While using Mac mini M2 Pro, with Tahoe 26 Beta 8, Apple pushed out Beta 9. Haven't have any issues before with the auto update process. This time however it rebooted as part of the normal update process and is now stuck at the flashing SOS power light. I can't even boot into the recovery menu using Command+R key press at power on.
This message is intended to serve as a warning regarding Tahoe Beta 9 and a request for advice to recovermy expensive brick!
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I am developing an app that uses CloudKit sharing. I recently upgraded my iPad to use 23A5336a. After that upgrade, I can no longer accept a share that is sent to me.
I have rebooted the iPad and logged out of the iCloud account and logged back in. Every time I get a share link and tap it, it says:
" The owner stopped sharing or your account (***) doesn't have permission to open it"
This same code, running on the iOS26 device can share with device running iOS18.
Is this a known defect? Anything I can do to help resolve this issue?
I’m testing Game Activities in my Unity project with the new Apple.GameKit 2025-beta1 plugin.
When I go into Xcode- Debug → GameKit → Manage Game Progress → Leaderboards → and click the generated link:
If my app is already running in the background, the link opens the app and my handler (Apple.GameKit.GKGameActivity.WantsToPlay += OnWantsToPlay;) fires as expected. I can read the activity and route the player to the right level.
If the app is completely closed, clicking the same link launches the app, but my OnWantsToPlay listener is never invoked. The app just boots normally and the activity intent seems lost.
I’ve tried to subscribe as early as possible (in Awake() of my bootstrap scene, also tested with RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]). Nothing works. Also, “Get Started with Game Center” video only demonstrates activation when the app already running, not a cold start from a Game Activity link. What am I missing?
Environment Device/OS: iPhone on iOS 26.0 beta (Game Center sandbox) Xcode: 26.0 beta 6 Unity: 2022.3.21 Apple GameKit Unity plugin: 2025-beta1 (GameKit package) Signing: Game Center capability enabled; using development provisioning profile GameKit resources: GameCenterResources.gamekit in project (Target: Unity-iPhone), appears under Build Phases → Copy Bundle Resources
Hi Team,
its been observed that, there are some Spam calls which triggers the face recognitions and disappear within few seconds, what i mean is that while you see at screen who is calling the facial recognition scans your face… i had this episodes many times..
Hi 🙋
Has anybody gotten subtitles in macOS Tahoe Control Widgets to show up in their custom control widgets? Seems macOS is able to do it (see attached screenshot of the Bluetooth control widget), but my widget, which shows a title and subtitle on iOS, will only show the title on macOS.
I tried all the different ControlWidgetButton init methods to no avail. I tried a VStack for my title and subtitle Texts, I tried just two Texts without a VStack, I tried the controlWidgetStatus and controlWidgetActionHint modifiers out of desperation... nothing worked.
Any pointers much appreciated!
Thank you,
– Matthias
I’m seeing what looks like a regression on iOS 26 beta where a presented view controller dismisses when a user long‑presses a button inside a table view cell and drags downward.
Steps to reproduce
Present a UIViewController modally.
The controller contains a UITableView; each cell has a UIButton.
Long‑press and hold the UIButton in any cell.
While still holding, drag downward.
Expected
The button and/or table view handle the gesture; no interactive dismissal starts.
Actual
The system recognizes a pull‑to‑dismiss gesture and begins dismissing the presented controller.
Notes
Reproducible only on iOS 26 beta.
Not observed on earlier iOS versions in my testing.
Happens on both simulator and device (beta).
Environment
iOS: 26 beta (please see exact build)
so far the only issue I’m having since the update yesterday is my Bluetooth. Every time I try to use my Bluetooth headphones since the update, they either just stop working midway through playing a song or watching a video, etc., or they play a super high pitched noise that causes me to have to rip my headphones out of my ears.
Hello,
In iOS 26 beta, we are seeing an unexpected behavior when using SwiftUI WebView (or a custom WKWebView via UIViewRepresentable).
When an alert is presented above the WebView, the WebView immediately reloads to its initial page. The alert itself also disappears instantly, making it impossible for the user to interact with it.
This issue occurs both with the new SwiftUI WebView / WebPage API and with a wrapped WKWebView. The problem was not present in previous iOS versions (iOS 17/18).
Steps to reproduce:
Create a SwiftUI view with a WebView (pointing to any URL).
Add a toolbar button that toggles a SwiftUI alert.
Run the app on iOS 26 beta.
Tap the button to trigger the alert.
Expected behavior:
The WebView should remain as-is, and the alert should stay visible until the user dismisses it.
Actual behavior:
As soon as the alert appears, the WebView reloads and resets to the initial page. The alert disappears immediately.
Minimal Example:
struct ContentView: View {
@State private var showAlert = false
var body: some View {
NavigationStack {
WebView(URL(string: "https://apple.com")!)
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button("Close") {
showAlert = true
}
}
}
.alert("Confirm close?", isPresented: $showAlert) {
Button("Cancel", role: .cancel) {}
Button("Close", role: .destructive) {}
}
}
}
}
I'm using Xcode Version 26.0 beta 7
Thanks for your help.
I'm not sure at which beta it happened, but somewhere during the iOS 26 Public Beta releases, my iCloud Contacts have duplicated close to 100 times each. When I scroll to the bottom of the list to try and manage duplicates, it indicates I only have 2 duplicates. I should be sitting around 350 contacts and instead, I now have over 10k.
Anyone else with this issue? I have filed Feedback in the app. I'm not certain if it was related to iOS 26 or iPadOS 26 as I have both, but noticed it first on my iPhone. I confirmed that the issue has affected my iCloud Contacts and therefore all of my Apple devices included older iOS and MacOS versions. Short of manually deleting all the duplicates, I'm at a loss as to how I can correct his.
I have an app that displays a MapView. While I am in light mode everything is fine. I can scroll around the map and my overlays (made by UIVisualEffectView containing an UIGlassEffect) stay light and look well!
As soon as I change my phone to dark mode, depending on what's underneath the buttons (a light residential area or darker wooded areas) some of my buttons change color. But not all, only where it's supposedly lighter or darker underneath. This makes my whole UI look strange. Some buttons bright, some dark.
Is there a way to lock a "color" or interfaceStyle to the effects-view? In light mode everything is fine, but in dark mode it just looks super strange.
Good morning,
I have been playing with he new Networking framework released in beta, and i think its amazing how powerful and simple it is.
However i have been tackling some issues with it, it seems that the NetworkListener does not allow us to configure a specific endpoint for any of the protocols, UDP, TCP (QUIC, TLS)
Is this intended or just not missing features as of the Beta ?
I figured out how to use bonjour to get a port (as i am brand new to using Networking on macOS and Swift)
I get that the use of this is mainly as a client to connect to servers, but it would make more sense to have a high level abstraction of what already exist, wouldn't it be more intuitive to configure a NetworkEndpoint that contains either a Bonjour Service or an endpoint with configured port that we can then configure on the Listener, instead of doing .service(...) ?
I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera:
however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean.
Here are my results:
I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency.
Here is my test SwiftUI code:
struct GlassPicker: View {
@State private var selected: Int?
var body: some View {
ScrollView([.horizontal], showsIndicators: false) {
HStack(spacing: 0) {
ForEach(0..<20) { i in
Text("Row \(i)")
.id(i)
.padding()
}
}
.scrollTargetLayout()
}
.contentMargins(.horizontal, 161)
.scrollTargetBehavior(.viewAligned)
.scrollPosition(id: $selected, anchor: .center)
.background(.foreground.opacity(0.2))
.clipShape(.capsule)
.overlay {
DefaultGlassEffectShape()
.fill(.clear) // Removes a semi-transparent foreground fill
.frame(width: 110, height: 50)
.glassEffect(.clear)
}
}
}
Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
Hello Apple forum !
I spotted a weird behaviour with LazyVStack in a ScrollView. I understand that it loads its views only once upon appearance unlinke VStack that loads everything in one shot.
What I noticed also, it seems to reload its views sometimes when scrolling back up to earlier loaded views. The thing is, it isn't always the case.
struct LazyVStackTest: View {
var body: some View {
ScrollView {
LazyVStack {
ForEach(0..<1000, id: \.self) { _ in
// if true {
MyText()
// }
}
}
}
}
struct MyText: View {
var body: some View {
let _ = Self._printChanges()
HStack {
Text("hello")
}
}
}
}
If we consider the code above on XCode 26 beta 7 on an iOS 26 or iOS 18.2 simulator.
Scroll to the bottom : you'll see one "LazyVStackTest.MyText: @self changed" for each row.
Then scroll back up to the top, we'll see again the same message printed multiple times.
--> So I gather from this that LazyVStack not only loads lazily but also removes old rows from memory & recreates them upon reappearance.
What I don't get however is that if you uncomment the "if true" statement, you won't see the reloading happening. And I have absolutely no clue as to why 😅
If someone could help shed some light on this weird behaviour, it would be greatly appreciated ^^
PS : the issue is also present with XCode 16.2 but at a deeper lever (ex: if we embed another custom View "MyText2" inside "MyText", the reloading is in "MyText2" & not "MyText")
Development environment
Xcode 26.0 Beta 6
iOS 26 Simulator
macOS 15.6.1
To verify TLS 1.3 session resumption behavior in URLSession, I configured URLSessionConfiguration as follows and sent an HTTP GET request:
let config = URLSessionConfiguration.ephemeral
config.tlsMinimumSupportedProtocolVersion = .TLSv13
config.tlsMaximumSupportedProtocolVersion = .TLSv13
config.httpMaximumConnectionsPerHost = 1
config.httpAdditionalHeaders = ["Connection": "close"]
config.enablesEarlyData = true
let session = URLSession(configuration: config, delegate: nil, delegateQueue: nil)
let url = URL(string: "https://www.google.com")!
var request = URLRequest(url: url)
request.assumesHTTP3Capable = true
request.httpMethod = "GET"
let task = session.dataTask(with: request) { data, response, error in
if let error = error {
print("Error during URLSession data task: \(error)")
return
}
if let data = data, let responseString = String(data: data, encoding: .utf8) {
print("Received data via URLSession: \(responseString)")
} else {
print("No data received or data is not UTF-8 encoded")
}
}
task.resume()
However, after capturing the packets, I found that the ClientHello packet did not include the early_data extension.
It seems that enablesEarlyData on URLSessionConfiguration is not being applied.
How can I make this work properly?
Hello,
I’ve encountered what seems to be a bug with the keyboard dismissal animation on iOS 26.0 Beta (25A5349a), Xcode Version 26.0 beta 5 (17A5295f).
When dismissing the keyboard from a SwiftUI TextField using @FocusState, the keyboard does not animate downward as expected. Instead, it instantly disappears, which feels jarring and inconsistent with system behavior.
I am attaching a short video demonstrating the issue. Below is the minimal reproducible code sample:
//
// ContentView.swift
// TestingKeyboardDismissal
//
// Created by Sasha Morozov on 27/08/25.
//
import SwiftUI
struct ContentView: View {
@State private var text: String = ""
@FocusState private var isFocused: Bool
var body: some View {
ZStack {
Color.clear.ignoresSafeArea()
VStack(spacing: 20) {
TextField("Enter text here...", text: $text)
.textFieldStyle(.roundedBorder)
.focused($isFocused)
.padding(.horizontal)
HStack {
Button("Focus") { isFocused = true }
.buttonStyle(.borderedProminent)
Button("Unfocus") { isFocused = false }
.buttonStyle(.bordered)
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center)
.padding()
}
.ignoresSafeArea(.keyboard, edges: .bottom)
}
}
#Preview {
ContentView()
}
Steps to reproduce:
Run** the app on iOS 26.0 beta 5 (17A5295f).
Tap Focus → keyboard appears as expected.
Tap Unfocus → keyboard disappears instantly without the usual slide-down animation.
Expected result:
Keyboard should animate smoothly downwards when dismissed.
Actual result:
Keyboard instantly vanishes without animation.
p.s. we should be really able to upload videos here for demostration
When i open the gmail and there is attachment (43kb) pdf file, and i want to send that via WhatsApp busness so I open the pdf and sent via WhatsApp. When i open and serch the contact, that time keyboard typing is very laggy, this was not happend in ioS18.
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator.
Create tvOS project with a tab bar controller.
Create pages/tabs which contain focusable items (ie. buttons)
Scroll down to any focusable item (ie. a button or UICollectionView cell)
Hit the Siri Remote back button. See expect behavior below:
Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen.
Actual results: App is closed and user is taken back to the Home Screen.
Has anyone else noticed this behavior?
When I try to install the iOS 26.0 Universal Simulator component with Xcode-beta 5 I get the following error:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-08-11 14:39:06 +0000";
}
--
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
--
System Information
macOS Version 15.6 (Build 24G84)
Xcode 26.0 (24198.5) (Build 17A5295f)
Timestamp: 2025-08-11T17:39:06+03:00
When building with the iOS 26 SDK (currently beta 4), the navigation title is often illegible when rendering a Map view.
For example, note how the title "Choose Location" is obscured by the map's text ("South America") in the screenshot below:
This screenshot is the result of the following view code:
import MapKit
import SwiftUI
struct Demo: View {
var body: some View {
NavigationStack {
Map()
.navigationTitle(Text("Choose Location"))
.navigationBarTitleDisplayMode(.inline)
}
}
}
I tried using the scrollEdgeEffectStyle(_:for:) modifier to apply a scroll edge effect to the top of the screen, in hopes of making the title legible, but that doesn't seem to have any effect. Specifically, the following code seems to produce the exact same result shown in the screenshot above.
import MapKit
import SwiftUI
struct Demo: View {
var body: some View {
NavigationStack {
Map()
.scrollEdgeEffectStyle(.hard, for: .top) // ⬅️ no apparent effect
.navigationTitle(Text("Choose Location"))
.navigationBarTitleDisplayMode(.inline)
}
}
}
Is there a recommended way to resolve this issue so that the navigation title is always readable?
I have been experimenting with the BGContinuedProcessingTask API recently (and published sample code for it https://github.com/infinitepower18/BGContinuedProcessingTaskDemo)
I have noticed that if I lock the phone, the code that runs as part of the task stops executing. My sample code simply updates the progress each second until it gets to 100, so it should be completed in 1 minute 40 seconds. However, after locking the phone and checking the lock screen a few seconds later the progress indicator was in the same position as before I locked it.
If I leave the phone locked for several minutes and check the lock screen the live activity says "Task failed".
I haven't seen anything in the documentation regarding execution of tasks while the phone is locked. So I'm a bit confused if I encountered an iOS bug here?