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Posts under Design tag

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Design-Copycats Rejection
Hi, since last month, I’ve been trying to publish my new game "Fractured Lands: Adventure RPG". Me and the marketing team with which I work believe that this game is unique and has strong potential. But unfortunately, the game is not being accepted on the App Store due to a Design - Copycats issue related to guideline 4.1, and now the verification times are taking more than a week. I’ve tried everything to resolve the problem by changing the screenshots, description, keywords, game name, icons, and even all metadata that could cause issues in the build like the trees/rocks models and all textures. But nothing seems to work. I keep receiving the same rejection after several days of waiting. Here is the full message: Guideline 4.1(a) - Design - Copycats Issue Description The app still contains third-party content similar to a popular app or game already available on the App Store, from a developer's website or distribution source, or from a third-party platform. This creates a misleading association with another developer's app or intellectual property. Specifically, the app includes references to Minecraft. Also I've already tried contacting the Apple Review Team with no responses yet since 30 September. I don't know what to do and I would need help. Thank you
2
0
143
1d
Swipe to go back still broken with Zoom navigation transition.
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue. Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
12
4
3.4k
5d
Time-Sensitive: iPhone Duo Launch — Design Guidance for App Store Featuring Assets and Multitasking Presentation
Hello Apple Design Team, I’m an independent AI engineer with a strong background in product design, preparing to bring a new AI-powered application to market alongside a major iOS update featuring native support for iPhone Duo. With launch approaching, I’m looking for guidance on how developers should visually communicate Duo-specific experiences, particularly when preparing App Store screenshots, promotional assets, and featuring nominations. Specifically, are there examples, templates, or recommended approaches for presenting: Multitasking: Two* applications working side by side. Paired apps: Demonstrating workflows between complementary applications. Folded states: Communicating how an application adapts to different device configurations. Screenshot composition: Are larger developers using headlines, explanatory text, and custom layouts within their Duo screenshots, or are they primarily submitting unmodified simulator captures and device renders? App Store featuring: What types of visual assets best communicate Duo-specific functionality in featuring nominations? As an independent developer, I have very few public references for how larger development teams are preparing their launch materials. I’m particularly interested in understanding what Apple Design considers a strong visual demonstration of Duo integration, beyond simply showing an application running on the device. For example, should screenshots emphasize the actual interface and system multitasking experience, or is it appropriate to incorporate marketing headlines and supporting visual elements to explain the workflow? Are there recommended assets, design guidelines, templates, or examples that independent developers can reference before submitting their updates and featuring nominations? This is time-sensitive given the upcoming launch and associated submission deadlines. Any guidance would be greatly appreciated. Thank you for supporting the independent developer community.
Topic: Design SubTopic: General Tags:
3
0
2.7k
6d
Apple HomeView
With Apple HomeView announced today, is there any developer guidance on designing and optimizing existing iOS applications for the new platform? Very cool product!
Topic: Design SubTopic: General Tags:
2
2
2.1k
1w
SwiftUI design options needed
OK, I'm going to try SwiftUI one more time. Every other time I've tried it I've run into major blockages that prevented it from being usable. So far I've code up this basic design (see screenshot at end). It's a common thing: Filters in the left sidebar, filtered assets in the center list (ignore the temp IDs for debugging purposes), and a detail view of the selected asset on the right. I have no part of the filters figured out yet, so I wouldn't mind getting advice of how to use that to filter the SwiftData. It's currently just using the common @Query to get all the items into a var of the main ContentView. As for the asset list and detail view, my current layout works, but the detail only shows for the first item clicked. Rather than show my SwiftUI code, it might be best to just ask for expert opinions about what is the right way to achieve this design. I want it to run on macOS and iOS. The details field all need to be editable. I'm currently doing this by declaring a struct as such: struct TitledField:View { let title:String; @Binding var value:String; var body:some View { LabeledContent("\(self.title):") { TextField(self.title, text:$value) .labelsHidden(); } } }
2
0
387
1w
Spam Rejection Flutter VPN App
Hi! I’ve just received my seventh rejection for the exact same reason — Guideline 4.3(a) (Spam) — with no real hope of moving forward. I have been developing a free cross-platform VPN app using Flutter since May 12, 2026, continuously adding new features and refining the codebase. Although the iOS version currently boasts the most extensive functionality, it is still insufficient to successfully pass the review process. Before the last submission, I had a review call with an Apple representative who told me the key issue was "code similarity". I spent time improving the Xray VPN core and optimizing traffic routing. Then, after making minor UI tweaks and leaving the description virtually unchanged, I submitted a new version — only to be rejected again. Honestly, I’m at a loss as to what the problem could be. The app features a well-crafted, proprietary codebase and unique functionality that I haven't seen anywhere else, despite extensive research. Recent iterations have added: A modular configuration builder for VLESS/VMess/Trojan/Shadowsocks protocols that flags user errors during key creation, suggests options, and pings the specified address; VPN usage statistics — broken down by hour, data saved, and frequently visited resources (data is collected only with user consent and deleted upon request); Data usage display aligned with the imported subscription. Could the issue stem from the nature of a cross-platform Flutter app built for iOS? Is it possible that the default codebase simply cannot achieve the level of uniqueness Apple demands? I’m starting to lose hope that publishing a Flutter VPN app is even possible. It feels like the App Store simply doesn't approve apps of this type anymore, regardless of their functionality. Please share your experience in resolving issues like this — specifically, how you managed to pass the review after a "Spam 4.3(a)" rejection? Perhaps someone has also submitted a Flutter VPN app based on Xray Core for review? External TestFlight link from the 6th submission: https://testflight.apple.com/join/cp7a1yMC. To have full access to app, paste key on the initial screen: https://kuzya.fit/sub/oyFnd_p3C0q4u0w4
1
0
189
1w
How can I start developing my first game with Xcode and Reality Composer Pro on my own? 🎛️
Hello everyone!! 😊🤗 I'm starting to learn development for Apple platforms and I'd like to ask for some guidance on how to get started. My goal is to gradually develop my own video game using Xcode and Reality Composer Pro. The idea is to create an educational game with 3D environments and elements, so I also want to learn programming, experience design, and 3D content creation as I progress ⭐️ At the moment, I don't have much money to afford to hire developers to mentor me or take expensive courses 😔( My mother is sick and all our resources and budget are focused on her and her treatment. ) but I do have something I think is very important: a strong desire to learn, time, and the willingness to study and practice. I don't expect someone else to do the project for me; I want to learn how to build it myself. My main question is: where should I begin? I already have experience playing Swift Playgrounds, and I find it fascinating 🤩 but I'm looking for the next step: I'd like to know what Apple concepts, courses, documentation, or resources you would recommend I study first to learn how to use Xcode and Reality Composer Pro correctly, especially with the Apple Developer tutorials. Which videos specifically do you recommend I study? If anyone started in a similar way or has experience developing apps or games with these tools, I would greatly appreciate any advice on a learning path. Thank you so much for taking the time to read this and for any guidance you can give me! You truly don't know what this means to me. Thank you so much. 🙏🚀
2
0
908
1w
I need a iOS dev team for
A Apple Music application model that I submitted for this project account, was accepted, but I’m not a developer or designer. I am a musician/ producer. This will be an exclusive Apple ONLY app. due to the actual features. IOS, MacOS drivers, DAW, wallet, graphics, NFT’s. designer developers, if you love building master code LETS GO….
1
0
148
1w
iPhone Duo - globe button appeared in RC 1 - intended change or bug?
In Xcode 27.1 RC 1 the native keyboard layout has been changed and now it shows the globe button. It looks like a bug but I'm not sure. Is the keyboard going to display the globe button in the final release? On top of that, the keyboard extension tells not to show its own globe button, so it's another point confirming that this is RC 1 regression bug. Xcode 27.1 Beta 1: Xcode 27.1 RC 1:
3
0
946
2w
Dismiss/Close button - leading or trailing edge?
What is the recommended position of the "X" button dismissing a modal sheet on iOS? When we have "X" and "✓" the case is easy, but what if we just have "X" button? For example, on a "What's New" screen. I found guidelines here: https://developer.apple.com/design/human-interface-guidelines/sheets Based on resizable sheets presented there, the "X" button should be on leading edge. However, iOS is inconsistent and sometimes it presents the button on the leading edge and sometimes on the trailing edge. How do you approach it? Do you prefer having it on the leading or trailing edge? SwiftUI provides ToolbarItem(placement: .cancellationAction) , but it doesn't feel like the right placement. cancellationAction sounds like something for actionable sheets when we have something to be cancelled. I'm missing placement: .dismiss :).
1
0
1.4k
2w
Screen Layout and Camera Rotation Behavior on iPhone Duo - Does Build Environment Matter?
I'm developing with the following setup: Xcode 26.2 Minimum Deployment Target: iOS 15.0 Currently using AppDelegate only I have three questions: Screen Display on iPhone Duo From what I understand, when an app built with this configuration runs on iPhone Duo, the content appears in the center area while both sides show vertical empty bars. Does this layout stay the same when the device is rotated? Camera Rotation Behavior When I open the camera and rotate the device, does the camera view automatically rotate to match the device's rotation direction? UI Rendering Differences Between Xcode Versions If I build the same app with Xcode 27 and Xcode 26, and then install both versions on the same devices (regular iPhone and iPhone Duo), are there any differences in how the UI is drawn? If there are differences, does this mean the UI rendering follows the build environment (Xcode version) rather than the runtime environment?
0
0
169
3w
FALSE SPAM CLAIM: Spam Flag After Apple Confirmed Our App Was NOT Spam
We need Apple to urgently remove the spam flag on our app. This is not a request for another generic explanation of the rejection. We previously had a Webex meeting with Ewelina from Apple, during which we explained the app, its purpose, and the changes made in response to the prior rejection. We were explicitly told that our app is not spam, (and was never a spam) that the issue would be addressed, and that we could confidently resubmit the app. We relied on that assurance and resubmitted. Yet we received the same spam rejection again. This is causing immediate and substantial financial harm. We are already paying commitments to Plaid and Checkbook, fees to other providers, and salaries to employees who cannot perform the work they were hired to do while our app remains blocked. These costs continue every day without a launch, and our company is facing significant financial distress. We have had to cancel our launch event three times. The third cancellation followed this latest rejection, after Apple told us we could confidently resubmit. We made financial and operational decisions based on that guidance. Please urgently escalate this to someone who can review the Webex meeting with Ewelina, remove the spam designation, and ensure our app is not rejected again on the same basis Apple already told us did not apply. We need a concrete resolution now. We cannot keep paying providers and employees, cancelling launch plans, and absorbing losses because the same flag continues to be applied. If anyone here has experienced the same situation or knows how to get this escalated to someone who can resolve it, we would be extremely grateful for your help.
0
0
275
3w
Widget color looks dull / washed out
Hi, Problem I have a widget which displays a bright red. When I display the same view inside the app, the red is bright. However when I use the same view on the widget, the color looks a bit dull. Note: Widget Style: Default (Always) It is the same dull red when in focus and when not in focus This happens on iOS (device and simulator) and macOS Questions How can I fix it on the widget? Does widget support Display P3 colors? Any help on this would be much appreciated.
0
0
564
Sep ’26
iPhone 18 Pro Lock Screen controls change appearance after saving an unchanged wallpaper
On iPhone 18 Pro, the Now Playing panel and bottom Lock Screen controls can use different material opacity and foreground colors for the same wallpaper and settings. The final appearance depends on the preceding wallpaper-editing sequence. Environment Device: iPhone 18 Pro iOS: 27.2 beta (24B5084k) Liquid Glass: Clear / most transparent setting Wallpaper: Built-in iPhone 18 Pro wallpaper collection Variants tested: Silver and Black within the same saved wallpaper configuration Feedback Assistant: FB24866793 Two observed appearance states For clarity, I use the following labels: Higher-opacity state (S_s): The Now Playing panel and bottom buttons have a light or gray, relatively solid fill with dark foreground icons. Translucent state (S_t): The same elements are more transparent and use light foreground icons. In Sleep mode, they darken and blend into the background more naturally. No Liquid Glass setting is changed during the following sequence. Shortest reproduction sequence 1. Change Silver to Black Start with the Silver variant displaying the higher-opacity state (Silver S_s). Open the Lock Screen wallpaper carousel, tap Customize, change Silver to Black within the same iPhone 18 Pro wallpaper configuration, tap Done, and exit the carousel. Observed result: Black retains the higher-opacity state (Black S_s). 2. Save Black without changing it Reopen the same Black wallpaper in Customize, make no changes, tap Done, and exit. Observed result: Black changes to the translucent state (Black S_t). 3. Change Black back to Silver Reopen Customize, change Black back to Silver, tap Done, and exit. Observed result: Silver retains the translucent state (Silver S_t). 4. Save Silver without changing it Reopen the same Silver wallpaper in Customize, make no changes, tap Done, and exit. Observed result: Silver changes back to the higher-opacity state (Silver S_s). The complete sequence is therefore: Silver S_s → Black S_s → Black S_t → Silver S_t → Silver S_s The two actual appearance changes occur after reopening Customize and saving without changing the selected wallpaper. Actual result When switching between Silver and Black inside the same saved wallpaper configuration, the existing material state can be preserved even though the new wallpaper has a different brightness. Reopening the configuration and saving it without making a change can then alter: Now Playing panel opacity Notification material appearance Bottom shortcut-button opacity Foreground or icon colors As a result, the exact same Silver or Black wallpaper can appear in either state solely because of the preceding editing history. Expected result The material opacity and foreground colors should be determined consistently from the currently selected wallpaper and the Liquid Glass setting. Switching between Silver and Black should update the appearance immediately if different treatments are intended for them. Saving an unchanged wallpaper should not alter the Lock Screen appearance. Sleep mode impact The issue is especially noticeable in Sleep mode. In the higher-opacity state, the Now Playing panel and bottom buttons remain conspicuous gray elements against the darkened Lock Screen. In the translucent state, the same controls darken and integrate with the background. Supporting evidence The corresponding Feedback Assistant report, FB24866793, includes: A screen recording of the complete sequence in normal mode A screen recording of the same sequence in Sleep mode A detailed PDF report containing screenshots, terminology, additional observations, and reproduction paths Both recordings show the following sequence: Silver S_s → Black S_s → Black S_t → Silver S_t → Silver S_s The recordings and PDF cannot be attached directly to this Developer Forums post, but they are available to Apple through the Feedback Assistant report. Request for confirmation Could anyone else with an iPhone 18 Pro test this sequence on the same iOS build? If you can reproduce it, please consider filing a separate Feedback Assistant report and referencing FB24866793.
0
0
1k
Sep ’26
Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
6
0
1.6k
Sep ’26
Design-Copycats Rejection
Hi, since last month, I’ve been trying to publish my new game "Fractured Lands: Adventure RPG". Me and the marketing team with which I work believe that this game is unique and has strong potential. But unfortunately, the game is not being accepted on the App Store due to a Design - Copycats issue related to guideline 4.1, and now the verification times are taking more than a week. I’ve tried everything to resolve the problem by changing the screenshots, description, keywords, game name, icons, and even all metadata that could cause issues in the build like the trees/rocks models and all textures. But nothing seems to work. I keep receiving the same rejection after several days of waiting. Here is the full message: Guideline 4.1(a) - Design - Copycats Issue Description The app still contains third-party content similar to a popular app or game already available on the App Store, from a developer's website or distribution source, or from a third-party platform. This creates a misleading association with another developer's app or intellectual property. Specifically, the app includes references to Minecraft. Also I've already tried contacting the Apple Review Team with no responses yet since 30 September. I don't know what to do and I would need help. Thank you
Replies
2
Boosts
0
Views
143
Activity
1d
Swipe to go back still broken with Zoom navigation transition.
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue. Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
Replies
12
Boosts
4
Views
3.4k
Activity
5d
Time-Sensitive: iPhone Duo Launch — Design Guidance for App Store Featuring Assets and Multitasking Presentation
Hello Apple Design Team, I’m an independent AI engineer with a strong background in product design, preparing to bring a new AI-powered application to market alongside a major iOS update featuring native support for iPhone Duo. With launch approaching, I’m looking for guidance on how developers should visually communicate Duo-specific experiences, particularly when preparing App Store screenshots, promotional assets, and featuring nominations. Specifically, are there examples, templates, or recommended approaches for presenting: Multitasking: Two* applications working side by side. Paired apps: Demonstrating workflows between complementary applications. Folded states: Communicating how an application adapts to different device configurations. Screenshot composition: Are larger developers using headlines, explanatory text, and custom layouts within their Duo screenshots, or are they primarily submitting unmodified simulator captures and device renders? App Store featuring: What types of visual assets best communicate Duo-specific functionality in featuring nominations? As an independent developer, I have very few public references for how larger development teams are preparing their launch materials. I’m particularly interested in understanding what Apple Design considers a strong visual demonstration of Duo integration, beyond simply showing an application running on the device. For example, should screenshots emphasize the actual interface and system multitasking experience, or is it appropriate to incorporate marketing headlines and supporting visual elements to explain the workflow? Are there recommended assets, design guidelines, templates, or examples that independent developers can reference before submitting their updates and featuring nominations? This is time-sensitive given the upcoming launch and associated submission deadlines. Any guidance would be greatly appreciated. Thank you for supporting the independent developer community.
Topic: Design SubTopic: General Tags:
Replies
3
Boosts
0
Views
2.7k
Activity
6d
Apple HomeView
With Apple HomeView announced today, is there any developer guidance on designing and optimizing existing iOS applications for the new platform? Very cool product!
Topic: Design SubTopic: General Tags:
Replies
2
Boosts
2
Views
2.1k
Activity
1w
SwiftUI design options needed
OK, I'm going to try SwiftUI one more time. Every other time I've tried it I've run into major blockages that prevented it from being usable. So far I've code up this basic design (see screenshot at end). It's a common thing: Filters in the left sidebar, filtered assets in the center list (ignore the temp IDs for debugging purposes), and a detail view of the selected asset on the right. I have no part of the filters figured out yet, so I wouldn't mind getting advice of how to use that to filter the SwiftData. It's currently just using the common @Query to get all the items into a var of the main ContentView. As for the asset list and detail view, my current layout works, but the detail only shows for the first item clicked. Rather than show my SwiftUI code, it might be best to just ask for expert opinions about what is the right way to achieve this design. I want it to run on macOS and iOS. The details field all need to be editable. I'm currently doing this by declaring a struct as such: struct TitledField:View { let title:String; @Binding var value:String; var body:some View { LabeledContent("\(self.title):") { TextField(self.title, text:$value) .labelsHidden(); } } }
Replies
2
Boosts
0
Views
387
Activity
1w
Spam Rejection Flutter VPN App
Hi! I’ve just received my seventh rejection for the exact same reason — Guideline 4.3(a) (Spam) — with no real hope of moving forward. I have been developing a free cross-platform VPN app using Flutter since May 12, 2026, continuously adding new features and refining the codebase. Although the iOS version currently boasts the most extensive functionality, it is still insufficient to successfully pass the review process. Before the last submission, I had a review call with an Apple representative who told me the key issue was "code similarity". I spent time improving the Xray VPN core and optimizing traffic routing. Then, after making minor UI tweaks and leaving the description virtually unchanged, I submitted a new version — only to be rejected again. Honestly, I’m at a loss as to what the problem could be. The app features a well-crafted, proprietary codebase and unique functionality that I haven't seen anywhere else, despite extensive research. Recent iterations have added: A modular configuration builder for VLESS/VMess/Trojan/Shadowsocks protocols that flags user errors during key creation, suggests options, and pings the specified address; VPN usage statistics — broken down by hour, data saved, and frequently visited resources (data is collected only with user consent and deleted upon request); Data usage display aligned with the imported subscription. Could the issue stem from the nature of a cross-platform Flutter app built for iOS? Is it possible that the default codebase simply cannot achieve the level of uniqueness Apple demands? I’m starting to lose hope that publishing a Flutter VPN app is even possible. It feels like the App Store simply doesn't approve apps of this type anymore, regardless of their functionality. Please share your experience in resolving issues like this — specifically, how you managed to pass the review after a "Spam 4.3(a)" rejection? Perhaps someone has also submitted a Flutter VPN app based on Xray Core for review? External TestFlight link from the 6th submission: https://testflight.apple.com/join/cp7a1yMC. To have full access to app, paste key on the initial screen: https://kuzya.fit/sub/oyFnd_p3C0q4u0w4
Replies
1
Boosts
0
Views
189
Activity
1w
How can I start developing my first game with Xcode and Reality Composer Pro on my own? 🎛️
Hello everyone!! 😊🤗 I'm starting to learn development for Apple platforms and I'd like to ask for some guidance on how to get started. My goal is to gradually develop my own video game using Xcode and Reality Composer Pro. The idea is to create an educational game with 3D environments and elements, so I also want to learn programming, experience design, and 3D content creation as I progress ⭐️ At the moment, I don't have much money to afford to hire developers to mentor me or take expensive courses 😔( My mother is sick and all our resources and budget are focused on her and her treatment. ) but I do have something I think is very important: a strong desire to learn, time, and the willingness to study and practice. I don't expect someone else to do the project for me; I want to learn how to build it myself. My main question is: where should I begin? I already have experience playing Swift Playgrounds, and I find it fascinating 🤩 but I'm looking for the next step: I'd like to know what Apple concepts, courses, documentation, or resources you would recommend I study first to learn how to use Xcode and Reality Composer Pro correctly, especially with the Apple Developer tutorials. Which videos specifically do you recommend I study? If anyone started in a similar way or has experience developing apps or games with these tools, I would greatly appreciate any advice on a learning path. Thank you so much for taking the time to read this and for any guidance you can give me! You truly don't know what this means to me. Thank you so much. 🙏🚀
Replies
2
Boosts
0
Views
908
Activity
1w
I need a iOS dev team for
A Apple Music application model that I submitted for this project account, was accepted, but I’m not a developer or designer. I am a musician/ producer. This will be an exclusive Apple ONLY app. due to the actual features. IOS, MacOS drivers, DAW, wallet, graphics, NFT’s. designer developers, if you love building master code LETS GO….
Replies
1
Boosts
0
Views
148
Activity
1w
iPhone Duo - globe button appeared in RC 1 - intended change or bug?
In Xcode 27.1 RC 1 the native keyboard layout has been changed and now it shows the globe button. It looks like a bug but I'm not sure. Is the keyboard going to display the globe button in the final release? On top of that, the keyboard extension tells not to show its own globe button, so it's another point confirming that this is RC 1 regression bug. Xcode 27.1 Beta 1: Xcode 27.1 RC 1:
Replies
3
Boosts
0
Views
946
Activity
2w
Accent Color is broken in Xcode 27.1 RC 1
In Xcode 27.1 RC 1 there is a regression bug displaying incorrect accent color across the app. It worked correctly in Xcode 27.1 Beta 1. It affects borderPromintent top bar buttons and tab bars: https://x.com/kulik_wojciech/status/2107252543709692166?s=20 I already reported it as a bug: FB25074768
Replies
4
Boosts
0
Views
284
Activity
2w
Dismiss/Close button - leading or trailing edge?
What is the recommended position of the "X" button dismissing a modal sheet on iOS? When we have "X" and "✓" the case is easy, but what if we just have "X" button? For example, on a "What's New" screen. I found guidelines here: https://developer.apple.com/design/human-interface-guidelines/sheets Based on resizable sheets presented there, the "X" button should be on leading edge. However, iOS is inconsistent and sometimes it presents the button on the leading edge and sometimes on the trailing edge. How do you approach it? Do you prefer having it on the leading or trailing edge? SwiftUI provides ToolbarItem(placement: .cancellationAction) , but it doesn't feel like the right placement. cancellationAction sounds like something for actionable sheets when we have something to be cancelled. I'm missing placement: .dismiss :).
Replies
1
Boosts
0
Views
1.4k
Activity
2w
Screen Layout and Camera Rotation Behavior on iPhone Duo - Does Build Environment Matter?
I'm developing with the following setup: Xcode 26.2 Minimum Deployment Target: iOS 15.0 Currently using AppDelegate only I have three questions: Screen Display on iPhone Duo From what I understand, when an app built with this configuration runs on iPhone Duo, the content appears in the center area while both sides show vertical empty bars. Does this layout stay the same when the device is rotated? Camera Rotation Behavior When I open the camera and rotate the device, does the camera view automatically rotate to match the device's rotation direction? UI Rendering Differences Between Xcode Versions If I build the same app with Xcode 27 and Xcode 26, and then install both versions on the same devices (regular iPhone and iPhone Duo), are there any differences in how the UI is drawn? If there are differences, does this mean the UI rendering follows the build environment (Xcode version) rather than the runtime environment?
Replies
0
Boosts
0
Views
169
Activity
3w
FALSE SPAM CLAIM: Spam Flag After Apple Confirmed Our App Was NOT Spam
We need Apple to urgently remove the spam flag on our app. This is not a request for another generic explanation of the rejection. We previously had a Webex meeting with Ewelina from Apple, during which we explained the app, its purpose, and the changes made in response to the prior rejection. We were explicitly told that our app is not spam, (and was never a spam) that the issue would be addressed, and that we could confidently resubmit the app. We relied on that assurance and resubmitted. Yet we received the same spam rejection again. This is causing immediate and substantial financial harm. We are already paying commitments to Plaid and Checkbook, fees to other providers, and salaries to employees who cannot perform the work they were hired to do while our app remains blocked. These costs continue every day without a launch, and our company is facing significant financial distress. We have had to cancel our launch event three times. The third cancellation followed this latest rejection, after Apple told us we could confidently resubmit. We made financial and operational decisions based on that guidance. Please urgently escalate this to someone who can review the Webex meeting with Ewelina, remove the spam designation, and ensure our app is not rejected again on the same basis Apple already told us did not apply. We need a concrete resolution now. We cannot keep paying providers and employees, cancelling launch plans, and absorbing losses because the same flag continues to be applied. If anyone here has experienced the same situation or knows how to get this escalated to someone who can resolve it, we would be extremely grateful for your help.
Replies
0
Boosts
0
Views
275
Activity
3w
My App is in review for too long and I need to publish it before the second week of October. Any help?
I submitted an app and it got rejected under guidelines 4. I then submitted a revised build for it and it's still waiting in review after 48+ hours. I had already applied to the expedited queue since it's a seasonal app meant for the month of October. Is there any way I can get my app reviews done faster?
Replies
1
Boosts
0
Views
197
Activity
4w
Widget color looks dull / washed out
Hi, Problem I have a widget which displays a bright red. When I display the same view inside the app, the red is bright. However when I use the same view on the widget, the color looks a bit dull. Note: Widget Style: Default (Always) It is the same dull red when in focus and when not in focus This happens on iOS (device and simulator) and macOS Questions How can I fix it on the widget? Does widget support Display P3 colors? Any help on this would be much appreciated.
Replies
0
Boosts
0
Views
564
Activity
Sep ’26
iPhone 18 Pro Lock Screen controls change appearance after saving an unchanged wallpaper
On iPhone 18 Pro, the Now Playing panel and bottom Lock Screen controls can use different material opacity and foreground colors for the same wallpaper and settings. The final appearance depends on the preceding wallpaper-editing sequence. Environment Device: iPhone 18 Pro iOS: 27.2 beta (24B5084k) Liquid Glass: Clear / most transparent setting Wallpaper: Built-in iPhone 18 Pro wallpaper collection Variants tested: Silver and Black within the same saved wallpaper configuration Feedback Assistant: FB24866793 Two observed appearance states For clarity, I use the following labels: Higher-opacity state (S_s): The Now Playing panel and bottom buttons have a light or gray, relatively solid fill with dark foreground icons. Translucent state (S_t): The same elements are more transparent and use light foreground icons. In Sleep mode, they darken and blend into the background more naturally. No Liquid Glass setting is changed during the following sequence. Shortest reproduction sequence 1. Change Silver to Black Start with the Silver variant displaying the higher-opacity state (Silver S_s). Open the Lock Screen wallpaper carousel, tap Customize, change Silver to Black within the same iPhone 18 Pro wallpaper configuration, tap Done, and exit the carousel. Observed result: Black retains the higher-opacity state (Black S_s). 2. Save Black without changing it Reopen the same Black wallpaper in Customize, make no changes, tap Done, and exit. Observed result: Black changes to the translucent state (Black S_t). 3. Change Black back to Silver Reopen Customize, change Black back to Silver, tap Done, and exit. Observed result: Silver retains the translucent state (Silver S_t). 4. Save Silver without changing it Reopen the same Silver wallpaper in Customize, make no changes, tap Done, and exit. Observed result: Silver changes back to the higher-opacity state (Silver S_s). The complete sequence is therefore: Silver S_s → Black S_s → Black S_t → Silver S_t → Silver S_s The two actual appearance changes occur after reopening Customize and saving without changing the selected wallpaper. Actual result When switching between Silver and Black inside the same saved wallpaper configuration, the existing material state can be preserved even though the new wallpaper has a different brightness. Reopening the configuration and saving it without making a change can then alter: Now Playing panel opacity Notification material appearance Bottom shortcut-button opacity Foreground or icon colors As a result, the exact same Silver or Black wallpaper can appear in either state solely because of the preceding editing history. Expected result The material opacity and foreground colors should be determined consistently from the currently selected wallpaper and the Liquid Glass setting. Switching between Silver and Black should update the appearance immediately if different treatments are intended for them. Saving an unchanged wallpaper should not alter the Lock Screen appearance. Sleep mode impact The issue is especially noticeable in Sleep mode. In the higher-opacity state, the Now Playing panel and bottom buttons remain conspicuous gray elements against the darkened Lock Screen. In the translucent state, the same controls darken and integrate with the background. Supporting evidence The corresponding Feedback Assistant report, FB24866793, includes: A screen recording of the complete sequence in normal mode A screen recording of the same sequence in Sleep mode A detailed PDF report containing screenshots, terminology, additional observations, and reproduction paths Both recordings show the following sequence: Silver S_s → Black S_s → Black S_t → Silver S_t → Silver S_s The recordings and PDF cannot be attached directly to this Developer Forums post, but they are available to Apple through the Feedback Assistant report. Request for confirmation Could anyone else with an iPhone 18 Pro test this sequence on the same iOS build? If you can reproduce it, please consider filing a separate Feedback Assistant report and referencing FB24866793.
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Sep ’26
Disable automatic Liquid-Glass app icon generation
Hi. On my iOS app, both the app store and the device are making changes to my app icon to make it look more Liquid-Glass. See attached image showing my original icon, and then how it appears on the app store and on devices. There is an added bevel/3d effect. I'd like to not have this happen. Did anybody figure out how to turn this off? So that the icon appears as submitted. I've played around with Icon Composer a bit but haven't managed to turn this off there. And would prefer to just submit the png's. Thank you!
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Sep ’26