If I don't use setOverrideTraitCollection (or other trait override methods), the system accessories scale as expected. Here's a code snippet demonstrating the issue. I have a "Fix Size" button that overrides the trait collection to a UITraitCollection with a UIContentSizeCategory of large. The "Follow Settings" button resets the trait collection, allowing the views to scale according to the system settings. import UIKit class ViewController: UIViewController { let button: UIButton = { let button = UIButton(type: .system) button.setTitle("Fix Size", for: .normal) return button }() let buttonRe: UIButton = { let button = UIButton(type: .system) button.setTitle("Follow Settings", for: .normal) return button }() var listItems: [Int] = [1, 2, 3, 4, 5] var collectionView: UICollectionView? override func viewDidLoad() { super.viewDidLoad() button.addTarget( self, action: #selector(ViewController.buttonTapped), for: .touchUpInside ) buttonRe.addTarget( self, action: #selector(ViewController.buttonTappedToRe), for: .touchUpInside ) view.backgroundColor = .white view.addSubview(button) view.addSubview(buttonRe) setupCollectionView() if let collectionView = collectionView { view.addSubview(collectionView) } } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() collectionView?.frame = CGRect( x: 0, y: 0, width: view.bounds.width, height: view.bounds.height - 100 ) button.frame = CGRect( x: 0, y: view.bounds.height - 100, width: view.bounds.width / 2, height: 50 ) buttonRe.frame = CGRect( x: view.bounds.width / 2, y: view.bounds.height - 100, width: view.bounds.width / 2, height: 50 ) } @objc func buttonTapped() { setOverrideTraitCollection( UITraitCollection(preferredContentSizeCategory: .large), forChild: self ) } @objc func buttonTappedToRe() { setOverrideTraitCollection(nil,forChild: self) } private func updateCollectionViewLayout() { guard let collectionView = collectionView else { return } collectionView.collectionViewLayout.invalidateLayout() collectionView.performBatchUpdates(nil) collectionView.reloadData() } private func setupCollectionView() { var config = UICollectionLayoutListConfiguration(appearance: .insetGrouped) config.trailingSwipeActionsConfigurationProvider = { [weak self] indexPath in let deleteAction = UIContextualAction(style: .destructive, title: "Delete") { [weak self] _, _, completion in self?.deleteItem(at: indexPath) completion(true) } return UISwipeActionsConfiguration(actions: [deleteAction]) } let layout = UICollectionViewCompositionalLayout.list(using: config) let collectionView = UICollectionView(frame: view.bounds, collectionViewLayout: layout) collectionView.delegate = self collectionView.dataSource = self collectionView.register(UICollectionViewListCell.self, forCellWithReuseIdentifier: "cell") collectionView.isEditing = true self.collectionView = collectionView } private func deleteItem(at indexPath: IndexPath) { listItems.remove(at: indexPath.item) guard let collectionView = collectionView else { return } collectionView.deleteItems(at: [indexPath]) } override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) { super.traitCollectionDidChange(previousTraitCollection) if previousTraitCollection?.preferredContentSizeCategory != traitCollection.preferredContentSizeCategory { updateCollectionViewLayout() } } } extension ViewController: UICollectionViewDataSource { func numberOfSections(in collectionView: UICollectionView) -> Int { return 1 } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return listItems.count } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! UICollectionViewListCell var content = UIListContentConfiguration.valueCell() content.text = "Item \(listItems[indexPath.item])" cell.contentConfiguration = content cell.accessories = [.delete( options: UICellAccessory.DeleteOptions( reservedLayoutWidth: .custom(50) ) )] return cell } } extension ViewController: UICollectionViewDelegate { func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) { collectionView.deselectItem(at: indexPath, animated: true) } } The attached screenshot illustrates the misalignment that occurs after tapping the 'Fix Size' button, with the system accessibility text size set to accessibilityExtraExtraExtraLarge setting Has anyone else experienced this issue or have suggestions on how to resolve it? Any help would be greatly appreciated!
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165
Sep ’25
Japanese “Hattori” TTS voice missing from Settings > General > Read & Speak > Voices > Japanese on iOS 26
Japanese “Hattori” TTS voice missing from Settings > General > Read & Speak > Voices > Japanese on iOS 26 Steps: Open the path above → “Hattori” is not listed and cannot be downloaded Expected: Hattori is available to download and select Actual: Hattori is absent from the catalog Regression: Was available on iOS 18.x on the same device
0
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567
Sep ’25
Inconsistent button image scaling between dynamic type sizes 'XXX Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from XXX Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from XXX Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text("Button Image Scaling Issue") .font(.system(size: 24, weight: .semibold)) Text("Switch dynamic type from **XXX Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.") .font(.system(size: 14, weight: .regular)) TestView(title: "No Button", isButton: false) TestView(title: "Button", isButton: true) } .padding() } } struct TestView: View { let title: String let isButton: Bool var body: some View { VStack { Text(title) .font(.system(size: 16)) .foregroundColor(.secondary) if isButton { Button {} label: { Image(systemName: "divide") .font(.system(.largeTitle)) } .buttonStyle(.bordered) .frame(height: 50) } else { Image(systemName: "divide") .font(.system(.largeTitle)) .foregroundColor(.blue) .frame(height: 50) .background(Color.gray.opacity(0.2)) } } } } Expected Result Both the button and non-button images should continue to scale up proportionally when moving to larger accessibility text sizes. Actual Result When going from XXX Large to AX 1… Non-button image gets larger ✅ Button image gets smaller ❌ Screen Recording System Info Xcode Version 26.0 (17A321) iOS 26.0 and 18.6
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294
Sep ’25
SwiftUI .destructive alert button in macOS dark mode — poor contrast
Here is a simple view to demonstrate the issue struct ContentView: View { @State private var isPresented = false var body: some View { VStack { Button("Test") { isPresented = true } } .alert("Test", isPresented: $isPresented, actions: { Button("Delete All", role: .destructive) {} }, message: { Text("Are You Sure?") }) .padding() } }``` Which results in ![example alert]("https://developer.apple.com/forums/content/attachment/c6210120-d82e-4df5-a01a-fc5cb168e1bf" "title=Screenshot 2025-09-08 at 08.57.21.png;width=546;height=442") The destructive button is almost unreadable. WCAG score is 1.4, far below the minimum recommended 4.5. I found [this post](https://stackoverflow.com/q/66448869) on SO going back to Big Sur, but not on this forum. Any known workarounds (except for building my own dialogs, which I am trying to avoid)? Using confirmationDialog instead of alert does not make a difference.
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210
Sep ’25
How to disable the default focus effect and detect keyboard focus in SwiftUI?
I’m trying to customize the keyboard focus appearance in SwiftUI. In UIKit (see WWDC 2021 session Focus on iPad keyboard navigation), it’s possible to remove the default UIFocusHaloEffect and change a view’s appearance depending on whether it has focus or not. In SwiftUI I’ve tried the following: .focusable() // .focusable(true, interactions: .activate) .focusEffectDisabled() .focused($isFocused) However, I’m running into several issues: .focusable(true, interactions: .activate) causes an infinite loop, so keyboard navigation stops responding .focusEffectDisabled() doesn’t seem to remove the default focus effect on iOS Using @FocusState prevents Space from triggering the action when the view has keyboard focus My main questions: How can I reliably detect whether a SwiftUI view has keyboard focus? (Is there an alternative to FocusState that integrates better with keyboard navigation on iOS?) What’s the recommended way in SwiftUI to disable the default focus effect (the blue overlay) and replace it with a custom border? Any guidance or best practices would be greatly appreciated! Here's my sample code: import SwiftUI struct KeyboardFocusExample: View { var body: some View { // The ScrollView is required, otherwise the custom focus value resets to false after a few seconds. I also need it for my actual use case ScrollView { VStack { Text("First button") .keyboardFocus() .button { print("First button tapped") } Text("Second button") .keyboardFocus() .button { print("Second button tapped") } } } } } // MARK: - Focus Modifier struct KeyboardFocusModifier: ViewModifier { @FocusState private var isFocused: Bool func body(content: Content) -> some View { content .focusable() // ⚠️ Must come before .focused(), otherwise the FocusState won’t be recognized // .focusable(true, interactions: .activate) // ⚠️ This causes an infinite loop, so keyboard navigation no longer responds .focusEffectDisabled() // ⚠️ Has no effect on iOS .focused($isFocused) // Custom Halo effect .padding(4) .overlay( RoundedRectangle(cornerRadius: 18) .strokeBorder( isFocused ? .red : .clear, lineWidth: 2 ) ) .padding(-4) } } extension View { public func keyboardFocus() -> some View { modifier(KeyboardFocusModifier()) } } // MARK: - Button Modifier /// ⚠️ Using a Button view makes no difference struct ButtonModifier: ViewModifier { let action: () -> Void func body(content: Content) -> some View { content .contentShape(Rectangle()) .onTapGesture { action() } .accessibilityAction { action() } .accessibilityAddTraits(.isButton) .accessibilityElement(children: .combine) .accessibilityRespondsToUserInteraction() } } extension View { public func button(action: @escaping () -> Void) -> some View { modifier(ButtonModifier(action: action)) } }
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752
Sep ’25
Keyboard navigation not working in native iOS Wallet interface
Hi guys, I'm facing an issue with the native interface to add a card into the wallet - does someone have some ideas on how to fix/work around that? STEPS TO REPRODUCE: Disable VoiceOver (Settings → Accessibility → VoiceOver → Off). Connect and confirm that you can navigate other iOS interfaces using an external keyboard. In any app, present a PKAddPassesViewController with a valid .pkpass file. When the Wallet “Add Pass” sheet appears, attempt to navigate using only the external keyboard (Tab/Arrow/Enter). Observe that focus does not move to the Cancel or Add buttons, and no elements receive keyboard focus. EXPECTED RESULT: All interactive elements in PKAddPassesViewController (e.g., Cancel and Add) should be fully keyboard accessible without requiring VoiceOver. Users should be able to navigate, select, and complete actions using only a hardware keyboard. ACTUAL RESULT: Keyboard navigation is not possible. No elements receive focus. Users cannot activate Cancel or Add buttons using keyboard input. The only way to interact is by touch or enabling VoiceOver, which does not satisfy keyboard accessibility requirements. IMPACT: Violates WCAG 2.1 Success Criterion 2.1.1 (Keyboard Accessible). Prevents keyboard-only users (including users with motor disabilities) from adding passes to Wallet. Affects users of external keyboards who rely on tab/arrow navigation. Creates an inconsistent accessibility experience compared to other iOS system modals.
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1.6k
Aug ’25
Textfield with too small hit area
Hello, It's impossible to manage hit area for textfield and it's already too small by default (detected with Accessibility Inspector). I'm tried to force with modifier "frame(minHeight: xxx)", the component change the height but the hit area is still in same size. Have to tips to fix this issue?
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1
2.7k
Aug ’25
Avoid trackpad gesture conflict between dragging and accessibility zooming when using three fingers
Double-tap three fingers and drag to change zoom” should suppress “Three Finger to Drag”. Currently these gestures are triggered simultaneously, for no real reasons. I saw different behaviors for different environments, but none is desired. Current and desired behavior: This seems an issue so I filed a feedback.
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1k
Aug ’25
Accessibility Nutrition Label in App Store - self reported?
Once Accessibility Nutrition Labels are evaluated and published, is there any location or format to keep data on the evaluated content? And how will the App Review process work for this new feature? I have not yet seen any apps in the App Store with this section published live despite it being available in the App Store Connect currently so I'm curious about the process on Apple's side. My team is still evaluating but plans to publish soon.
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165
Aug ’25
`accessibilityUserInputLabels` is ignored on `UIBarButtonItem`
accessibilityUserInputLabels is working fine with any view I tried this on. Meaning that the control can be toggled with the provided alternative names when using Voice Control. When setting this property on any UIBarButtonItem though, it seems Voice Control ignores the alternative names provided by setting accessibilityUserInputLabels. For comparison, accessibilityLabel works perfectly when set on UIBarButtonItem. Is anyone facing the same issue? Using Xcode 16.0 (16A242) on iOS 18
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960
Aug ’25
Overlay and Accessibility Permissions for ios Apps
I am developing an app that requires user to turn on overlay permissions (with a prompt provided to the user) as well as accesibility settings. The goal is to display a floating button on screen, which reads screen content only when user taps on that button. It is not a persistant overlay because user can make floating button disappear by turning it off inside the app. I want to know if apple app store policies will be ok with this kind of feature and if there is anything particular I need to comply with to enable my app in the app store?
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385
Aug ’25
Speak Screen gesture not working
I am testing the accessibility feature available in the Settings app called "Speak Screen". The help text in the Setting app states that swiping down with two fingers will cause the screen content to be spoken. However, I've been unable to get this feature to work. Every time I try the double finger swipe down, it behaves the same as the single finger swipe down gesture. Usually this manifests as making scroll views bounce. I've tried toggling the feature on and off, turning off Reachability, and rebooting my phone, but I can't get the speak screen gesture to work. If I access the speak screen feature from the "Speech Controller" button, then the screens content is spoken, as expected, so I know the feature is enabled. It's just the gesture that doesn't work. Is there something else I need to do to get this gesture to work? I don't want to tell my users to turn this feature on if I can't verify that the gesture will work with my app.
1
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315
Jul ’25
Speak Selection broken with SwiftUI text
I have users who need to be able to hear the content of SwiftUI Text views. I have specified the .textSelection(.enabled) modifier for the text views. Adding this modifier causes a "copy" option to appear on long press, but it doesn't enable the visible selection of text, nor does it provide the "Speak" menu item that UIKit allows on text selection. Is the "Speak Selection" accessibility feature broken for SwiftUI Text views? I've found that there's another accessibility feature that does work (enabling the Speech Controller button for "Speak Screen"). Do I need to tell my users that Apple is deprecating the "Speak Selection" accessibility feature, and that they need to use the Speech Controller instead? Or is there something else I can do to my SwiftUI to get that feature to work?
1
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322
Jul ’25
Programmatically force VoiceOver to read parentheses for math expressions
How can I force VoiceOver to read parentheses for math expressions like this: Text("(2+3)×4") // VoiceOver: Two plus three, times four I’m looking for a way to have VoiceOver announce parentheses (e.g. “left paren”, “right paren”) without relying on NumberFormatter.Style.spellOut or .speechAlwaysIncludesPunctuation(), as both have drawbacks. Using .spellOut breaks braille output and Rotor › Characters menu by turning numbers and symbols into words. And .speechAlwaysIncludesPunctuation() makes VoiceOver overly verbose—for example, it reads “21” as “twenty hyphen one.” Is there a better way to selectively announce specific punctuation like parentheses while keeping numbers and symbols intact for braille and Rotor use?
2
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434
Jul ’25
RTT call option and confirmation dialog missing when dialing emergency numbers
Hello, In our app we provide a button that initiates a phone call using tel://. For normal numbers, tapping the button presents the standard iOS confirmation sheet with Call and Cancel. If RTT is enabled on the device, the sheet instead shows three options: Call, Cancel, and RTT Call. However, when dialing a national emergency number, this confirmation dialog does not appear at all — the call is placed immediately, without giving the user the choice between voice or RTT. Is this the expected system behavior for emergency numbers on iOS? 
And if so, how does RTT get applied in the emergency-call flow — is it managed entirely by the OS rather than exposed as a user-facing option? Thanks in advance for clarifying.
Replies
2
Boosts
0
Views
901
Activity
Sep ’25
Accessibility Voiceover is not treating navigation bar left button as first focused element
Accessibility Voiceover is not treating navigation bar left button as first focused element. If we navigate from A->B then the focus is going to first element inside the B view not to the back button or B view's navigation title. If we post accessibility notification, in onAppear of B, focus is not shifting. but it will read back button first, and then read the B view's content item. it does't focus to back button in swiftUI. how should I do? if I want to focus on the navigation item back button or navigation title. my understanding is the system prioritizes the first focusable element in the view hierarchy. but The navigation bar (including the close button and title) is managed separately by the system. It is not part of the main view hierarchy, so it does not automatically receive focus unless explicitly set. if my thoughts are right, it seems a little strange. Why did you design it this way? Can you tell me your thinking? Thanks
Replies
0
Boosts
0
Views
519
Activity
Sep ’25
Tahoe Launchpad
I wrote this in the regular forums and they deleted it and told me to write it here because it was dealing with unreleased software. I read that Launchpad is disappearing in Tahoe and I have real concerns about that. For me, that is an accessibility issue. I have both memory problems and scanning problems. So having my apps organized into categories is extremely important to me. Just today I needed to find an app that I didn't remember the name of and I rarely use, but when I need it, it is important to me. Just to see if I could find it without launchpad, I scanned my applications folder and I couldn't find it. I went to launchpad and to the category I knew it was in and it was right there, easy for me to find. Please don't take away our organization options.
Replies
3
Boosts
4
Views
2.6k
Activity
Sep ’25
Accessibility permission in sandboxed app
Is it possible to create a sandboxed app that uses accessibility permission? And if so, how do I ask the user for that permission in a way that is allowed by the App Store? Im creating a small menubar app and my current (rejected) solution is to create a pop-up, with link to Security & Privacy > Accessibility and the pop-up asks the user to manually add the app to the list and check the checkbox. This works in sandbox. Reason for rejection: "Specifically, your app requires to grant accessibility access, but once we opened the accessibility settings, your app was not listed." I know it's not listed there and it has to be added manually. But its the only solution I've found to this issue. Is there perhaps any way to add the app there programmatically? Im a bit confused since I've seen other apps in App Store that work the same way, where you have to add the app to the list manually. Eg. Flycut. :man-shrugging: I know about this alternative solution, and it's not allowed in sandboxed apps. It also adds the app to the accessibility list automagically: func getPermission() { AXIsProcessTrustedWithOptions([kAXTrustedCheckOptionPrompt.takeUnretainedValue():true] as CFDictionary). } Does anyone have a solution for this? Best regards, Daniel
Replies
9
Boosts
2
Views
6.5k
Activity
Sep ’25
System Accessories Misaligned After Trait Override in UITableViewCells or UICollectionViewCells
I'm encountering an issue with system accessories in UICollectionViewCells after overriding the trait collection. Specifically, the accessories are misaligned and shifted downwards. This issue occurs when using setOverrideTraitCollection (other trait override methods produce the same result). Interestingly, this doesn't happen with all accessories; for example, the disclosureIndicator is scaled correctly. If I don't use setOverrideTraitCollection (or other trait override methods), the system accessories scale as expected. Here's a code snippet demonstrating the issue. I have a "Fix Size" button that overrides the trait collection to a UITraitCollection with a UIContentSizeCategory of large. The "Follow Settings" button resets the trait collection, allowing the views to scale according to the system settings. import UIKit class ViewController: UIViewController { let button: UIButton = { let button = UIButton(type: .system) button.setTitle("Fix Size", for: .normal) return button }() let buttonRe: UIButton = { let button = UIButton(type: .system) button.setTitle("Follow Settings", for: .normal) return button }() var listItems: [Int] = [1, 2, 3, 4, 5] var collectionView: UICollectionView? override func viewDidLoad() { super.viewDidLoad() button.addTarget( self, action: #selector(ViewController.buttonTapped), for: .touchUpInside ) buttonRe.addTarget( self, action: #selector(ViewController.buttonTappedToRe), for: .touchUpInside ) view.backgroundColor = .white view.addSubview(button) view.addSubview(buttonRe) setupCollectionView() if let collectionView = collectionView { view.addSubview(collectionView) } } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() collectionView?.frame = CGRect( x: 0, y: 0, width: view.bounds.width, height: view.bounds.height - 100 ) button.frame = CGRect( x: 0, y: view.bounds.height - 100, width: view.bounds.width / 2, height: 50 ) buttonRe.frame = CGRect( x: view.bounds.width / 2, y: view.bounds.height - 100, width: view.bounds.width / 2, height: 50 ) } @objc func buttonTapped() { setOverrideTraitCollection( UITraitCollection(preferredContentSizeCategory: .large), forChild: self ) } @objc func buttonTappedToRe() { setOverrideTraitCollection(nil,forChild: self) } private func updateCollectionViewLayout() { guard let collectionView = collectionView else { return } collectionView.collectionViewLayout.invalidateLayout() collectionView.performBatchUpdates(nil) collectionView.reloadData() } private func setupCollectionView() { var config = UICollectionLayoutListConfiguration(appearance: .insetGrouped) config.trailingSwipeActionsConfigurationProvider = { [weak self] indexPath in let deleteAction = UIContextualAction(style: .destructive, title: "Delete") { [weak self] _, _, completion in self?.deleteItem(at: indexPath) completion(true) } return UISwipeActionsConfiguration(actions: [deleteAction]) } let layout = UICollectionViewCompositionalLayout.list(using: config) let collectionView = UICollectionView(frame: view.bounds, collectionViewLayout: layout) collectionView.delegate = self collectionView.dataSource = self collectionView.register(UICollectionViewListCell.self, forCellWithReuseIdentifier: "cell") collectionView.isEditing = true self.collectionView = collectionView } private func deleteItem(at indexPath: IndexPath) { listItems.remove(at: indexPath.item) guard let collectionView = collectionView else { return } collectionView.deleteItems(at: [indexPath]) } override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) { super.traitCollectionDidChange(previousTraitCollection) if previousTraitCollection?.preferredContentSizeCategory != traitCollection.preferredContentSizeCategory { updateCollectionViewLayout() } } } extension ViewController: UICollectionViewDataSource { func numberOfSections(in collectionView: UICollectionView) -> Int { return 1 } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return listItems.count } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! UICollectionViewListCell var content = UIListContentConfiguration.valueCell() content.text = "Item \(listItems[indexPath.item])" cell.contentConfiguration = content cell.accessories = [.delete( options: UICellAccessory.DeleteOptions( reservedLayoutWidth: .custom(50) ) )] return cell } } extension ViewController: UICollectionViewDelegate { func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) { collectionView.deselectItem(at: indexPath, animated: true) } } The attached screenshot illustrates the misalignment that occurs after tapping the 'Fix Size' button, with the system accessibility text size set to accessibilityExtraExtraExtraLarge setting Has anyone else experienced this issue or have suggestions on how to resolve it? Any help would be greatly appreciated!
Replies
0
Boosts
0
Views
165
Activity
Sep ’25
Japanese “Hattori” TTS voice missing from Settings > General > Read & Speak > Voices > Japanese on iOS 26
Japanese “Hattori” TTS voice missing from Settings > General > Read & Speak > Voices > Japanese on iOS 26 Steps: Open the path above → “Hattori” is not listed and cannot be downloaded Expected: Hattori is available to download and select Actual: Hattori is absent from the catalog Regression: Was available on iOS 18.x on the same device
Replies
0
Boosts
0
Views
567
Activity
Sep ’25
Inconsistent button image scaling between dynamic type sizes 'XXX Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from XXX Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from XXX Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text("Button Image Scaling Issue") .font(.system(size: 24, weight: .semibold)) Text("Switch dynamic type from **XXX Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.") .font(.system(size: 14, weight: .regular)) TestView(title: "No Button", isButton: false) TestView(title: "Button", isButton: true) } .padding() } } struct TestView: View { let title: String let isButton: Bool var body: some View { VStack { Text(title) .font(.system(size: 16)) .foregroundColor(.secondary) if isButton { Button {} label: { Image(systemName: "divide") .font(.system(.largeTitle)) } .buttonStyle(.bordered) .frame(height: 50) } else { Image(systemName: "divide") .font(.system(.largeTitle)) .foregroundColor(.blue) .frame(height: 50) .background(Color.gray.opacity(0.2)) } } } } Expected Result Both the button and non-button images should continue to scale up proportionally when moving to larger accessibility text sizes. Actual Result When going from XXX Large to AX 1… Non-button image gets larger ✅ Button image gets smaller ❌ Screen Recording System Info Xcode Version 26.0 (17A321) iOS 26.0 and 18.6
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294
Activity
Sep ’25
SwiftUI .destructive alert button in macOS dark mode — poor contrast
Here is a simple view to demonstrate the issue struct ContentView: View { @State private var isPresented = false var body: some View { VStack { Button("Test") { isPresented = true } } .alert("Test", isPresented: $isPresented, actions: { Button("Delete All", role: .destructive) {} }, message: { Text("Are You Sure?") }) .padding() } }``` Which results in ![example alert]("https://developer.apple.com/forums/content/attachment/c6210120-d82e-4df5-a01a-fc5cb168e1bf" "title=Screenshot 2025-09-08 at 08.57.21.png;width=546;height=442") The destructive button is almost unreadable. WCAG score is 1.4, far below the minimum recommended 4.5. I found [this post](https://stackoverflow.com/q/66448869) on SO going back to Big Sur, but not on this forum. Any known workarounds (except for building my own dialogs, which I am trying to avoid)? Using confirmationDialog instead of alert does not make a difference.
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6
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210
Activity
Sep ’25
How to disable the default focus effect and detect keyboard focus in SwiftUI?
I’m trying to customize the keyboard focus appearance in SwiftUI. In UIKit (see WWDC 2021 session Focus on iPad keyboard navigation), it’s possible to remove the default UIFocusHaloEffect and change a view’s appearance depending on whether it has focus or not. In SwiftUI I’ve tried the following: .focusable() // .focusable(true, interactions: .activate) .focusEffectDisabled() .focused($isFocused) However, I’m running into several issues: .focusable(true, interactions: .activate) causes an infinite loop, so keyboard navigation stops responding .focusEffectDisabled() doesn’t seem to remove the default focus effect on iOS Using @FocusState prevents Space from triggering the action when the view has keyboard focus My main questions: How can I reliably detect whether a SwiftUI view has keyboard focus? (Is there an alternative to FocusState that integrates better with keyboard navigation on iOS?) What’s the recommended way in SwiftUI to disable the default focus effect (the blue overlay) and replace it with a custom border? Any guidance or best practices would be greatly appreciated! Here's my sample code: import SwiftUI struct KeyboardFocusExample: View { var body: some View { // The ScrollView is required, otherwise the custom focus value resets to false after a few seconds. I also need it for my actual use case ScrollView { VStack { Text("First button") .keyboardFocus() .button { print("First button tapped") } Text("Second button") .keyboardFocus() .button { print("Second button tapped") } } } } } // MARK: - Focus Modifier struct KeyboardFocusModifier: ViewModifier { @FocusState private var isFocused: Bool func body(content: Content) -> some View { content .focusable() // ⚠️ Must come before .focused(), otherwise the FocusState won’t be recognized // .focusable(true, interactions: .activate) // ⚠️ This causes an infinite loop, so keyboard navigation no longer responds .focusEffectDisabled() // ⚠️ Has no effect on iOS .focused($isFocused) // Custom Halo effect .padding(4) .overlay( RoundedRectangle(cornerRadius: 18) .strokeBorder( isFocused ? .red : .clear, lineWidth: 2 ) ) .padding(-4) } } extension View { public func keyboardFocus() -> some View { modifier(KeyboardFocusModifier()) } } // MARK: - Button Modifier /// ⚠️ Using a Button view makes no difference struct ButtonModifier: ViewModifier { let action: () -> Void func body(content: Content) -> some View { content .contentShape(Rectangle()) .onTapGesture { action() } .accessibilityAction { action() } .accessibilityAddTraits(.isButton) .accessibilityElement(children: .combine) .accessibilityRespondsToUserInteraction() } } extension View { public func button(action: @escaping () -> Void) -> some View { modifier(ButtonModifier(action: action)) } }
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752
Activity
Sep ’25
Keyboard navigation not working in native iOS Wallet interface
Hi guys, I'm facing an issue with the native interface to add a card into the wallet - does someone have some ideas on how to fix/work around that? STEPS TO REPRODUCE: Disable VoiceOver (Settings → Accessibility → VoiceOver → Off). Connect and confirm that you can navigate other iOS interfaces using an external keyboard. In any app, present a PKAddPassesViewController with a valid .pkpass file. When the Wallet “Add Pass” sheet appears, attempt to navigate using only the external keyboard (Tab/Arrow/Enter). Observe that focus does not move to the Cancel or Add buttons, and no elements receive keyboard focus. EXPECTED RESULT: All interactive elements in PKAddPassesViewController (e.g., Cancel and Add) should be fully keyboard accessible without requiring VoiceOver. Users should be able to navigate, select, and complete actions using only a hardware keyboard. ACTUAL RESULT: Keyboard navigation is not possible. No elements receive focus. Users cannot activate Cancel or Add buttons using keyboard input. The only way to interact is by touch or enabling VoiceOver, which does not satisfy keyboard accessibility requirements. IMPACT: Violates WCAG 2.1 Success Criterion 2.1.1 (Keyboard Accessible). Prevents keyboard-only users (including users with motor disabilities) from adding passes to Wallet. Affects users of external keyboards who rely on tab/arrow navigation. Creates an inconsistent accessibility experience compared to other iOS system modals.
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1.6k
Activity
Aug ’25
Textfield with too small hit area
Hello, It's impossible to manage hit area for textfield and it's already too small by default (detected with Accessibility Inspector). I'm tried to force with modifier "frame(minHeight: xxx)", the component change the height but the hit area is still in same size. Have to tips to fix this issue?
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2.7k
Activity
Aug ’25
Avoid trackpad gesture conflict between dragging and accessibility zooming when using three fingers
Double-tap three fingers and drag to change zoom” should suppress “Three Finger to Drag”. Currently these gestures are triggered simultaneously, for no real reasons. I saw different behaviors for different environments, but none is desired. Current and desired behavior: This seems an issue so I filed a feedback.
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1k
Activity
Aug ’25
Accessibility Nutrition Label in App Store - self reported?
Once Accessibility Nutrition Labels are evaluated and published, is there any location or format to keep data on the evaluated content? And how will the App Review process work for this new feature? I have not yet seen any apps in the App Store with this section published live despite it being available in the App Store Connect currently so I'm curious about the process on Apple's side. My team is still evaluating but plans to publish soon.
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165
Activity
Aug ’25
Accessibility Nutrition Label not showing on App Store
We added Accessibility Nurtition Label on App Store connect for our app https://apps.apple.com/us/app/mybell/id850549838 But it is not showing up on the App Store. It shows as published but not visible on App Store. What can be the reason?
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148
Activity
Aug ’25
`accessibilityUserInputLabels` is ignored on `UIBarButtonItem`
accessibilityUserInputLabels is working fine with any view I tried this on. Meaning that the control can be toggled with the provided alternative names when using Voice Control. When setting this property on any UIBarButtonItem though, it seems Voice Control ignores the alternative names provided by setting accessibilityUserInputLabels. For comparison, accessibilityLabel works perfectly when set on UIBarButtonItem. Is anyone facing the same issue? Using Xcode 16.0 (16A242) on iOS 18
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960
Activity
Aug ’25
Overlay and Accessibility Permissions for ios Apps
I am developing an app that requires user to turn on overlay permissions (with a prompt provided to the user) as well as accesibility settings. The goal is to display a floating button on screen, which reads screen content only when user taps on that button. It is not a persistant overlay because user can make floating button disappear by turning it off inside the app. I want to know if apple app store policies will be ok with this kind of feature and if there is anything particular I need to comply with to enable my app in the app store?
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385
Activity
Aug ’25
Speak Screen gesture not working
I am testing the accessibility feature available in the Settings app called "Speak Screen". The help text in the Setting app states that swiping down with two fingers will cause the screen content to be spoken. However, I've been unable to get this feature to work. Every time I try the double finger swipe down, it behaves the same as the single finger swipe down gesture. Usually this manifests as making scroll views bounce. I've tried toggling the feature on and off, turning off Reachability, and rebooting my phone, but I can't get the speak screen gesture to work. If I access the speak screen feature from the "Speech Controller" button, then the screens content is spoken, as expected, so I know the feature is enabled. It's just the gesture that doesn't work. Is there something else I need to do to get this gesture to work? I don't want to tell my users to turn this feature on if I can't verify that the gesture will work with my app.
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315
Activity
Jul ’25
Speak Selection broken with SwiftUI text
I have users who need to be able to hear the content of SwiftUI Text views. I have specified the .textSelection(.enabled) modifier for the text views. Adding this modifier causes a "copy" option to appear on long press, but it doesn't enable the visible selection of text, nor does it provide the "Speak" menu item that UIKit allows on text selection. Is the "Speak Selection" accessibility feature broken for SwiftUI Text views? I've found that there's another accessibility feature that does work (enabling the Speech Controller button for "Speak Screen"). Do I need to tell my users that Apple is deprecating the "Speak Selection" accessibility feature, and that they need to use the Speech Controller instead? Or is there something else I can do to my SwiftUI to get that feature to work?
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322
Activity
Jul ’25
Xcode 26 missing inspectors?
I'm not seeing the Accessibility or Attributes Inspectors in Xcode 26. Were these features removed? Xcode 16 Xcode 26
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632
Activity
Jul ’25
Programmatically force VoiceOver to read parentheses for math expressions
How can I force VoiceOver to read parentheses for math expressions like this: Text("(2+3)×4") // VoiceOver: Two plus three, times four I’m looking for a way to have VoiceOver announce parentheses (e.g. “left paren”, “right paren”) without relying on NumberFormatter.Style.spellOut or .speechAlwaysIncludesPunctuation(), as both have drawbacks. Using .spellOut breaks braille output and Rotor › Characters menu by turning numbers and symbols into words. And .speechAlwaysIncludesPunctuation() makes VoiceOver overly verbose—for example, it reads “21” as “twenty hyphen one.” Is there a better way to selectively announce specific punctuation like parentheses while keeping numbers and symbols intact for braille and Rotor use?
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434
Activity
Jul ’25