Hello, I want to use universal links in my application, for which I need to get the TeamID and BundleId, for apple-app-site-association file. Can you please tell me, do I have to buy an Apple Developer Account at the time of development to do this, or can I get it all for free at the time of development?
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Selecting any option will automatically load the page
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Description of the current implementation:
A section, UIView, has been added to UITableView. This section is a UICollectionView that displays an array of images. Each UICollectionViewCell is an image displayed via a UIImageView.
Issue:
When UITableView is scrolled vertically, the section with the image collection flickers.
Attempts made to solve the problem:
if #available(iOS 26.0, *) {
tableView.bottomEdgeEffect.isHidden = true
tableView.topEdgeEffect.isHidden = true
tableView.leftEdgeEffect.isHidden = true
tableView.rightEdgeEffect.isHidden = true
} else {
// Fallback on earlier versions
}
This helped with a similar issue. I tried it on UITableView and UICollectionView, but it didn't work.
Hi everyone,
I’ve been stuck on an issue with iOS Universal Links for about a week and could really use some help.
The problem
When tapping a Universal Link on iOS, my Flutter app opens correctly (desired behavior) — but immediately afterward, Safari opens the same link in the browser. So both the app and the browser open.
This only happens on iOS. On Android everything works as expected.
What works
If the link is simply the domain, like:
https://mydomain.com
…then the app opens without triggering the browser afterward. This is the correct behavior.
What doesn’t work
If the link includes a path or parameters, like:
https://mydomain.com/path
https://mydomain.com/path?param=value
…then the app opens, and then the browser opens immediately after.
What I’ve tried
Verified my AASA file using Branch’s validator:
https://branch.io/resources/aasa-validator/
→ The AASA file is valid.
Universal Links do open the correct screen inside the app — the issue is the unwanted second step (Safari opening).
Behavior is consistent across different iOS devices.
Extra details
Using Flutter.
Universal Links set up with the standard configuration (associatedDomains, AASA hosted at /.well-known/apple-app-site-association, etc.).
Question
Has anyone encountered this issue where Universal Links with paths/params open the app and then open Safari?
What could cause iOS to trigger the browser fallback even when the AASA file is valid and the app handles the link correctly?
Any insights, debugging tips, or known edge cases would be incredibly appreciated!
For what iPhone and iPad models under iOS 26 SpeechTranscriber.isAvailable is true
My project uses the UINavigationController's largeTitle on the latest iOS 26.1, but I found that when I set the backgroundColor, the navigation bar's largeTitle disappeared after switching between normal and large titles. I checked the latest documentation and consulted AI, but I have not found any good solutions. For the demo project, please refer to FB20986869
After it updated i am facing issue in phone logs. i can not see the unknown called misscall on logs. Everytime its say no recen calls
My app has been published by 2 months now I still I cant get Universal Links to work.
I checked a lot of docs as well as videos about setting up universal links. Everyone with clear steps:
Add the well-known json file to the server. Already validated by AASA web validator.
Add the Associated domain on project capabilities, with the Web page root only. Eg: applinks:example:com.
Install the app and trying clicking a link from notepad. Or instead make a long press to deploy contextual menu to see if my app is on the selectable options to open the link.
My app is not been open in any of my attempts and the console always trying to use safari.
I had a couple of screenshots of my testing. I really need help with this.
When my Bluetooth peripheral device has both HID and MIDI services, the iOS Bluetooth host repeatedly sends different "Control Opcode: LL_CONNECTION_UPDATE_IND" to the peripheral, updating approximately every 100ms.
The Bluetooth peripheral cannot handle such high-frequency update requests and typically disconnects with an error 0x28. My Bluetooth device uses the NRF52832 chip, and I have communicated with NORDIC and replicated this issue.
This problem only occurs on iOS 26; it does not happen on earlier versions. I think it might be caused by the HID service in iOS requesting faster connection parameters for low latency, which then gets erroneously reverted for an unknown reason, leading to repeated competition and entering into a deadlock.
Here is the communication record with NORDIC: https://devzone.nordicsemi.com/f/nordic-q-a/124994/ios-26-bluetooth-disconnect-issues
This is the screenshot captured using the Bluetooth sniffer:
I’m developing an app that includes a navigation bar with a centered title and a single right bar button item. I’ve noticed that when both the navigation bar title and the right bar button item’s title are relatively long, the navigation bar title becomes hidden.
This issue only occurs on iOS 26. When running the same code on iOS 18, the layout behaves as expected, with both elements visible.
Has anyone else experienced this behavior on iOS 26? Is this a known layout change or a possible bug?
Environment
Device: iPhone 16e
iOS Version: 18.4.1 - 18.7.1
Framework: AVFoundation (AVAudioEngine)
Problem Summary
On iPhone 16e (iOS 18.4.1-18.7.1), the installTap callback stops being invoked after resuming from a phone call interruption. This issue is specific to phone call interruptions and does not occur on iPhone 14, iPhone SE 3, or earlier devices.
Expected Behavior
After a phone call interruption ends and audioEngine.start() is called, the previously installed tap should continue receiving audio buffers.
Actual Behavior
After resuming from phone call interruption:
Tap callback is no longer invoked
No audio data is captured
No errors are thrown
Engine appears to be running normally
Note: Normal pause/resume (without phone call interruption) works correctly.
Steps to Reproduce
Start audio recording on iPhone 16e
Receive or make a phone call (triggers AVAudioSession interruption)
End the phone call
Resume recording with audioEngine.start()
Result: Tap callback is not invoked
Tested devices:
iPhone 16e (iOS 18.4.1-18.7.1): Issue reproduces ✗
iPhone 14 (iOS 18.x): Works correctly ✓
iPhone SE 3 (iOS 18.x): Works correctly ✓
Code
Initial Setup (Works)
let inputNode = audioEngine.inputNode
inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
self.processAudioBuffer(buffer, at: time)
}
audioEngine.prepare()
try audioEngine.start()
Interruption Handling
NotificationCenter.default.addObserver(
forName: AVAudioSession.interruptionNotification,
object: AVAudioSession.sharedInstance(),
queue: nil
) { notification in
guard let userInfo = notification.userInfo,
let typeValue = userInfo[AVAudioSessionInterruptionTypeKey] as? UInt,
let type = AVAudioSession.InterruptionType(rawValue: typeValue) else {
return
}
if type == .began {
self.audioEngine.pause()
} else if type == .ended {
try? self.audioSession.setActive(true)
try? self.audioEngine.start()
// Tap callback doesn't work after this on iPhone 16e
}
}
Workaround
Full engine restart is required on iPhone 16e:
func resumeAfterInterruption() {
audioEngine.stop()
inputNode.removeTap(onBus: 0)
inputNode.installTap(onBus: 0, bufferSize: 4096, format: nil) { buffer, time in
self.processAudioBuffer(buffer, at: time)
}
audioEngine.prepare()
try audioSession.setActive(true)
try audioEngine.start()
}
This works but adds latency and complexity compared to simple resume.
Questions
Is this expected behavior on iPhone 16e?
What is the recommended way to handle phone call interruptions?
Why does this only affect iPhone 16e and not iPhone 14 or SE 3?
Any guidance would be appreciated!
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
Setting up UITabAccessory via setBottomAccessory(_:animated:) causing recursion internally on iPhone Air which is leading into a crash.
Sharing crash log & feedback below...
crashlog.crash
crash-feedback.json
According to the documentation for Processor Trace, it should be available on the iPhone 16 or later.
Going off of the Optimize CPU performance with Instruments WWDC session, the toggle for it should be under Developer > Performance, but I don’t see this option anywhere on my iPhone 17. I can’t run a Processor Trace in Instruments without this feature turned on, because it claims my iPhone’s CPU is unsupported.
Has anyone else managed to enable Processor Trace on the A19 chips?
My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem?
I am new to App development.
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane.
Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space.
Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I can understand the utility of this — if I didn’t still have to offload basically all my apps every single time I run a software update, because I’m still some not-insignificant amount short. I seem to recall it being between 6-20 GB across the different updates I’ve had to do since iOS 26 rolled around. I’d also like to be clear that preprovisioning the storage space for updates isn’t a bad idea, just give us an off switch if we’d rather be able to take a few hundred more photos, have another few apps, etc. than have the space sit mostly unused.
The biggest culprit is this “system data” category which is somehow consuming as much space as the entire operating system and its extensions.
There’s no clear way to request iOS to clear this down if some of it is temporary data, which we should have a button for even if Apple thinks it should “just work.” Windows usually trims down on its temp files, but on the occasion you go look and see 67 GB of temporary files, being able to manually run the disk cleanup tool is very helpful. I’m hesitant to try any third party app because I shouldn’t need to, and knowing Apple, it wouldn’t have access to anything it would actually have to touch anyway. Which is neither here nor there, but give us a button to clear cache or maybe run the cleanup when the phone reboots?
I am running the developer beta right now so maybe that’s part of it. However I’m not sure… I had switched to mainline release for a while when it released, and it didn’t seem any different with storage consumption and battery drain. I jumped back to beta to see some of the new features and am waiting for another mainline release to switch back to as the recent betas have been much more unstable/buggy than the entire prerelease beta period.
Just wondering if anyone has any kind of input on this storage issue in particular as it’s not really been talked about as much as the battery drain issue from what I can see.
I’m really frustrated with iOS 26. It was supposed to make better use of screen space, but when you combine the navigation bar, tab bar, and search bar, they eat up way too much room.
Apple actually did a great job with the new tab bar — it’s smaller, smooth, and looks great when expanding or collapsing while scrolling. The way the search bar appears above the keyboard is also really nice.
But why did they keep the navigation bar the same height in both portrait and landscape? In landscape it takes up too much space and just looks bad. It was way better in iOS 18.
We’re facing an issue when trying to install an enterprise-distributed iOS app on devices running iOS 18.5.
During installation, we receive this error message:
“This iOS app requires a newer version of iOS. You need to update this iPhone to iOS 26.0 to install this app.”
However, in Xcode 26.0.1, our app’s minimum deployment target is explicitly set to iOS 17.6.
After adding this step and the app result is unable to install the app on ios 18.5 and message getting as per the above quotes.
Kindly help me out this issues.
Where can I find the documentation of the Genlock feature of the iPhone 17 Pro? How does it work and how can I use it in my app?
Context
I’m deploying large language models on iPhone using llama.cpp. A new iPhone Air (12 GB RAM) reports a Metal MTLDevice.recommendedMaxWorkingSetSize of 8,192 MB, and my attempt to load Llama-2-13B Q4_K (~7.32 GB weights) fails during model initialization.
Environment
Device: iPhone Air (12 GB RAM)
iOS: 26
Xcode: 26.0.1
Build: Metal backend enabled llama.cpp
App runs on device (not Simulator)
What I’m seeing
MTLCreateSystemDefaultDevice().recommendedMaxWorkingSetSize == 8192 MiB
Loading Llama-2-13B Q4_K (7.32 GB) fails to complete. Logs indicate memory pressure / allocation issues consistent with the 8 GB working-set guidance.
Smaller models (e.g., 7B/8B with similar quantization) load and run (8B Q4_K provide around 9 tokens/second decoding speed).
Questions
Is 8,192 MB an expected recommendedMaxWorkingSetSize on a 12 GB iPhone?
What values should I expect on other 2025 devices including iPhone 17 (8 GB RAM) and iPhone 17 Pro (12 GB RAM)
Is it strictly enforced by Metal allocations (heaps/buffers), or advisory for best performance/eviction behavior?
Can a process practically exceed this for long-lived buffers without immediate Jetsam risk?
Any guidance for LLM scenarios near the limit?
I would like to propose a design enhancement for future iPhone models: using the existing bottom-right antenna line (next to the power button area) as a capacitive “volume control zone” that supports swipe gestures.
Today this line is a structural antenna break, but it is also located exactly where the thumb naturally rests when holding the phone in one hand. With a small embedded capacitive/force sensor, the user could slide their finger along this zone to control volume without reaching for the physical buttons.
Why this makes sense:
• Perfect ergonomic thumb position in both portrait and landscape
• One-handed volume adjustment becomes easier for large-screen devices
• Silent and frictionless vs. clicking buttons (useful in meetings / night mode)
• Consistent with Apple’s recent move toward contextual hardware input (Action Button, Capture Button, Vision Pro gestures)
The interaction model would be:
• Swipe up → increase volume
• Swipe down → decrease volume
• (Optional) long-press haptic = mute toggle
This could also enhance accessibility, especially for users with reduced hand mobility who struggle to press mechanical buttons on tall devices.
Technically, this would be similar to the Capture Button (capacitive + pressure layers), but linear instead of pressure-based. It does not replace physical buttons, it complements them as a silent gesture-based alternative.
Thank you for considering this as a future interaction refinement for iPhone hardware design.
We have received several cases that our app can not display uitableview cell in iOS26, but users said that they can select cells with single tab and the uitableview didselectcell delegate can response!
I have reported a feedback but no response. Does anyone have the same bugs with me?
You guys can see that the page is blank, I have a video a user sent to me can proved that he can select cell with gesture.
We cannot reproduce the bug and don't konw how to fixed, we think this is the bug with iOS26, so here for some help. This bug block our distribution of new version(support iOS26)
This is the feedback https://feedbackassistant.apple.com/feedback/20677046