macOS is the operating system for Mac.

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macOS12.x, BLE kCBAdvDataLocalName is empty
When I startAdvertising, my localName is long, more than 8 bytes. like @"123456789".    [_peripheralManager startAdvertising:@{             CBAdvertisementDataLocalNameKey: @"123456789",             CBAdvertisementDataServiceUUIDsKey: @[[CBUUID UUIDWithString:@"bbbb14c7-4697-aaaa-b436-d47e3d4ed187"]]             }]; When running on macOS 11.x though localName exceeds 8 bytes. But it can still be scanned. {   kCBAdvDataIsConnectable = 1;   kCBAdvDataLocalName = 123456789;   kCBAdvDataRxPrimaryPHY = 0;   kCBAdvDataRxSecondaryPHY = 0;   kCBAdvDataServiceUUIDs =   (     "BBBB14C7-4697-AAAA-B436-D47E3D4ED187"   );   kCBAdvDataTimestamp = "680712553.800874";   kCBAdvDataTxPowerLevel = 12; } But running after macOS 12.x, if localName exceeds 8 bytes, it will be completely ignored. In the scanned data, localName is empty. {   kCBAdvDataIsConnectable = 1;   kCBAdvDataRxPrimaryPHY = 0;   kCBAdvDataRxSecondaryPHY = 0;   kCBAdvDataServiceUUIDs =   (     "BBBB14C7-4697-AAAA-B436-D47E3D4ED187"   );   kCBAdvDataTimestamp = "680712744.108894";   kCBAdvDataTxPowerLevel = 12; } On macOS11.x, SCAN_RSP is utilized if localName exceeds 8 bytes, while on macOS12.x, SCAN_RSP is always empty. Why are there differences between macOS11.x and macos12.x, is there any documentation? What is the maximum limit for localName? (On macOS 11.x, I verified it was 29 bytes Are there other ways to broadcast longer data? Does anyone know why? This has bothered me for a long time...
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1.1k
Nov ’25
Per-vertex color. in a custom RealityKit mesh? (macOS)
I'm working on an application for viewing AMF models on macOS, using RealityKit. AMF supports several different ways to color models, including per-vertex color (where the color of a triangle is interpolated from vertex to vertex) as well as per-face color (where the color of the triangle is the same across the entire face). I'm trying to figure out how to support those color models using a RealityKit mesh. Apple's documentation (https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials) talks about per-vertex colors, but I haven't found a way to create a mesh that includes per-vertex colors, other than use a texture map (which might be the correct solution). Can someone give me some pointers?
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1.9k
Nov ’25
Clarification on SwiftUI Environment Write Performance
I'm looking for clarification on a SwiftUI performance point mentioned in the recent Optimize your app's speed and efficiency | Meet with Apple video. (YouTube link not allowed, but the video is available on the Apple Developer channel.) At the 1:48:50 mark, the presenter says: Writing a value to the Environment doesn't only affect the views that read the key you're updating. It updates any view that reads from any Environment key. [abbreviated quote] That statement seems like a big deal if your app relies heavily on Environment values. Context I'm building a macOS application with a traditional three-panel layout. At any given time, there are many views on screen, plus others that exist in the hierarchy but are currently hidden (for example, views inside tab views or collapsed splitters). Nearly every major view reads something from the environment—often an @Observable object that acts as a service or provider. However, there are a few relatively small values that are written to the environment frequently, such as: The selected tab index The currently selected object on a canvas The Question Based on the presenter's statement, I’m wondering: Does writing any value to the environment really cause all views in the entire SwiftUI view hierarchy that read any environment key to have their body re-evaluated? Do environment writes only affect child views, or do they propagate through the entire SwiftUI hierarchy? Example: View A └─ View B ├─ View C └─ View D If View B updates an environment value, does that affect only C and D, or does it also trigger updates in A and B (assuming each view has at least one @Environment property)? Possible Alternative If all views are indeed invalidated by environment writes, would it be more efficient to “wrap” frequently-changing values inside an @Observable object instead of updating the environment directly? // Pseudocode @Observable final class SelectedTab { var index: Int } ContentView() .environment(\.selectedTab, selectedTab) struct TabView: View { @Environment(\.selectedTab) private var selectedTab var body: some View { Button("Action") { // Would this avoid invalidating all views using the environment? selectedTab.index = 1 } } } Summary From what I understand, it sounds like the environment should primarily be used for stable, long-lived objects—not for rapidly changing values—since writes might cause far more view invalidations than most developers realize. Is that an accurate interpretation? Follow-Up In Xcode 26 / Instruments, is there a way to monitor writes to @Environment?
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1.3k
Nov ’25
FaceTime Screen-Share Audio and Video Experience
FaceTime’s screen-share audio balance is insanely absurd right now. Whenever I share media, the system audio that gets sent through FaceTime is a tiny whisper even at full volume (or even when connected to my speaker or headphones). The moment anyone on the call makes any noise at all, the shared audio ducks so hard it disappears, while the voice (or rustling or air conditioning noise) spikes to painful levels. It’s impossible to watch or listen to anything together. Also, the feature where FaceTime would shrink to a square during screen-sharing has been completely removed. That was a good feature and I'm really confused why it's gone. Now, the FaceTime window stays as a long rectangle that covers part of the content I'm trying to share (unless I do full screen tile, but then I can't pull up any other windows during the call) and can't be made smaller than about a third of the screen. You can't resize the window or adjust its dimensions, so it ends up blocking the actual media you're trying to watch. Here are some feature requests/fixes that would greatly improve the FaceTime screen-share experience: Option to adjust the shared media volume independently of call audio. Disable/toggle the extreme automatic audio docking while screen-sharing Reintroduce the minimized “floating square” mode or allow full manual resizing and repositioning of the FaceTime window during screen-share sessions. Overall, this setup makes FaceTime screen-sharing basically unusable. The audio balance is so inconsistent that it’s easier to switch to Zoom or Google Meet, which both handle shared sound correctly and let you move the call window out of the way. Until these issues are fixed, there’s no practical reason to use FaceTime for shared viewing at all.
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Nov ’25
UI tests blocked by “bash requesting screen access” popup in Mac OS 15
On macOS, I get a system popup when running UI tests in GitHub saying: “bash” is requesting to bypass the system private window picker and directly access your screen and audio. How can I prevent these login and screen access popups from appearing during automated UI tests? Is there an official setup or configuration for running IntelliJ UI tests in CI environments (macOS, Linux, Windows) to avoid such dialogs? My builds run in GitHub Actions VMs, so I can’t manually grant these permissions, and they block the tests.
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140
Nov ’25
How to change the system timezone
Hello, I would like to change the system timezone in macOS, given a timezone identifier in the IANA timezone database. is 'systemsetup -settimezone' the only available tool or API that can be used to change the timezone? I have observed that TimeZone(identifier:) can initialize a TimeZone from any identifier in the tz database, but many identifiers are missing from the list accepted by systemsetup. For example, if the user has set the timezone to "Mumbai - India" in system settings, the timezone identifier returned by 'systemsetup -gettimezone' is Asia/Kolkata, which is not in the list printed by 'systemsetup -listtimezones'. What is the recommended way to map a IANA timezone name (or a TimeZone object) to one of the timezone names accepted by 'systemsetup'?
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Nov ’25
MenuBarExtra with .window style: .onHover modifier doesn't work on macOS 26 Tahoe
List { Text("ITEM 1") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 1") Text("ITEM 2") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 2") Text("ITEM 3") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 3") } .fixedSize(horizontal: false, vertical: true) .frame(maxHeight: 200) } Hello everyone!!! Considering the snippet above, seems like the onHover action, including help modifiers, doesn't work for the elements of a List, on macOS Tahoe. The situation changes using a ScrollView embedding a LazyVStack, or disabling Liquid Glass from the info plist, so my guess is that the new Liquid Glass style has something to do with this issue though I didn't find any clue about it. Does anyone have any idea? Maybe there's a layer above that doesn't allow to trigger the onHover modifier? Thanks in advance for your help!
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Nov ’25
Picking image in iOS-first app when running it on macOS 26
An app that is capable of running on iPad can be usually run on Mac if properly designed and that's great. Recently I've tried to launch one of my old apps on macOS 26 in "Designed for iPad" mode and noticed that image picker behaves oddly. Images are barely selectable, you have to click several times and yet it might select image and might not. On iPhone and on iPad any kind of image picking works fine. I've tried all kinds of native pickers (PhotosPicker, PHPickerViewController, UIImagePickerController), but the result is almost the same. So how should I nowadays do image picking in (mostly) iOS app when it is run on macOS? Below is the most canonical and modern code I've tried. The issue is reproduced even with such bare minimum of code with the label not being put to a Form/List or any other factors. import SwiftUI import PhotosUI struct ContentView: View { @State private var selectedItem: PhotosPickerItem? @State private var selectedImage: UIImage? var body: some View { VStack { if let selectedImage { Image(uiImage: selectedImage) .resizable() .scaledToFit() } // Most modern photo library picker, not `PHPickerViewController`, not `UIImagePickerController` based pickerPhotosPicker( selection: $selectedItem, matching: .images ) { Label("Select Photo", systemImage: "photo") } .onChange(of: selectedItem) { newItem inTask { if let data = try? await newItem?.loadTransferable(type: Data.self), let uiImage = UIImage(data: data) { selectedImage = uiImage } } } } } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Nov ’25
NSOutlineView incorrectly draws disclosure indicator when item views are SwiftUI views.
I am using an NSOutlineView via NSViewRepresentable in a SwiftUI application running on macOS. Everything has been working fine. Up until lately, I've been returning a custom NSView for each item using the standard: func outlineView(_ outlineView: NSOutlineView, viewFor tableColumn: NSTableColumn?, item: Any) -> NSView? { // View recycling omitted. return MyItemView(item) } Now I want to explore using a little bit more SwiftUI and returning an NSHostingView from this delegate method. func outlineView(_ outlineView: NSOutlineView, viewFor tableColumn: NSTableColumn?, item: Any) -> NSView? { // View recycling omitted. let rootView = MySwiftUIView(item) let hostingView = NSHostingView(rootView: rootView) return hostingView } For the most part, this appears to be working fine. NSOutlineView is even correctly applying highlight styling, so that's great. But there's one small glitch. The outline view's disclosure triangles do not align with the hosting view's content. The disclosure triangles appear to just be pinned to the top. Perhaps they can't find a baseline constraint or something? Is there any SwiftUI modifier or AppKit/SwiftUI technique I can apply here to get the disclosure button to appear in the right place? Here is what the SwiftUI + NSHostingView version looks like: Note the offset disclosure indicators. (Image spacing is a bit off as well using Label, but fixable. Here is what an NSView with NSTextFields looks like: Disclosure indicators are correctly aligned, as you would expect.
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Nov ’25
How to have clickable/tappable buttons where the toolbar is supposed to be?
I'm trying to create a UI with two button bars (top and bottom) inside the detail view of a NavigationSplitView, instead of using the built-in .toolbar() modifier. I'm using .ignoresSafeArea(.container, edges: .vertical) so the detail view can reach into that area. However, in macOS and iOS 26 the top button is not clickable/tappable because it is behind an invisible View created by the non-existent toolbar. Interestingly enough, if I apply .buttonStyle(.borderless) to the top button it becomes clickable (in macOS). On the iPad the behavior is different depending on the iPad OS version. In iOS 26, the button is tappable only by the bottom half. In iOS 18 the button is always tappable. Here's the code for the screenshot: import SwiftUI struct ContentView2: View { @State private var sidebarSelection: String? @State private var contentSelection: String? @State private var showContentColumn = true @State private var showBars = true var body: some View { NavigationSplitView { // Sidebar List(selection: $sidebarSelection) { Text("Show Content Column").tag("three") Text("Hide Content Column").tag("two") } .navigationTitle("Sidebar") } detail: { VStack(spacing: 0) { if showBars { HStack { Button("Click Me") { withAnimation { showBars.toggle() } } .buttonStyle(.borderedProminent) } .frame(maxWidth: .infinity, minHeight: 50, idealHeight: 50, maxHeight: 50) .background(.gray) .transition(.move(edge: .top)) } ZStack { Text("Detail View") } .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .init(horizontal: .center, vertical: .center)) .border(.red) .onTapGesture(count: 2) { withAnimation { showBars.toggle() } } if showBars { HStack { Button("Click Me") { withAnimation { showBars.toggle() } } } .frame(maxWidth: .infinity, minHeight: 50, idealHeight: 50, maxHeight: 50) .background(.gray) .transition(.move(edge: .bottom)) } } .ignoresSafeArea(.container, edges: .vertical) .toolbarVisibility(.hidden) } .toolbarVisibility(.visible) } } I'm confused by this very inconsistent behavior and I haven't been able to find a way to get this UI to work across both platforms. Does anybody know how to remove the transparent toolbar that is preventing clicks/taps in this top section of the view? I'm hoping there's an idiomatic, native SwiftUI way to do it.
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Nov ’25
Where are Huggingface Models, downloaded by Swift MLX apps cached
I'm downloading a fine-tuned model from HuggingFace which is then cached on my Mac when the app first starts. However, I wanted to test adding a progress bar to show the download progress. To test this I need to delete the cached model. From what I've seen online this is cached at /Users/userName/.cache/huggingface/hub However, if I delete the files from here, using Terminal, the app still seems to be able to access the model. Is the model cached somewhere else? On my iPhone it seems deleting the app also deletes the cached model (app data) so that is useful.
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Oct ’25
Adding App Icon to Xcode for Tahoe
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it. The app continues to use the old (pre-Tahoe) icon. I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious! My app is a working NSDocument-based Cocoa project. Any suggestions please. Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
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Oct ’25
Problem with having Toggle inside a GeometryReader with onChange handler
Hi, I've come across this weird issue which I think is probably a bug, but before I file a radar I'll ask here just in case I'm doing something in a weird way. I found that on macOS if I have a Toggle inside a GeometryReader inside a Tab, and I have an onChange handler for some property of the geometry (even if the onChange doesn't do anything) then the second time I switch to that tab, I get a whole lot of 'AttributeGraph: cycle detected through attribute' logs and the app hangs. It doesn't matter whether it's on the first or second tab, but I've put it in the first tab here. This only happens on macOS… at first I thought it also happened on iOS, but it turned out that was a similar symptom caused by an unrelated issue. Here is some code that reproduces the issue: TabView { Tab("tab 1", systemImage: "rainbow") { Toggle("This toggle is fine", isOn: .constant(true)) } Tab("tab 2", systemImage: "checkmark") { GeometryReader { geometry in VStack { //but with this toggle here, combined with the onChange handler, //the second time we switch to this tab we get the hang Toggle("This toggle causes a hang the second time we switch to this tab", isOn: .constant(true)) //if we comment out the toggle and uncomment the text instead, //it's fine. //Text("This text does not cause a hang") }.onChange(of: geometry.size.height) { //even if this is empty, having it here makes //the app hang when switching to this tab for the second time. //and emit 'AttributeGraph: cycle detected through attribute' in the log } } } } .padding() If I remove either the Toggle or the onChange handler, there is no problem. I can put all sorts of other things in the tab, but as soon as I put a toggle there, I get this hang. For now I've worked around it by putting Toggles in a settings sheet rather than directly on the tab, but since there's plenty of space on macOS it would be nice to have them directly on the tab. One thing that's weird is that if I put this same code in the Settings window of an app, it doesn't seem to have the problem — maybe because the tabs are a different style there.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’25
Apple Script for Music app no longer supports current track event
AppleScript for the Music app no longer supports the current track event. Before macOS Tahoe, running the following script in Script Editor would return the current track information: tell application "Music" return name of current track end tell However, when I run this script on a device with macOS 26 Tahoe, I receive this error: "Result: error "Music got an error: Can’t get name of current track." number -1728 from name of current track” I've tested this extensively, and here are my findings: Going to the “songs” tab and playing something from there makes everything work. Playing any song directly will make it work with current track UNLESS this song is NOT in your Music library (either added through Apple Music or uploaded). If you play a song not in your library, current track is not updated even if you clicked on it specifically. Playing an album (in your library obviously) makes all the tracks within it appear in current track until autoplay takes over. Any autoplayed track won’t appear in current track even if in your library (unless: see the last bulletpoint) Music played through the “songs” tab all appear in current track even if autoplay kicks in. I assume this is because this tab is an iTunes legacy (visually and under the hood) and doesn’t use the modern autoplay. This tab also won’t play non-library songs unlike the “albums” tab which seems to use the correct autoplay and suffers the same symptoms as the “recently added”, “home”, “radio”, etc… tabs. Is this a bug, or has Apple simply deprecated this functionality?
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Oct ’25
PHPickerViewController unusable via Mac Catalyst on macOS 26 when interface is "Scaled to Match iPad"
There is a serious usability issue with PHPickerViewController in a UIKit app running on macOS 26 via Mac Catalyst when the Mac Catalyst interface is set to “Scaled to Match iPad”. Mouse click and other pointer interactions do not take place in the correct position. This means you have to click in the wrong position to select a photo and to close the picker. This basically makes it unusable. To demonstrate, use Xcode 26 on macOS 26 to create a new iOS app project based on Swift/Storyboard. Then update ViewController.swift with the following code: import UIKit import PhotosUI class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() var cfg = UIButton.Configuration.plain() cfg.title = "Photo Picker" let button = UIButton(configuration: cfg, primaryAction: UIAction(handler: { _ in self.showPicker() })) button.translatesAutoresizingMaskIntoConstraints = false view.addSubview(button) NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor), button.centerYAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerYAnchor), ]) } private func showPicker() { var config = PHPickerConfiguration() config.selectionLimit = 10 config.selection = .ordered let vc = PHPickerViewController(configuration: config) vc.delegate = self self.present(vc, animated: true) } } extension ViewController: PHPickerViewControllerDelegate { func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { print("Picked \(results.count) photos") dismiss(animated: true) } } Then go to the "Supported Destinations" section of the project target. Add a "Mac (Mac Catalyst)" destination. Then under the "Deployment Information" section, make sure the "Mac Catalyst Interface" setting is "Scaled to Match iPad". Then build and run the app on a Mac (using the Mac Catalyst destination) with macOS 26.0.1. Make sure the Mac has a dozen or so pictures in the Photo Library to fully demonstrate the issue. When the app is run, a simple screen appears with one button in the middle. Click the button to bring up the PHPickerViewController. Now try to interact with the picker interface. Note that all pointer interactions are in the wrong place on the screen. This makes it nearly impossible to choose the correct photos and close the picker. Quit the app. Select the project and go to the General tab. In the "Deployment Info" change the “Mac Catalyst Interface” setting to “Optimize for Mac” and run the app again. Now the photo picker works just fine. If you run the app on a Mac running macOS 15 then the photo picker works just fine with either “Mac Catalyst Interface” setting. The problem only happens under macOS 26.0 (I do not have macOS 26.1 beta to test) when the “Mac Catalyst Interface” setting is set to “Scaled to Match iPad”. This is critical for my app. I cannot use “Optimize for Mac”. There are far too many issues with that setting (I use UIStepper and UIPickerView to start). So it is critical to the usability of my app under macOS 26 that this issue be resolved. It is expected that PHPickerViewController responds correctly to pointer events on macOS 26 when running a Mac Catalyst app set to “Scaled to Match iPad”. A version of this has been filed as FB20503207
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Oct ’25
Issues with Password based Platform SSO
We are using Apple's PSSO to federate device login to out own IdP. We have developed our own extension app and deployed it using MDM. Things works fine but there are 2 issues that we are trying to get to the root cause - On some devices after restarting we see an error message on the logic screen saying "The registration for this device is invalid and must be repaired" And other error message is "SmartCard configuration is invalid for this account" For the 1st we have figured out that this happens when the registration doesn't happen fully and the key is not tied to the user so when the disk needs to be decrypted at the FileVault screen the issue is raised. For the "SmartCard configuration is invalid for this account" issue also one aspect is invalid registration but there has been other instances as well where the devices were registered completely but then also the the above error was raised. We verified the registration being completed by checking if the SmartCard is visible in the System Report containing the key. Has anyone seen the above issues and any possible resolution around it?
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Oct ’25
Building macOS apps with Xcode 26 on macOS 26 VM
I'm trying to setup a macOS 26 build environment in a VM (using UTM and the virtualization framework Apple provides). I have Xcode 26 installed and have logged into my Apple ID and verified that the team and other configuration looks fine in Xcode settings. When trying to build the macOS app, I see errors saying the VM's device ID has not been registered. I have confirmed that the device ID is registered both in the Provisioning portal AND the downloaded .provisionprofiles (in Library > Developer > Xcode > UserData). This problem appears on multiple targets (e.g. the main app and extensions). If I try to manually provision the app, using the Provisioning portal, I can build the product, but it will not launch because of Gatekeeper issues. Finally, signing to run locally doesn't work either. As the app launches, frameworks refuse to load because Team IDs don't match. With ad hoc provisioning, there are no Team IDs. I've come to the conclusion that this just isn't possible. Which is a shame because I need to support products with a build environment on macOS 15 and cannot move over to macOS 26 yet. I suspect many developers outside of Apple are in a similar position.
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8.6k
Oct ’25
Unable to write to file system when building for My Mac (Designed for iPad)
Our app is unable to write to its own sandbox container on macOS when run via “My Mac (Designed for iPad)”. This is not an issue when the app runs on iPhone or on iPad. This seems to affect all attempts to write to the file system including: UserDefaults Core Data (SQLite) Firebase (Analytics, Crashlytics, Sessions) File creation (PDFs, temp files, etc.) We're seeing the following errors in the console: Operation not permitted / NSCocoaErrorDomain Code=513: Permissions error when writing to disk. CFPrefsPlistSource: Path not accessible: Failure to write to UserDefaults. Cannot synchronize user defaults to disk: UserDefaults write blocked. CoreData: No permissions to create file: Core Data SQLite store can't be created. Firebase: Failed to open database: Firebase can't initialize local storage. CGDataConsumerCreateWithFilename: failed to open ... for writing: PDF generation fails due to temp directory access issues. Created a test project to try and reproduce the issue but unable to do so in the test project, even when setting all the build settings the same as the project having issues.
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Oct ’25