Dear Apple Customer Support,
I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled).
In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked:
“Update the Info.plist: Support for all orientations will soon be required.”
Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements?
Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used?
Thank you,
Interface Builder
RSS for tagBuild interfaces for applications without writing code using Interface Builder, an editor within Xcode.
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How to change the image launch screen using story to show picture display in rotated view when ipad in portrait orientation ?
Current launch screen
-Image Portrait Orientation
-Image Landscape Orientation
-Info Setting
Expected launch screen as below (Not Working)
-Expected Launch Screen
I have uploaded the entire sample source here
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Interface Builder
Xcode
SwiftUI
I would love to partake in beta testing and reporting issues and bugs! Let me know what you got
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Interface Builder
Extensions
App Store
With Xcode 14, the device selection on the bottom of the storyboard canvas has changed, and the iPhone 12 and 13 mini screens are no longer there, as well as there only being one model of iPad. Is there a way to add more devices to this section?
I have simulators installed for these devices, and this is the way I've been checking compatibility so far, but this is not sustainable.
I appreciate any help that you can give me.
Hello,
I'm encountering a persistent issue when building my project with Xcode 26 and iOS 26. The console shows errors related to font file references that don't actually exist in my project.
GSFont: file doesn't exist - "file:///private/var/containers/Bundle/Application/...../HiraginoKakuGothic.ttc"
After investigation, I found that the issue originates from XIB files incorrectly referencing HiraginoKakuGothic.ttc:
<customFonts key="customFonts">
<array key="HiraginoKakuGothic.ttc">
<string>HiraginoSans-W3</string>
</array>
</customFonts>
The problem appears to be triggered when setting UILabel fonts to "ヒラギノ角ゴシック W3 16.0" in Interface Builder, which causes the XIB to reference HiraginoKakuGothic.ttc.
Interestingly, when I create a new project and use the same fonts ("ヒラギノ角ゴシック W3 16.0"), it does NOT automatically reference HiraginoKakuGothic.ttc.
Here's what I've tried:
①Changed both UILabels' fonts to system font
②Verified in XIB Source Code that the .ttc references were gone
③Cleaned Build Folder
④Cleared DerivedData
⑤Restarted Xcode
⑥Set the labels back to "ヒラギノ角ゴシック W3 16.0"
⑦Checked XIB Source Code again - the non-existent .ttc references reappeared
Even if I manually remove the customFonts references from the source code, they get regenerated as soon as I make any font changes in Interface Builder.
I've also noticed that Xcode 16.1 has the same underlying issue, though it doesn't produce the console errors that Xcode 26 does.
This seems to be a long-standing XIB issue, possibly related to reference caching. While new projects aren't affected, existing projects continue to maintain these incorrect references.
My questions:
How can I permanently resolve this issue in my existing project?
What's the potential impact of these incorrect font references?
Is there a way to clean up these cached references without affecting the rest of the project?
Any insights or workarounds would be greatly appreciated.
Thank you.
After updating to Xcode 26 my XCUITests are now failing as during execution exceptions are being raised and caught by my catch all breakpoint
These exceptions are only raised during testing, and seem to be referencing some private internal property. It happens when trying to tap a button based off an accessibilityIdentifier
e.g.
accessibilityIdentifier = "tertiary-button"
...
...
app.buttons["tertiary-button"].tap()
The full error is:
Thread 1: "[<UIKit.ButtonBarButtonVisualProvider 0x600003b4aa00> valueForUndefinedKey:]: this class is not key value coding-compliant for the key _titleButton."
Anyone found any workarounds or solutions? I need to get my tests running on the liquid glass UI
I am using Button in my app, is push button and style is Momentary push in and bordered, added image icon on it also
bottom shows with image with white background , like below
But in Tahoe OS, it shows without white background(almost like border less)
Do I need to change button style?
Hi everyone, (you can answer in french)
I’m french-rookie in xcode, and I have a problem:
I’m trying to choice my custom font to add it in my Main.storyboard button, but it not works.
I have my « Font provided by application » line in my Info.plist, with the name of my font in [0]
(See images below)
When I’m on storyboard button, I chose « custom » in font selector, then display font list but my custom font doesn’t appear.
I already tried to install the font in my mac, but still stucked, nothing change 😭
Could you help me please?
Thanks a lot
(I specify that I scrupulously followed the way of doing explained on the Apple official page:
Adding a Custom Font to Your App )
Using a storyboard, I created a UIView containing an UIImageView and a UILabel, that I dragged into the navigation bar of one of my viewControllers. In my viewDidLoad I transform the view to move it down past the bounds of the navigation bar so its hidden initially
navBarMiddleView.transform = .init(translationX: 0, y: 50)
Then as the screen scrolls, I slowly move it up so it slides back into the middle of the navigationBar
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let padding: CGFloat = 70
let adjustedOffset = (scrollView.contentOffset.y - padding)
navBarMiddleView.transform = .init(translationX: 0, y: max(0, (50 - adjustedOffset)))
}
(The content is displayed in a collectionView cell as large content initially, and I want it to remain visible as the user scrolls down. So a mini view of the same data is moved up into the navigationBar)
With iOS 26 the navigationBar is applying a blur effect to this view, even when its outside the bounds of the navigationBar, meaning the content its hovering on top of is slightly obscured. I don't know why this blur is being added, how do I remove it?
I've tried the following based on recommendations from chatGPT but none have worked
self.navigationController?.navigationBar.clipsToBounds = true
self.navBarMiddleView.layer.allowsGroupOpacity = false
self.navBarMiddleView.backgroundColor = .clear
self.navBarMiddleView.isOpaque = true
self.navBarMiddleView.layer.isOpaque = true
I have my navigation bar setup with this appearence already:
let navigationBarAppearance = UINavigationBarAppearance()
navigationBarAppearance.configureWithOpaqueBackground()
navigationBarAppearance.backgroundEffect = nil
navigationBarAppearance.backgroundColor = UIColor.clear
navigationBarAppearance.shadowColor = .clear
navigationBarAppearance.titleTextAttributes = [
NSAttributedString.Key.foregroundColor: UIColor.colorNamed("Txt2"),
NSAttributedString.Key.font: UIFont.custom(ofType: .bold, andSize: 20)
]
UINavigationBar.appearance().standardAppearance = navigationBarAppearance
UINavigationBar.appearance().compactAppearance = navigationBarAppearance
UINavigationBar.appearance().scrollEdgeAppearance = navigationBarAppearance
Xcode 26 Beta 5 XIB Compiler outputs NIBs with dependency on class that isn't available pre-macOS 26
When Xcode 26 Beta 5 compiles my XIBs into NIBs, it spits out a dependency on a class that isn't available pre-macOS 26, named _TtCC6AppKit14NSScrollPocketP33_EC3F85FAB7755D56E669206D2B17725B12BackdropView.
All XIBs have a deployment target of macOS 12, so in theory this should be avoided. Even if this is a new (internal) class to macOS 26, the dependency is a problem when the developer is asking to deploy to prior versions.
Has anyone else run into this regression? What could possibly be causing the XIB compiler to inject this dependency? The resulting NIBs don't load on anything prior to macOS 26.
Hi All,
I'm new to IOS development/Xcode and would appreciate any/all advice/guidance on this unexplainable issue. Please excuse my potential usage of wrong terms.
I have a project that was handed to me in a near completed state and there is a UI bug in the program that I am trying to fix. It is opening multiple instances of a View Controller Scene in the wrong dimensions, causing instanced layers that act independently of each other rather than a simple "page re-routing" like regular front end development.
Upon investigating the codebase I have noticed the following potential source:
The storyboard was originally modeled after an IPhone 16 Pro Max, however the main device we will be creating the app for is an iPad 11 mini. Upon changing the simulated device, the view models for most of my XXXViewControllerScenes are not rendering the correct size.
Here are some examples:
Image1 ) When selecting the RootNavController (scene 1) > all storyboard scenes render the correct size (at least thats what it visually looks like). When clicking on the "Type Select View Controller" or the View within the "Type Select View Controller Scene" (scene 2) the view models remain the correct size.
Image2) However when clicking into the View for "Order Start View Controller Scene" - this causes the View and SafeArea renders for all scenes(except the RootNav)to shrink and not be the correct size equal to the simulated device:
This also persists, where previosly my Scene 2 which was the correct size, is now the incorrect size no matter what I do. The only way I have found to work around this is to re-select my RootNavController to render all scenes the proper size, then individually click the components I'm trying to edit in the Document Outline panel and tweak them manually on the Attribute Editor. Not to mention this makes setting constraints extremely hard as the elements render "off screen"
What I have checked so far:
Ensure all my ViewControllerScene's Attribute Editor > Simulated Metric > Size = Inferred
Unchecked "Use Preferred Explicit Size" for all ViewControllerScene's Attribute Editor > Simulated Metric > Content Size - 1 thing to note here is some of them have a set size of 744x1133 (when they render the full size) but it changes to 580x640 (when it shrinks) even though the option is UNCHECKED?
Circling back to the UI Bug in my app, when I segue to the next Scene, the pages end up loading in the shrinked dimension.
Please help me identify what is causing this issue and how to fix it or refer me to some guides that can assist.
One of the bar button items of my bottom toolbar needs to be a custom view., and I’m trying hard to get it to behave like the proper bar button items when it comes to Liquid Glass and matching the appearance of all the other bar button items on my toolbar. I’ve tried many variations of embedding custom views within visual effect views, and this comes closest.
I inited a UIBarButtonItem with a custom UIView like you’re supposed to, and then I placed a UIVisualEffectView with Vibrancy within that, so that I could place a UIImageView inside it and the UIImageView would respect the adaptive color changing that comes with being within a Liquid Glass bar button item. I’ve made sure that the UIImageView is using an SF Symbol and a rendering mode of .alwaysTemplate, and that the .tintColor is set to .label, to ensure that I’m not overriding any Liquid Glass rendering.
Below, you can see the bar button item with my custom view on the left, and a native Bar Button Item with the same SF symbol on the right, in several scenarios. It gets part of the way there there: against light backgrounds the image view turns black like it should. But against darker backgrounds, instead of turning white, the symbol has an additional vibrancy that comes close to the right white look against certain grays, but then is obviously too translucent against black.
The symbol is still visible/experiencing some vibrancy, so I assume it might be some configuration of the UIImageView within the Vibrancy that can correct the behavior to match the images in the native bar button items in all conditions. Anyone got thoughts on what the missing piece might be?
I'm running into a persistent problem with the iOS 18.5 simulator in Xcode 26 beta 2. I have built a very simple test app with a storyboard that includes only a toolbar added to the ViewController scene in the storyboard. The test app runs fine in iOS 26 simulators.When I try to run it in the iOS 18.5 simulator for iPhone Pro or iPad (16), it fails while unarchiving the storyboard (as far as I can tell) with this error message in the Xcode console:
*** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView because no class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)'
terminating due to uncaught exception of type NSException
CoreSimulator 1043 - Device: iPad (A16) (3E70E25F-8434-4541-960D-1B58EB4037F3) - Runtime: iOS 18.5 (22F77) - DeviceType: iPad (A16)
I'd love a simple workaround for this.
In the last three betas of Xcode 26, opening XIB files that rely on the older struts-and-springs setup (rather than Auto Layout) has exposed a new problem: Xcode 26 ignore the difference between a view’s frame and alignment rectangle.
If you had arranged views using their frame rectangle (the default for the old method) this causes two problems:
All UI widgets are both larger and no longer aligned.
Switching between frame and alignment rectangles while configuring any NSView (through the inspector setting) has no effect.
Is anyone else seeing this? It’s one thing to convert a few smaller views to Auto-layout (its reliance on alignment rectangles makes it immune to the "death" of frame rectangle-based layout) it is a rather different task to re-layout thousands of UI widgets as a result of this one bug.
Filed as FB18835363
I have a macOS app running on macOS 14 and above. I have added some NSMenuItems to the main menu in the Storyboard.
How do I add icons to these menu items so that they appear only in macOS 26?
I noticed that the "Show Library" button in interface builder is missing. How do we add view elements? Is there a new feature I'm not aware of?
Hi Apple Developer Team,
I'm encountering a regression in iOS 18 related to the Picture-in-Picture (PiP) feature when using custom views.
In previous versions of iOS (up to iOS 17), it's possible to show a custom UIView inside the PiP window — for example, a UILabel, UITableView, or other standard UI elements. This works well even when switching between apps.
However, in iOS 18 (tested on the developer beta), there's an issue:
If App A starts PiP mode and displays a custom view, and then the user switches to App B and starts a video call (e.g., using FaceTime or another VoIP app), all the custom views in the PiP window suddenly disappear. The PiP window itself remains, but its contents are empty. This behavior did not occur in earlier iOS versions.
Steps to reproduce:
In App A, start Picture-in-Picture with a custom UIView added to the PiP window.
Switch to App B and initiate a video call (e.g., FaceTime).
Observe the PiP window — the custom view is no longer visible.
This issue breaks UI functionality that previously worked and may impact apps that rely on interactive or dynamic content in PiP.
Is this a known issue in iOS 18, or is this behavior change intentional? Any suggested workarounds or updates?
Thanks in advance for your support.
I'm trying to update one of my apps to the new Liquid Glass effects using Xcode 26. Came across a weird issue in that I reproduced in an empty project on its own with a storyboard with a single segmented control on the initial viewController
I have a UISegmentedControl with 3 options. If I click index 2, while index 0 is selected, everything works as normal
However if I select index 1, and then index 2, it jumps back to index 0 instead of selecting 2. All the events fire as though I tapped index 0
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added.
kindly consider this request !!!!