I have an app where the user can choose if the dark / light mode is enabled automatically during the night / day (dusk and dawn times are calculated according to to the date and location of the user).
I also have an UITabBarController, with two tabs which have a GMSMapView (Google Map View from their SDK), and three tabs with UITableViews.
I have noticed that when the automatic change of dark / light mode is performed from dark to light mode, and the user is in a tab with GMSMapView, the tabBar does not change to light model, it remains in dark mode.
I perform the switch by setting the self.window.overrideUserInterfaceStyle of the UIWindow of the UIScene. All the views change to light mode, including the navigation bar, but not the tab bar. If I move between the tabs with GMSMapView, the tabBar stays in dark mode. As soon as I move to a tab which contains a UITableView, the tabBar switches to light mode.
If the switch to light mode is performed while the user is in tab with the UITableViews, the tabBar switches to light mode immediately, as expected. When moving to the tabs with the GMSMapViews, the tabBar stays in light mode, also as expected.
I have also noticed the same problem in CarPlay, in CPMapTemplate (with a UIViewController whose view is GMSMapView), in the buttons with are set with the property “mapButtons”, and with the panning buttons. When the switch from dark mode to light mode is performed by setting the self.window.overrideUserInterfaceStyle of the UIWindow of CarPlay scene, the mapButtons keeps the glyphs in white, and set the background of the buttons to almost white, so the glyphs are barely visible unless you put png images on them instead of SF Symbols.
With the panning buttons there is not workaround, since you cannot set custom images for the panning buttons. This happens even if the panning buttons are not being displayed when the switch is performed to light mode, and you enable them later.
Is this a bug? Why does this only happen with view over GMSMapView (Google Maps view for a map from their SDK)? Can you think of any viable workaround?
Thank you.
Posts under CarPlay tag
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I have a Nissan Rogue 2021 and iPhone 14 Pro Max. Carplay was working fine until I decided to update to the new beta program and now my carplay does not seem to want to operate at all. I do the fixes online suggest in rebooting both systems, forgetting entirely and reconnecting. In the process of doing so, I can get the prompts to start with "Allow while unlocked?" But once selecting that I am unable to actually use the Carplay from the phone. It doesn't even give option to switch to it when I attempt to change audio output. Since June. Starting another post in hopes something can be done.
Hello,
I'm trying to determine the best/recommended AVAudioSession configuration (i.e category, mode, and options) for the following use-case.
Essentially, I'd like to switch between periods of playing an audio file and then recognizing speech. The audio file is typically speech and I don't intend for playback and speech recognition to occur simultaneously. I'd like for the user to sill be able to interact with Siri and I'd like for it to work with CarPlay where navigation prompts can occur.
I would assume the category to use is 'playAndRecord', but I'm not sure if it's better to just set that once for the entire lifecycle, or set to 'playback' for audio file playback and then switch to 'playAndRecord' for speech recognition . I'm also not sure on the best 'mode' and 'options' to set. Any suggestions would be appreciated.
Thanks.
This is purely speculation (but I have reason to believe it is the case) because I'm trying to narrow it down but, has anyone reported CarPlay in iOS 26 Beta potentially crashing vehicle infotainment systems?
I have a 2025 Jeep Wrangler which is running UConnect 5.
I can't prove it is the case but since updating to IOS 26 PB, I've been noticing that my infotainment system in my vehicle has been freezing, locking up, and resetting upon boot. I can't narrow this down to the phone causing it, but I can't rule it out as of now. I know that most of our infotainment units that offer CarPlay are typically running off Android, but is there a possibility that the iOS Beta is crashing our infotainment units upon connection?
Again, I am just posting this to see if a) anyone can confirm that yes CarPlay can crash the Android backend of infotainment units or b) if anyone has experienced odd issues with CarPlay and their vehicle's infotainment system either freezing, crashing, or rebooting since installing iOS Beta 26.
It happens when the iPhone is connected wirelessly via CarPlay, and I believe also when it is connected wired via CarPlay.
In my CarPlay app my CPMapButton with system images have the wrong tint when the CarPlay appearance is set to "Always Dark".
Here is what it looks like.
When I change the system appearance to "Automatic" the buttons look fine.
Has anyone encountered this or know how to fix it?
Is it possible at all to programmatically change visible rect / map region programmatically?
Otherwise, how can we make sure user sees anythng just after starting the app, if nearest POIs are far away?
Starting with iOS 26, we've noticed that the accessoryImage in CPListItem is not working as expected in CarPlay. Previously, accessoryImage would appear in place of the accessoryType, but now it appears awkwardly next to the detailText, and the image itself is not rendering properly.
We have submitted feedback to Apple multiple times, but the issue still persists in the latest beta releases.
In general, there seem to be several CarPlay UI problems introduced in iOS 26. For example:
In CPPointOfInterestTemplate, the pinImage is displayed at an excessively large size.
Scroll positions in lists behave unexpectedly.
CPInformationTemplate allows infinite scrolling, which seems unintended.
Please take a look into these issues.
Thank you.
Hi,
I’m working with CPGridTemplate in CarPlay. According to the documentation, it supports up to 9 CPGridButton objects and should display them in a grid (up to 3×3).
However, I’ve run into two issues:
Row instead of grid
When I add 4–6 buttons, they don’t appear in a 2×2 or 2×3 grid. Instead, they are shown in a single
horizontal row. Even 9 buttons do not appear in a 3x3 grid.
More than 9 buttons
My use case requires more than 9 icons, but it looks like CPGridTemplate ignores any additional buttons beyond the first 9. Is there any supported way to display more than 9 buttons in a grid, or is pagination/multiple templates the only option?
Thanks in advance!
My company's app has a few widgets and a couple of them we do not want to show up on CarPlay due to safety concerns when iOS 26 releases. I understand Apple's recommended way to prevent users from using your widget in CarPlay is to use the .disfavoredLocations([.carPlay], for: [.systemSmall]), and this puts your widget in the 'Other' section of the widgets.
https://developer.apple.com/download/files/CarPlay-Developer-Guide.pdf
However, this .carPlay widget location is only available in Xcode 26, and our app cannot be built on Xcode 26 yet due to some build errors. We are able to fix those build errors in a separate branch, but we won't be doing our official release builds on Xcode 26 until it is out of beta, which is usually right before iOS 26 officially releases to general audiences. We release our app versions on a monthly cadence, so the version that will be out when iOS 26 comes out is already in testing.
Is there any existing way we can disable this widget on CarPlay so it does not appear to work when tapped? Currently, it opens our CarPlay app, but the CarPlay app does nothing with it. On the iPhone, when you tap the widget it opens our app and performs a function.
We don't wan't to disable it on the iPhone, just when it's on CarPlay. We don't have time before the app release to implement the same functionality on our CarPlay app. I haven't found any reliable way to detect if the widget is running in the CarPlay location versus the iPhone home screen.
Thanks in advance for any assistance.
previously, setting accessoryImage would display the image on the far right. Now, it appears right next to the detailText, and the image is extremely small. I am already using the latest beta, but the problem still exists.
I am using CPNavigationAlert and am getting a specific name for the title, so I do not have more than one variant. Sometimes, the variant title is longer, which for some reason makes the image very small.
I have tried to make sure to keep displayScale in mind:
let maximumImageSize = CPListItem.maximumImageSize
let displayScale = self.interfaceController?.carTraitCollection.displayScale ?? 2
let imageSize = CGSizeMake(maximumImageSize.width * displayScale, maximumImageSize.width * displayScale)
let image = CarPlayMapUtility().getIconAlertImage(item: item, frame: imageSize)
If the titleVariants is shorter, the image is displayed corrected. If it is longer, the image might be extremely small or not shown at all. Is this expected?
Hey,
After installing iOS 26 public beta, when using carplay on an aftermarket head unit resolution looks too small. I know it has to with smart zoom setting and disabling it fixes.
The problem is that it comes enabled by default with the beta but i can’t disable it. Not because of the small screen but the iPhone can’t handle the high resolution rendering when going on settings and crashes.
Does anyone know how to fix this issue? It would be nice if carplay options could be modified from the iPhone directly.
Thank you
hello all,
I am wondering is anyone else having trouble with the bottom half of the 12 inch display screen (vertical) with apple CarPlay? it is unresponsive. when I touch the bottom half, nothing happens. i am not able to change any setting because it requires you to touch the bottom half of the display.
Both Apple and third-party apps in CarPlay are not displaying properly after updating to iOS 26 public beta two. I submitted feedback, wondering if anybody else had this problem and have solved it. The only apps that appear to be working normally are map apps like Apple Maps, Google Maps and Waze. The others show only background, but if you tap on the touchscreen it will perform an action as if the tile/link is there, but invisible
I have my app configured as a Driving Task app with the entitlement and provisioning profile correctly set up. I am also requesting the ".carPlay" notification authorization option and setting up the carplay notification category with the ".allowInCarPlay" category, both without error.
When testing with the iPhone and carplay simulators the user notifications I send are appearing on the phone but not in carplay.
When I check the notification settings with UNUserNotificationCenter.current().getNotificationSettings() I see that carplay is shown to be not supported ("carPlaySetting: NotSupported").
The CarPlay Developer Guide 2025-06-09 (which is the version currently referenced in the Apple docs) states that "Starting in iOS 18.4, notifications are also supported in CarPlay driving task apps".
Has this discrepancy been addressed anywhere, or is this an open issue?
My software versions:
MacOS: Sequoia 15.6
XCode: 16.4
iPhone Simulator: iPhone 16 with iOS 18.6
We've been trying to get the CarPlay Navigation Entitlement for a couple years now without much luck.
Did you have a similar experience? How did you succeed getting the entitlement?
Part of the form requires us to submit Screenshots. Did you provide screenshots of your on-device experience or wireframe for CarPlay?
How was your experience?
Hi All,
im working on a project to send a push notification in CarPlay.
Current accepted by apple entitlements is driving.
Are custom actions / buttons allowed/supported in CarPlay notifications?
Topic:
App & System Services
SubTopic:
Notifications
Tags:
CarPlay
Notification Center
User Notifications
Hi all — I wanted to share an idea I recently submitted through Feedback Assistant that I think could improve safety and usability for drivers using CarPlay:
Add an option to overlay live weather radar (rain, snow, storms, etc.) directly onto CarPlay Maps while navigating. Similar to how traffic conditions are shown now, this would allow drivers to visually track incoming weather in real time without switching apps or relying on separate devices.
Why this matters:
• Enhances driver safety by increasing situational awareness
• Helps with trip planning and route adjustments around severe weather
• Reduces distractions by integrating everything into one screen
• Useful for everyday drivers, long-haul travelers, and first responders
I submitted this via Feedback Assistant, but I’d love to know what others think. If you also see value in this feature, consider submitting your own version via Feedback Assistant so Apple sees there’s interest.
Let’s push for smarter, safer navigation — thanks for reading!
Hi,I applied for the COMMUNICATION capability, but have a message that I already have the driving task app entitlement.
After that ,I have applied one more time ,there is no reply anymore.
I do not have the com.apple.developer.carplay-communication capability, that means I can not apply this capability?
What should i do next to get this capatibility?
Thanks
In my navigation CarPlay app I am needing to capture voice input and process that into text. Is there a built in way to do this in CarPlay?
I did not find one, so I used the following, but I am running into issues where the AVAudioSession will throw an error when I am trying to set active to false after I have captured the audio.
public func startRecording(completionHandler: @escaping (_ completion: String?) -> ()) throws {
// Cancel the previous task if it's running.
if let recognitionTask = self.recognitionTask {
recognitionTask.cancel()
self.recognitionTask = nil
}
// Configure the audio session for the app.
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(.record, mode: .default, options: [.duckOthers, .interruptSpokenAudioAndMixWithOthers])
try audioSession.setActive(true, options: .notifyOthersOnDeactivation)
let inputNode = self.audioEngine.inputNode
// Create and configure the speech recognition request.
self.recognitionRequest = SFSpeechAudioBufferRecognitionRequest()
guard let recognitionRequest = self.recognitionRequest else { fatalError("Unable to created a SFSpeechAudioBufferRecognitionRequest object") }
recognitionRequest.shouldReportPartialResults = true
// Keep speech recognition data on device
recognitionRequest.requiresOnDeviceRecognition = true
// Create a recognition task for the speech recognition session.
// Keep a reference to the task so that it can be canceled.
self.recognitionTask = self.speechRecognizer.recognitionTask(with: recognitionRequest) { result, error in
var isFinal = false
if let result = result {
// Update the text view with the results.
let textResult = result.bestTranscription.formattedString
isFinal = result.isFinal
let confidence = result.bestTranscription.segments[0].confidence
if confidence > 0.0 {
isFinal = true
completionHandler(textResult)
}
}
if error != nil || isFinal {
// Stop recognizing speech if there is a problem.
self.audioEngine.stop()
do {
try audioSession.setActive(false, options: .notifyOthersOnDeactivation)
} catch {
print(error)
}
inputNode.removeTap(onBus: 0)
self.recognitionRequest = nil
self.recognitionTask = nil
if error != nil {
completionHandler(nil)
}
}
}
// Configure the microphone input.
let recordingFormat = inputNode.outputFormat(forBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 1024, format: recordingFormat) { (buffer: AVAudioPCMBuffer, when: AVAudioTime) in
self.recognitionRequest?.append(buffer)
}
self.audioEngine.prepare()
try self.audioEngine.start()
}
Again, is there a build-in method to capture audio in CarPlay? If not, why would the AVAudioSession throw this error?
Error Domain=NSOSStatusErrorDomain Code=560030580 "Session deactivation failed" UserInfo={NSLocalizedDescription=Session deactivation failed}