iPadOS is the operating system for iPad.

Posts under iPadOS tag

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iPadOS 26.3 Beta 1 RequiresFullScreen Deprecation
Hello everyone, I have an app that is used in the education sector for high stakes assessment testing. I reviewed a lot of the WWDC2025 information in June, however, it seems we missed something critical in the What's new in UIKIt presentation. That would be the deprecation of UIRequiresFullScreen. We currently use this in our app and have been using it since iOS/iPad OS 9 when our app was written. The deprecation of this property has caused some major issues in our layout. Keep in mind we are a hybrid app so our mobile app is self-hosting a fullscreen version of WKWebView under the hood. This is common across assessment developers in the education sector. I removed the property and went through the migration guide (https://developer.apple.com/documentation/technotes/tn3192-migrating-your-app-from-the-deprecated-uirequiresfullscreen-key) and it doesn't appear to be straight forward on how to lock the orientation in landscape. I tried several different approaches: Requesting the screen orientation lock we had issues where if a user launched it in portrait it would be locked to portrait but we would want to update the display to shift it to landscape as a business requirement supporting both landscape right and landscape left. We also tried overriding the method supportedInterfaceOrientations and utilizing the .landscape enum with no success. It fires just fine but nothing takes effect. Backwards compatibility support there is no guidance on backwards compatibility support and Xcode wants us to do an availability check when using some of the new methods for updating geometry. What is the guidance in this case because we support back to iPadOS 16.0 as a business requirement. Can anyone give us some insight as we are current trying to get ahead of this while 26.3 is still in beta as this would affect our customers deeply because of the UI jank we get as a result of this deprecation.
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How to Release an App Using Unlisted App Distribution
Hello, I would like guidance on how to correctly release an app using Unlisted App Distribution. We have an iPad-only app that is intended for a limited and specific audience (not for public discovery on the App Store). We do not want the app to be searchable on the App Store, but only accessible via a direct link shared with approved users. Could you please clarify: The correct steps in App Store Connect to submit and release an app as Unlisted Whether approval for Unlisted App Distribution is required before submission, and how to request it Any specific App Review notes or documentation that should be provided during submission Common reasons apps are rejected for Unlisted App Distribution and how to avoid them The app does not use Apple Business Manager or Apple School Manager, and is not intended for public distribution. Thank you for your guidance.
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Whether SSC can be connected to the iPad real machine with Xcode to run the evaluation
👋Hi This problem is related to SSC. I remember that the form submitted last year needed to be filled in with Xcode or Playground test, and it seems that it was also mentioned: • If you use Xcode, the judges may use Simulator to run. • If you use Playground, it's a real machine. But my work this time will encounter two limitations: It will use the framework/API only available in iPadOS 26 (so if it is a Playground environment, it may not run, playground can't use iPadOS 26 SDK) It will also use some content that must be real to run (such as ARKit), which means that Xcode Simulator is not good. So I would like to ask: Does this year's review allow you to compile and connect the iPad to the real machine? Or did I misremember last year's regulations? If the judge's environment is fixed (for example, only Playground or only Simulator), how should I adjust the submission method or implement the scheme? Looking forward to your reply, thank you.
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Few screen tap feedback ideas (and implementation YouTube video)
I've been playing around with iPad PRO M5 13" as part of my goal to implement some music relating SPH particle simulation effects on it - and this involves utilizing tap events also from the incredible looking fresh screen the device has. See more information from here, all should be overreactively implemented but the ideas remain (with almost zero cost copy fragment shader) : `https://youtu.be/ci-GSgQ0wlM` This attached image shows the tap effects implementation brought just bit a little further than in the video.
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Allow mildly translucent values for iPadOS app .png icons
I've been playing around with the recently published iPad PRO M5 13" and it's awesome in most ways I've been able to think of. But this video capture of the app I'm developing, for example, lacks it the app icon "should" be just slightly translucent as I see it. https://youtube.com/CAukICBrVzw However I'm not and UI/X person and this is primarily my personal preference only for an option to allow for devs.
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isEligibleForAgeFeatures: wrong minimum OS version
Dear Apple, while implementing Declared Age Range API in my app, I've noticed a mistake in documentation: the isEligibleForAgeFeatures property is marked 26.0+ in documentation, but 26.2+ in Xcode, which ultimately leads to inability to use it with OS below 26.2. Moreover, I'm thoroughly confused by this quote from documentation: This flag returns true on iOS and iPadOS based on a person’s eligibility and always returns false on macOS. It leads me to two questions: Is it possible to use Declared Age Range API for macOS apps? Will it be possible to use it in future? Will there be any changes regarding this matter in a meantime (especially after Jan 1st)? If yes - when should we expect these changes? If no - why this API declares macOS 26+ support alongside iOS/iPadOS, if it simply doesn't work for macOS now? As of now, my iOS app works flawlessly with given API (on iOS 26.2) while macOS app returns isEligibleForAgeFeatures = false and requestAgeRange request always throws AgeRangeService.Error.notAvailable. Also, does it mean that one should not use isEligibleForAgeFeatures boolean while implementing Declared Age Range API for apps below iOS 26.2 (I mean 26.0+)? Or implementing given API for iOS 26.2+ is a sufficient way to go? So shouldn't the whole API be marked as 26.2+? The minimum iOS version in my app is 16.0 and minimum macOS version is 13.0 anyway, so the significant part of users is left out of these updates, but the main goal here is legal compliance.
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WKWebView ignores upgradeKnownHostsToHTTPS = false on iOS 18.x (Xcode 16.x) but works on iOS 17.x (Xcode 15.x)
Hello, We are experiencing a behavior change with WKWebView related to upgradeKnownHostsToHTTPS. Current application, we explicitly disable automatic HTTPS upgrades: let config = WKWebViewConfiguration() config.upgradeKnownHostsToHTTPS = false Observed behavior iOS 17.5 (built with Xcode 15.3) http:// image URLs are not automatically upgraded to https://, and the behavior works as expected. iOS 18.5 / 18.6.x (built with Xcode 16.4) http:// image URLs appear to be automatically upgraded to https:// by WebKit, even when upgradeKnownHostsToHTTPS is explicitly set to false. This behavior occurs for subresource requests such as <img src="http://..."> inside a WKWebView. Question Has the behavior of upgradeKnownHostsToHTTPS changed in iOS 18 / Xcode 16? Is this property now ignored for certain types of subresource requests (e.g. images), or overridden by new WebKit security policies such as mixed-content HTTPS upgrades? Any clarification or official guidance would be greatly appreciated!.
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UIRequiresFullScreen Deprecation
I work on a universal app that targets both iPhone and iPad. Our iPad app currently requires full screen. When testing on the latest iPadOS 26 beta, we see the following warning printed to the console: Update the Info.plist: 1) `UIRequiresFullScreen` will soon be ignored. 2) Support for all orientations will soon be required. It will take a fair amount of effort to update our app to properly support presentation in a resizable window. We wanted to gauge how urgent this change is. Our testing has shown that iPadOS 26 supports our app in a non-resizable window. Can someone from Apple provide any guidance as to how soon “soon” is? Will UIRequiresFullScreen be ignored in iPadOS 26? Will support for all orientations be required in iPadOS 26?
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iOS26 UISearchbar and UISearchController cancellation issues
Is the Cancel button intentionally removed from UISearchBar (right side)? Even when using searchController with navigationItem also. showsCancelButton = true doesn’t display the cancel button. Also: When tapping the clear ("x") button inside the search field, the search is getting canceled, and searchBarCancelButtonClicked(_:) is triggered (Generally it should only clear text, not cancel search). If the search text is empty and I tap outside the search bar, the search is canceled. Also when I have tableview in my controller(like recent searches) below search bar and if I try to tap when editing started, action is not triggered(verified in sample too). Just cancellation is happening. In a split view controller, if the search is on the right side and I try to open the side panel, the search also gets canceled. Are these behaviors intentional changes, beta issues, or are we missing something in implementation?
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Dec ’25
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.
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Dec ’25
Should TabView with .page style support keyboard left/right navigation automatically?
I’m trying to understand the expected behavior of TabView when using .tabViewStyle(.page) on iPadOS with a hardware keyboard. When I place a TabView in page mode, swipe gestures correctly move between pages. However, left and right arrow keys do nothing by default, even when the view is made focusable. This feels a bit surprising, since paging with arrow keys seems like a natural keyboard interaction when a keyboard is attached. Right now, to get arrow-key navigation working, I have to manually: Make the view focusable Listen for arrow key presses Update the selection state manually This works, but it feels a little tedious for something that seems like it could be built-in. import SwiftUI struct PageTabsExample: View { @State private var selection = 0 private let pageCount = 3 var body: some View { TabView(selection: $selection) { Color.red.tag(0) Color.blue.tag(1) Color.green.tag(2) } .tabViewStyle(.page) .indexViewStyle(.page) .focusable(true) .onKeyPress(.leftArrow) { guard selection > 0 else { return .ignored } selection -= 1 return .handled } .onKeyPress(.rightArrow) { guard selection < pageCount - 1 else { return .ignored } selection += 1 return .handled } } } My questions: Is this lack of default keyboard paging for page-style TabView intentional on iPadOS with a hardware keyboard? Is there a built-in way to enable arrow-key navigation for page-style TabView, or is manual handling the expected approach? Does my approach above look like the “SwiftUI-correct” way to do this, or is there a better pattern for integrating keyboard navigation with paging? For this kind of behavior, is it generally recommended to use .onKeyPress like I’m doing here, or would .keyboardShortcut be more appropriate (for example, wiring arrow keys to actions instead)? Any guidance or clarification would be greatly appreciated. I just want to make sure I’m not missing a simpler or more idiomatic solution. Thanks!
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Dec ’25
Paste button on navigation bar is not shown on iOS/iPadOS 26
The Paste button (using UIPasteControll) located on UINavigationBar is not shown at application startup on iOS/iPadOS 26. This issue will disappear when device is rotated or window size is changed. And this issue does not occur on iOS / iPadOS 18 and earlier. I uploaded the sample project to github at the following URL. https://github.com/gpn-galapagos/PasteButtonApp.git Has anyone had the same issue or knows a workaround?
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Dec ’25
.glasseffect with multiple date pickers
Hello, I'm having a problem with the .glasseffect modifier in a view of a SwiftUI application. I have a list that starts with a static element, followed by several dynamic entries, and then another static element. I've applied the .glasseffect modifier to all the elements, and it works fine except for the first static element. I think I've figured out what's causing it. This element contains two date pickers, and if I comment one out, it works. As soon as both are present, I get a BAD_ACCESS_ERROR. Oddly enough, this only happens on the tablet. Everything runs normally in the simulator. If I remove the .glassmodifier and use a normal background, it still works. Is this a bug, or is it against Liquid Glass to have two date pickers in a stack and then use the .glasseffect modifier?
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Nov ’25
Erratic numberPad keyboard behaviour on iPadOS26
Number keys on iPadOS 26 register incorrect/random characters, making numeric input unreliable across all applications. Affected Versions iPadOS 26.0 through 26.1 (build 23B85) Platform-specific: Only iPadOS (iPhone doesn't present the full on-screen keyboard) Reproduction Steps Open any app with a numeric text field (For example, Apple's Contacts) Tap numeric text field - a small number-only pad appears Dismiss this small numpad (tap outside or hit return) Tap the field again - full keyboard with numbers appears Type numbers on this full keyboard Result: Numbers register as random/incorrect characters Scope Affects numeric keyboard types (.numberPad, .decimalPad ) Reproducible in Apple's native apps (Contacts or any apps that has numeric TextField) Impact Critical: Users cannot reliably enter phone numbers, passwords, financial data, or any numeric input. Other findings Keyboard starts to register correct keys when switch from the full on-screen keyboard to alphabetic page, and then back to the page with numeric keys
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Nov ’25
iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again where the game thinks it's portrait mode and all of the axes are wrong again. I tried getting the true orientation of the device rather than the scene, but the game is intended to be played flat so instead of returning the orientation of the OS the orientation is FaceUp, which doesn't help. I need to either disable multitasking or find a way of getting the orientation of the OS (not the scene or the device). I haven't found how to get the OS orientation so I've been trying to disable multitasking. I've got Requires Fullscreen true and UIApplicationSupportsMultipleScreens false in my info.plist but my iPad still seems to allow the window to be resized in landscape view. Opening the IOS workspace of my project Requires Fullscreen is ticked but under that it says "Supports Multiple Windows" and the arrow button next to it takes my to my info.plist values, but no indication of how I can change it. I'm using Unreal Engine 5.6 and Xcode 16.0. Xcode is old I know, but this version of unreal engine doesn't seem to support any newer.
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Nov ’25
Popover Closes Automatically After Updating to iOS 26.1
After updating to iOS 26.1, the popover opened from a menu bar button closes automatically without any user interaction. When debugging, I found that onPop is being triggered on its own. This behavior did not occur in previous versions of iOS, and there have been no code changes on the app side, so I suspect this may be due to a system behavior change or a potential OS bug. main.dart import 'package:flutter/material.dart'; import 'package:popover/popover.dart' as popover; void main() { runApp(const MyApp()); } class MyApp extends StatelessWidget { const MyApp({super.key}); @override Widget build(BuildContext context) { return MaterialApp( home: Scaffold( appBar: AppBar( backgroundColor: Colors.cyan[100], title: const Text('Popover Example'), actions: const [ Padding( padding: EdgeInsets.only(right: 8.0), child: PopoverButton(), ), ], ), body: const Center(child: PopoverButton(),), ), ); } } class PopoverButton extends StatelessWidget { const PopoverButton({super.key}); @override Widget build(BuildContext context) { return CupertinoButton( padding: EdgeInsets.zero, color: Colors.pink[100], onPressed: () async { final res = await popover.showPopover<bool>( context: context, transitionDuration: const Duration(milliseconds: 30), bodyBuilder: (context) { return SizedBox( height: 100, width: 100, child: const Center( child: Text( 'aaa', style: TextStyle(fontSize: 24, color: Colors.black), ), ), ); }, barrierDismissible: true, direction: popover.PopoverDirection.bottom, arrowHeight: 15, arrowWidth: 30, barrierColor: Colors.black.withValues(alpha: 0), constraints: BoxConstraints( maxWidth: MediaQuery.of(context).size.width, maxHeight: MediaQuery.of(context).size.height * 2, ), shadow: const [ BoxShadow( color: Colors.black26, spreadRadius: 10, blurRadius: 80, offset: Offset.zero, ), ], ); }, child: const Text('menu'), ); } } pubspec.yaml description: "A new Flutter project." # The following line prevents the package from being accidentally published to # pub.dev using flutter pub publish. This is preferred for private packages. publish_to: 'none' # Remove this line if you wish to publish to pub.dev # The following defines the version and build number for your application. # A version number is three numbers separated by dots, like 1.2.43 # followed by an optional build number separated by a +. # Both the version and the builder number may be overridden in flutter # build by specifying --build-name and --build-number, respectively. # In Android, build-name is used as versionName while build-number used as versionCode. # Read more about Android versioning at https://developer.android.com/studio/publish/versioning # In iOS, build-name is used as CFBundleShortVersionString while build-number is used as CFBundleVersion. # Read more about iOS versioning at # https://developer.apple.com/library/archive/documentation/General/Reference/InfoPlistKeyReference/Articles/CoreFoundationKeys.html # In Windows, build-name is used as the major, minor, and patch parts # of the product and file versions while build-number is used as the build suffix. version: 1.0.0+1 environment: sdk: ^3.6.0 # Dependencies specify other packages that your package needs in order to work. # To automatically upgrade your package dependencies to the latest versions # consider running flutter pub upgrade --major-versions. Alternatively, # dependencies can be manually updated by changing the version numbers below to # the latest version available on pub.dev. To see which dependencies have newer # versions available, run flutter pub outdated. dependencies: flutter: sdk: flutter # The following adds the Cupertino Icons font to your application. # Use with the CupertinoIcons class for iOS style icons. cupertino_icons: ^1.0.8 popover: 0.2.6+2 dev_dependencies: flutter_test: sdk: flutter # The "flutter_lints" package below contains a set of recommended lints to # encourage good coding practices. The lint set provided by the package is # activated in the analysis_options.yaml file located at the root of your # package. See that file for information about deactivating specific lint # rules and activating additional ones. flutter_lints: ^5.0.0 # For information on the generic Dart part of this file, see the # following page: https://dart.dev/tools/pub/pubspec # The following section is specific to Flutter packages. flutter: # The following line ensures that the Material Icons font is # included with your application, so that you can use the icons in # the material Icons class. uses-material-design: true # To add assets to your application, add an assets section, like this: # assets: # - images/a_dot_burr.jpeg # - images/a_dot_ham.jpeg # An image asset can refer to one or more resolution-specific "variants", see # https://flutter.dev/to/resolution-aware-images # For details regarding adding assets from package dependencies, see # https://flutter.dev/to/asset-from-package # To add custom fonts to your application, add a fonts section here, # in this "flutter" section. Each entry in this list should have a # "family" key with the font family name, and a "fonts" key with a # list giving the asset and other descriptors for the font. For # example: # fonts: # - family: Schyler # fonts: # - asset: fonts/Schyler-Regular.ttf # - asset: fonts/Schyler-Italic.ttf # style: italic # - family: Trajan Pro # fonts: # - asset: fonts/TrajanPro.ttf # - asset: fonts/TrajanPro_Bold.ttf # weight: 700 # # For details regarding fonts from package dependencies, # see https://flutter.dev/to/font-from-package
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Nov ’25
builtInLiDARDepthCamera doesn't work on the 2020 iPad Pro on iOS 26
On iOS 26.1, this throws on the 2020 iPad Pro (4th gen) but works fine on an M4 iPad Pro or iPhone 15 Pro: guard let device = AVCaptureDevice.default(.builtInLiDARDepthCamera, for: .video, position: .back) else { throw ConfigurationError.lidarDeviceUnavailable } It's just the standard code from Apple's own sample code so obviously used to work: https://developer.apple.com/documentation/AVFoundation/capturing-depth-using-the-lidar-camera Does it fail because Apple have silently dumped support for the older LiDAR sensor used prior to the M4 iPad Pro, or is there another reason? What about the 5th and 6th gen iPad Pro, does it still work on those?
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Nov ’25
Using Adhoc Profile for DriverKit show error: Xcode 14 and later requires a DriverKit development profile enabled for iOS and macOS
We got an app for iPad which has two targets one for the App itself (MainApp target ) and another one for the Driver ( Driver Target ) using DriverKit. The app works fine in Development, but I'm trying to distribute it with adhoc. I've requested the Distribution Entitlement to Apple, after getting it, the App Id for the Driver has the following Capabilities: DriverKit, DriverKit (development), DriverKit USB Transport (development), DriverKit USB Transport - VendorID, In-App Purchase Now in the profile section, I've created a adhoc profile for the Driver AppId (Identifier). Obviously I've also created an Adhoc profile for the Main AppId Finally in the Signing & Capabilities Section I set up the profiles for MainApp target, int the Debug one I set up the Development one and int the Release one I set up the adhoc one. I do the same in the Driver Target, but when I set up the Adhoc one in the Release, I've got a warning: Xcode 14 and later requires a DriverKit development profile enabled for iOS and macOS. Visit the developer website to create or download a DriverKit profile Also interestingly the Signing Certificate section says: None I also set up the Capabilities for the Driver Target: DriverKit USB Transport - VendorID DriverKit USB Transport ( Development ) Inside these capabilities I set up the vendor ID as dictionary The problem is, if I try to Archive the app I will get the previous Warning message as error: Xcode 14 and later requires a DriverKit development profile enabled for iOS and macOS. Visit the developer website to create or download a DriverKit profile. Any idea what I'm missing? Thanks
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Nov ’25
iPadOS 26.1: new issue with traitCollection when changing dark mode
Since iPadOS 26.1 I notice a new annoying bug when changing the dark mode option of the system. The appearance of the UI changes, but no longer for view controllers which are presented as Popover. For these view controllers the method "traitCollectionDidChange()" is still called (though sometimes with a very large delay), but checking the traitCollection property of the view controller in there does no longer return the correct appearance (which is probably why the visual appearance of the popover doesn't change anymore). So if the dark mode was just switched on, traitCollectionDidChange() is called, but the "traitCollection.userInterfaceStyle" property still tells me that the system is in normal mode. More concrete, traitCollection.userInterfaceStyle seems to be set correctly only(!) when opening the popover, and while the popover is open, it is never updated anymore when the dark mode changes. This is also visible in the standard Apps of the iPad, like the Apple Maps App: just tap on the "map" icon at the top right to open the "Map mode" view. While the view is open, change the dark mode. All of the Maps App will change its appearance, with the exception of this "Map mode" view. Does anyone know an easy workaround? Or do I really need to manually change the colors for all popup view controllers whenever the dark mode changes? Using dynamic UIColors won't help, because these rely on the "userInterfaceStyle" property, and this is no longer correct. Bugreport: FB20928471
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Nov ’25