Display map or satellite imagery from your app's interface, call out points of interest, and determine placemark information for map coordinates using MapKit.

Posts under MapKit tag

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How to Start with Default Apple Maps Functionality in iOS 18+
Hi everyone, I’m building an iOS 18+ app in Xcode where Apple Maps is central. My goal is to start with the default Apple Maps experience (map view, search bar, pins, directions sheet, etc.) and then customize it for my project. I tried coding it from scratch using MapKit and SwiftUI, but I wasn’t able to get full parity with the basic features of the Maps app. My questions: Is there any sample project, template, or reference that provides the default Apple Maps functionality (views + interactions) as a baseline? Can I copy these into my Xcode project and then extend/customize them? If not, what’s the recommended best practice to get as close as possible to the native Maps app before adding my own features? Any guidance, sample code, or documentation links would be greatly appreciated.
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Aug ’25
SwiftUI & Xcode 26.0 beta3: Using Map in LazyVGrid causes "Observation tracking feedback loop"
The following code causes an error in Xcode 26.0 beta3 in iOS Simulator with iOS 26.0. After starting the App, scroll to the end of the grid and the app will break. Testet with Xcode Playground with platforms: [ .iOS("17.0")], Simplest possible variant: import SwiftUI import MapKit struct ContentView: View { var body: some View { NavigationStack { ScrollView { LazyVGrid(columns: [GridItem()]) { ForEach(1...12, id:\.self) { i in Text("Hello \(i)") .frame(height: 150) } Map { } .frame(height: 150) } } } } } Thrown error: Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [updateProperties] invalidations: <UIKit.NavigationBarContentView: 0x103026000; frame = (0 0; 402 54); gestureRecognizers = <NSArray: 0x600000c26790>; layer = <CALayer: 0x600000c2d4a0>> contentView=0x0000000103026000 These three nested views are necessary to reproduce the error: NavigationStack -> ScrollView -> LazyVGrid In iOS Simulator with iOS 18.0 there is no error message, the CPU raises to 100%. With Xcode 16.4 the program runs error-free. Is there a solution?
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Aug ’25
MapKit Not Updating MapContentBuilder after each mapCameraKeyframeAnimator keyframe
Hello Apple support, I have this following code Map(position: $mCam, selection: $lastSelection) { // Display content conditionally based on camera scope. // ^^^ works with user gesture, does not work with mapCameraKeyframeAnimator } .onMapCameraChange(frequency: .continuous , { context in // save the camera scope }) .mapCameraKeyframeAnimator(trigger: self.trigger, keyframes: { camera in // frames }) Context: when logging, the .onMapCameraChange is updating. The content mapContentBuilder is running. But the content is NOT showing up on the map. MapCircle, MapPolyline does not show! however, Marker works just fine Question: Anyone know How to indicate to MapKit Map view to draw the content? Or how to have a slight "break" between animation keyframes, so map can catch up.
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Jul ’25
MKLocalSearch not returning Places in the specified region
Hi- I've never posted on here before! But ChatGPT hasn't been helpful with this. I have a call using MKLocalSearch (i have a waddled down version below) let region = MKCoordinateRegion( center: location, // the user's location span: MKCoordinateSpan( latitudeDelta: 0.005, longitudeDelta: 0.005 ) ) let req = MKLocalPointsOfInterestRequest(coordinateRegion: region) req.pointOfInterestFilter = MKPointOfInterestFilter(including: [.nightlife]) let search = MKLocalSearch(request: req) I made the latitude and longitude the lowest they can possibly be without throwing an error. Sometimes (and unreliably) when the user's location is at say, a bar, this list will give me like 10 bars that are not even within the region, and exclude the bar that the user is actually present in. How can i make this not the case? In other words, I just want this to return what I expect: a list of POIs with the category .nightLife within the defined region. Any help would be appreciated!
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Jul ’25
Observation feedback loop on simple Map() view declaration
Project minimum iOS deployment is set to 16.4. When running this simple code in console we receive "Observation tracking feedback loop detected!" and map is unusable. Run code: Map(coordinateRegion: .constant(.init())) Console report: ... Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> IDE: Xcode 26 Beta 3 Testing device: iPhone 15 Pro iOS 26 Beta 3 MacOS: Tahoe 26 Beta 3
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Jul ’25
Disable Hit Testing on SwiftUI Map Annotation Content
Hi, I’m using SwiftUI’s Map with custom Annotation content and trying to make the annotation view ignore touch interactions—similar to applying .allowsHitTesting(false) on regular views. The goal is to ensure that map gestures such as long press and drag are not blocked by annotation content. However, setting .allowsHitTesting(false) on the annotation content doesn’t seem to have any effect. Is there any workaround or supported approach to allow the map to receive gestures even when they originate from annotation views? Thanks in advance for any guidance!
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Jul ’25
.navigationTitle and List misbehaving with a Map()
When navigated to another view with a NavigationStack or NavigationView, the .navigationTitle modifying a List or Form containing a Map() gets quirky when trying to show the title. The back button is displayed correctly, but the title does not follow the same color scheme as the List of Form, rather it is white with a divider underneath it. It's like it is confusing the .inline with the .large navigation display modes. This doesn't just show up in the simulator, but on actual devices too. This is a test main view... import SwiftUI struct ContentView: View { var body: some View { NavigationStack { NavigationLink(destination: MapErrorView()) { Text("Map View") } } } } This is a test navigated view... import SwiftUI import MapKit struct MapErrorView: View { var body: some View { NavigationStack { Form { Section(header: Text("Map of the US States")) { Text("Map Error") Map() .frame(height: 220) } } .navigationTitle("Map Error") .navigationBarTitleDisplayMode(.large) } } } Attached is an image showing this error occurring. Does anyone know how I can get around this without using Text() to mock it? That might be the only way to get around this error.
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Jul ’25
Map view in UIKit does not have a soft edge effect with navigation bar on iOS 26
I have a map view that is presented as a modal in a navigation bar with a title view. The navigation bar is completely transparent in iOS 26 and the bar button items are displayed with a glassy effect. Since there is no soft edge effect, like we have on scroll views, it can be hard to read the text in the title view. Is there a way to get the soft edge effect on a map view that has a navigation bar? Not sure if I'm missing something obvious.
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Jul ’25
Map Switcher MapKit iOS 14 and up
Hello everyone, I have just started coding using swift and I´m currently building an app that ist using MapKit. It is required to run on iOS 14 and newer and I want to add a Map switcher to switch between the Map Views Standard, Satellite, Hybrid and eventually also OSM. However this apparently is not as straight forward as it seems and I just don't get it to work. I had multiple attempts such as these two, each interface with a separate MapSwitcherView that open on the press of a button: var body: some View { ZStack(alignment: .bottomTrailing) { Group { if selectedMapStyle == .openStreetMap { openStreetMapView() } else { MapContainer(region: $locationManager.region, tracking: $tracking, style: selectedMapStyle) } } .id(selectedMapStyle) .onChange(of: selectedMapStyle) { newStyle in print("Style changed to: (newStyle)") } and Group { switch selectedMapStyle { case .standard: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("standard") case .satellite: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("satellite") case .hybrid: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("hybrid") case .openStreetMap: openStreetMapView() } } Unfortunately the map just doesn't switch. Do you have any suggestions? Should I post some more code of the MapSwitcher or something? Thanks and best regards
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Jun ’25
SwiftUI MapKit Marker ignores tint gradient for some colors
Hi, has anyone noticed that when using SwiftUI the MapKit Marker created with Marker(item: MKMapItem) .tint(.red) //solid flat color ignores the default marker styling (the nice gradient and shadow) and shows only a flat solid fill? The shadow/gradient appears correctly with some colors like .blue or .orange, but disappears with others such as .red, .purple, etc. What’s odd is that this happens only with the init(item: MKMapItem) initializer. A marker created with, for example, following init works just fine. Marker("hello", coordinate: CLLocationCoordinate2D) .tint(.red) //nice shadow/gradient Is this a bug, or does a marker backed by an MKMapItem support only a limited color range? (If so, exposing .tint there seems inconsistent—either all colors should work or none.) Has anyone else run into this problem? .orange with shadow/gradient: .red solid without shadow/gradient:
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Jun ’25
Apple Maps directions not starting on first launch in CarPlay
In my app, I want to launch Apple Maps and start turn-by-turn navigation when the user taps a button. I referred to Apple’s documentation and sample projects and implemented the following code: if let url = URL(string: "maps://?t=m&amp;amp;amp;daddr=(addr)") { self.carplayScene?.open(url, options: nil, completionHandler: nil) } This works only if Apple Maps has been launched at least once on the iPhone or in the CarPlay environment. If Apple Maps has never been opened before, it launches the app but does not automatically start navigation. However, once the user has opened Apple Maps at least once — either on the phone or through CarPlay — then navigation starts as expected from that point on. Is this behavior expected? Or is it a bug?
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Jun ’25
MapKit with MKTileOverlay Crashes After a Time
I'm building a weather map that shows the rain on the map. I'm able to retrieve PNG images that are used as tiles to put onto the map. I then reload all the tiles on the map with each timeframe (tile set for every 10 minutes). I'm able to get the map loaded up and I'm able to place the tiles and reload the data for each time slot. I preload all the PNG data needed for the tiles and store that NSData for them in memory so that they are quick for loading and showing on the map. I have timer's set to reload the overlay with the next set of tiles for each time slot. Giving the view of a moving precipitation map over time (just like you'd see on any weather map.) I have 12 time slots (timestamps) showing every 10 minutes for the past 2 hours. I have it showing each in sequence and then repeating. Over time I get a crash with this error as a Thread 1: signal SIGABRT. Failed to acquire drawable, rendering to temporary texture validateRenderPassDescriptor:782: failed assertion `RenderPass Descriptor Validation MTLRenderPassAttachmentDescriptor MTLStoreActionMultisampleResolve store action at attachment 0 requires resolve texture ' validateRenderPassDescriptor:782: failed assertion `RenderPass Descriptor Validation MTLRenderPassAttachmentDescriptor MTLStoreActionMultisampleResolve store action at attachment 0 requires resolve texture ' Through some searching I've discovered that this seems to be console output from Metal. I assume Metal is used for MapKit to render the overlay tiles? I'm using the same custom overlay where I set the timestamp on it and then tell it to reload. I also reuse the same MKOverlayRenderer as shown here... - (MKOverlayRenderer*)mapView:(MKMapView*)mapView rendererForOverlay:(id<MKOverlay>)overlay { if ([overlay isKindOfClass:[MKTileOverlay class]]) { if (!self.rainRenderer) { self.rainRenderer = [[MKTileOverlayRenderer alloc] initWithTileOverlay:overlay]; self.rainRenderer.alpha = 0.5; } return self.rainRenderer; } return nil; } And here's the function that reloads the overlay... - (void) updateRainFrame { self.currentFrameIndex = (self.currentFrameIndex + 1) % self.timestamps.count; if ((self.currentFrameIndex >= 0) && (self.timestamps.count > self.currentFrameIndex)) { NSLog (@"self.currentFrameIndex = %lu", self.currentFrameIndex); NSString *timestamp = self.timestamps[self.currentFrameIndex]; [self.overlay setTimestamp:timestamp]; [self.rainRenderer reloadData]; } } The time it takes to crash seems arbitrary. Sometimes it's very quick. Less than a minute. But usually it's several minutes. 10 or 20 minutes or more. Feels like some sort of race condition that's occurring. Perhaps ARC is not able to release the images for the tiles quick enough for each overlay reload? That's a wild guess but I think it's something more deeper in Metal as I feel I would see other errors related to memory availability. Some of my searches point to something about MSAA needing to be turned off in Metal to resolve this. However I have no idea how I would do that through MapKit. Any suggestions? Let me know if there is somehow a way to capture more from the crash to give more insight.
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Jun ’25
When should I convert coordinates to GCJ02?
Our backend management system uses Google for Location, and Apple Maps is just one of the solutions in our map component. When should I convert coordinates to GCJ02? Maybe you would say that when you are in mainland China? BUT NOT AT ALL! What if the user does not enable location permission? What if the user has not inserted a SIM card? Or not Chinese SIM card but location in China? OR the user location in China, But use VPN with en overseas IP? All solutions are not perfect, unless you open the API to developers and tell us whether Apple Maps currently uses the wgs84 coordinate system or gcj02, which is the most reliable.
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Jun ’25
Clustering on MapKit for SwiftUI iOS17+
Hi What would be the best way to achieve clustering on MapKit within SwiftUI? We're building a decentralized commerce auction platform that is currently live in Switzerland with 3'500 live auctions that can be discovered on a map. We're now running into the issue that the map gets cluttered, when zooming out and haven't been able to find a way to cluster We moved back to UIKit, where clustering works, but UIKit has other drawdowns. So ideally there is a way to handle it within SwiftUI without having to wrap UIKit or move back entirely to UIKit. Thanks for any help or suggestions! Developer Documentation https://developer.apple.com/documentation/mapkit/mapkit-for-swiftui Julius Ilg AuctionShack
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Jun ’25
"Compiler failed to build request" Spam when using MKTileOverlay
I'm building a weather map that shows the rain on the map. I'm able to retrieve PNG images that are used as tiles to put onto the map. I then reload all the tiles on the map with each timeframe (tile set for every 10 minutes). I'm able to get the map loaded up and I'm able to place the tiles and reload the data for each time slot. But I'm getting a ton of spam on the console every time the tiles are reloaded. Failed to locate resource named "sky20Grey0@2x.png" Failed to locate resource named "sky20Grey0@2x.png" Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Yet the images are showing on the map just fine. But I feel like it's a bit sluggish due to all the spam coming out as I'm reloading this every 0.5 seconds with a timer. I've tried to load the data from a remote server on demand by overriding the - (void)loadTileAtPath:(MKTileOverlayPath)path result:(void (^)(NSData *tileData, NSError *error))result function. But due to the timer this can lead to the data not getting loaded fully before it switches to the next time slot of data. I therefore pre-load everything. I can then store the NSData in memory and use loadTileAtPath or the NSURL to a stored file and use - (NSURL *)URLForTilePath:(MKTileOverlayPath)path. Both cases work. But both cases have this spam. I've further refined things such that the MKTileOverlayRenderer is reused but that didn't help. Here's the function for that.. - (MKOverlayRenderer*)mapView:(MKMapView*)mapView rendererForOverlay:(id<MKOverlay>)overlay { if ([overlay isKindOfClass:[MKTileOverlay class]]) { if (!self.rainRenderer) { self.rainRenderer = [[MKTileOverlayRenderer alloc] initWithTileOverlay:overlay]; self.rainRenderer.alpha = 0.5; } return self.rainRenderer; } return nil; } I'm using one MKOverlay and then just reloading the tiles as needed. Otherwise there is quite a pronounced flicker. Here's that function which is triggered by the NSTimer to happen every 0.5 seconds. - (void) updateRainFrame { self.currentFrameIndex = (self.currentFrameIndex + 1) % self.timestamps.count; if ((self.currentFrameIndex >= 0) && (self.timestamps.count > self.currentFrameIndex)) { NSLog (@"self.currentFrameIndex = %lu", self.currentFrameIndex); NSString *timestamp = self.timestamps[self.currentFrameIndex]; [self.overlay setTimestamp:timestamp]; [self.rainRenderer reloadData]; } } In that function I'm updating the "timestamp" in the overlay which is the time slot that contains all the tiles for that time. This way my overridden MKTileOverlay can then pass the correct path for the tiles. For example for loading from a file: - (NSURL *)URLForTilePath:(MKTileOverlayPath)path { return [self getWeatherTileFileURLForPath:path]; } Or NSData stored in memory - (void)loadTileAtPath:(MKTileOverlayPath)path result:(void (^)(NSData *tileData, NSError *error))result { return [self getWeatherTileDataForPath:path]; } But no matter which way I use I keep getting this spam and unfortunately there is no error or anything to point to why it is spamming out. Also the tiles themselves are PNG files either 256x256 or 512x512 in pixel size. I saw that this could be something to do with Metal but I'm assuming that's something that MapKit uses. Very much welcome any thoughts to what could be causing this?
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Jun ’25
Are rate limits for calculate, calculateETA, and reverse geocoding shared across an app?
Hi, I'm using MapKit's MKDirections.calculate, calculateETA, and reverse geocoding (via CLGeocoder.reverseGeocodeLocation) in my iOS app. I understand that there are undocumented rate limits for these services to prevent abuse, but I couldn't find official details. I would like to know: Are the rate limits applied per device, per app installation, or are they shared across all users of the same app bundle ID? Is there any guidance on how to design these features to avoid hitting rate limits in a production environment? What is the best practice if a user repeatedly triggers routing or reverse geocoding (e.g., typing or moving the map)? Any clarification or official documentation would be greatly appreciated. Thank you!
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Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
Hi there, I’m developing a watchOS app using SwiftUI, and I want to allow users to interact with the map using the panning gesture and also drop waypoints by long pressing anywhere on the map—just like in the built-in Apple Maps app on watchOS, where a long press drops a pin and panning still works seamlessly. However, with SwiftUI’s Map, any attempt to attach a gesture other than .onTapGesture (such as LongPressGesture or DragGesture) seems to block the built-in map interactions, making panning impossible. Is there a supported approach to detect long press gestures anywhere on the map while still allowing all standard map interactions (as seen in Apple Maps on watchOS)? Or is this something only possible with private APIs or internal access? Any guidance or best practices would be greatly appreciated! Thank you!
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Jun ’25
How to Start with Default Apple Maps Functionality in iOS 18+
Hi everyone, I’m building an iOS 18+ app in Xcode where Apple Maps is central. My goal is to start with the default Apple Maps experience (map view, search bar, pins, directions sheet, etc.) and then customize it for my project. I tried coding it from scratch using MapKit and SwiftUI, but I wasn’t able to get full parity with the basic features of the Maps app. My questions: Is there any sample project, template, or reference that provides the default Apple Maps functionality (views + interactions) as a baseline? Can I copy these into my Xcode project and then extend/customize them? If not, what’s the recommended best practice to get as close as possible to the native Maps app before adding my own features? Any guidance, sample code, or documentation links would be greatly appreciated.
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1
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0
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173
Activity
Aug ’25
SwiftUI & Xcode 26.0 beta3: Using Map in LazyVGrid causes "Observation tracking feedback loop"
The following code causes an error in Xcode 26.0 beta3 in iOS Simulator with iOS 26.0. After starting the App, scroll to the end of the grid and the app will break. Testet with Xcode Playground with platforms: [ .iOS("17.0")], Simplest possible variant: import SwiftUI import MapKit struct ContentView: View { var body: some View { NavigationStack { ScrollView { LazyVGrid(columns: [GridItem()]) { ForEach(1...12, id:\.self) { i in Text("Hello \(i)") .frame(height: 150) } Map { } .frame(height: 150) } } } } } Thrown error: Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [updateProperties] invalidations: <UIKit.NavigationBarContentView: 0x103026000; frame = (0 0; 402 54); gestureRecognizers = <NSArray: 0x600000c26790>; layer = <CALayer: 0x600000c2d4a0>> contentView=0x0000000103026000 These three nested views are necessary to reproduce the error: NavigationStack -> ScrollView -> LazyVGrid In iOS Simulator with iOS 18.0 there is no error message, the CPU raises to 100%. With Xcode 16.4 the program runs error-free. Is there a solution?
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5
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1
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394
Activity
Aug ’25
MapKit Not Updating MapContentBuilder after each mapCameraKeyframeAnimator keyframe
Hello Apple support, I have this following code Map(position: $mCam, selection: $lastSelection) { // Display content conditionally based on camera scope. // ^^^ works with user gesture, does not work with mapCameraKeyframeAnimator } .onMapCameraChange(frequency: .continuous , { context in // save the camera scope }) .mapCameraKeyframeAnimator(trigger: self.trigger, keyframes: { camera in // frames }) Context: when logging, the .onMapCameraChange is updating. The content mapContentBuilder is running. But the content is NOT showing up on the map. MapCircle, MapPolyline does not show! however, Marker works just fine Question: Anyone know How to indicate to MapKit Map view to draw the content? Or how to have a slight "break" between animation keyframes, so map can catch up.
Replies
2
Boosts
0
Views
139
Activity
Jul ’25
MKLocalSearch not returning Places in the specified region
Hi- I've never posted on here before! But ChatGPT hasn't been helpful with this. I have a call using MKLocalSearch (i have a waddled down version below) let region = MKCoordinateRegion( center: location, // the user's location span: MKCoordinateSpan( latitudeDelta: 0.005, longitudeDelta: 0.005 ) ) let req = MKLocalPointsOfInterestRequest(coordinateRegion: region) req.pointOfInterestFilter = MKPointOfInterestFilter(including: [.nightlife]) let search = MKLocalSearch(request: req) I made the latitude and longitude the lowest they can possibly be without throwing an error. Sometimes (and unreliably) when the user's location is at say, a bar, this list will give me like 10 bars that are not even within the region, and exclude the bar that the user is actually present in. How can i make this not the case? In other words, I just want this to return what I expect: a list of POIs with the category .nightLife within the defined region. Any help would be appreciated!
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0
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0
Views
184
Activity
Jul ’25
Observation feedback loop on simple Map() view declaration
Project minimum iOS deployment is set to 16.4. When running this simple code in console we receive "Observation tracking feedback loop detected!" and map is unusable. Run code: Map(coordinateRegion: .constant(.init())) Console report: ... Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> IDE: Xcode 26 Beta 3 Testing device: iPhone 15 Pro iOS 26 Beta 3 MacOS: Tahoe 26 Beta 3
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253
Activity
Jul ’25
Disable Hit Testing on SwiftUI Map Annotation Content
Hi, I’m using SwiftUI’s Map with custom Annotation content and trying to make the annotation view ignore touch interactions—similar to applying .allowsHitTesting(false) on regular views. The goal is to ensure that map gestures such as long press and drag are not blocked by annotation content. However, setting .allowsHitTesting(false) on the annotation content doesn’t seem to have any effect. Is there any workaround or supported approach to allow the map to receive gestures even when they originate from annotation views? Thanks in advance for any guidance!
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106
Activity
Jul ’25
.navigationTitle and List misbehaving with a Map()
When navigated to another view with a NavigationStack or NavigationView, the .navigationTitle modifying a List or Form containing a Map() gets quirky when trying to show the title. The back button is displayed correctly, but the title does not follow the same color scheme as the List of Form, rather it is white with a divider underneath it. It's like it is confusing the .inline with the .large navigation display modes. This doesn't just show up in the simulator, but on actual devices too. This is a test main view... import SwiftUI struct ContentView: View { var body: some View { NavigationStack { NavigationLink(destination: MapErrorView()) { Text("Map View") } } } } This is a test navigated view... import SwiftUI import MapKit struct MapErrorView: View { var body: some View { NavigationStack { Form { Section(header: Text("Map of the US States")) { Text("Map Error") Map() .frame(height: 220) } } .navigationTitle("Map Error") .navigationBarTitleDisplayMode(.large) } } } Attached is an image showing this error occurring. Does anyone know how I can get around this without using Text() to mock it? That might be the only way to get around this error.
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174
Activity
Jul ’25
Map view in UIKit does not have a soft edge effect with navigation bar on iOS 26
I have a map view that is presented as a modal in a navigation bar with a title view. The navigation bar is completely transparent in iOS 26 and the bar button items are displayed with a glassy effect. Since there is no soft edge effect, like we have on scroll views, it can be hard to read the text in the title view. Is there a way to get the soft edge effect on a map view that has a navigation bar? Not sure if I'm missing something obvious.
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178
Activity
Jul ’25
Map Switcher MapKit iOS 14 and up
Hello everyone, I have just started coding using swift and I´m currently building an app that ist using MapKit. It is required to run on iOS 14 and newer and I want to add a Map switcher to switch between the Map Views Standard, Satellite, Hybrid and eventually also OSM. However this apparently is not as straight forward as it seems and I just don't get it to work. I had multiple attempts such as these two, each interface with a separate MapSwitcherView that open on the press of a button: var body: some View { ZStack(alignment: .bottomTrailing) { Group { if selectedMapStyle == .openStreetMap { openStreetMapView() } else { MapContainer(region: $locationManager.region, tracking: $tracking, style: selectedMapStyle) } } .id(selectedMapStyle) .onChange(of: selectedMapStyle) { newStyle in print("Style changed to: (newStyle)") } and Group { switch selectedMapStyle { case .standard: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("standard") case .satellite: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("satellite") case .hybrid: Map(coordinateRegion: $locationManager.region, interactionModes: .all, showsUserLocation: true, userTrackingMode: $tracking) .id("hybrid") case .openStreetMap: openStreetMapView() } } Unfortunately the map just doesn't switch. Do you have any suggestions? Should I post some more code of the MapSwitcher or something? Thanks and best regards
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175
Activity
Jun ’25
SwiftUI MapKit Marker ignores tint gradient for some colors
Hi, has anyone noticed that when using SwiftUI the MapKit Marker created with Marker(item: MKMapItem) .tint(.red) //solid flat color ignores the default marker styling (the nice gradient and shadow) and shows only a flat solid fill? The shadow/gradient appears correctly with some colors like .blue or .orange, but disappears with others such as .red, .purple, etc. What’s odd is that this happens only with the init(item: MKMapItem) initializer. A marker created with, for example, following init works just fine. Marker("hello", coordinate: CLLocationCoordinate2D) .tint(.red) //nice shadow/gradient Is this a bug, or does a marker backed by an MKMapItem support only a limited color range? (If so, exposing .tint there seems inconsistent—either all colors should work or none.) Has anyone else run into this problem? .orange with shadow/gradient: .red solid without shadow/gradient:
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112
Activity
Jun ’25
Apple Maps directions not starting on first launch in CarPlay
In my app, I want to launch Apple Maps and start turn-by-turn navigation when the user taps a button. I referred to Apple’s documentation and sample projects and implemented the following code: if let url = URL(string: "maps://?t=m&amp;amp;amp;daddr=(addr)") { self.carplayScene?.open(url, options: nil, completionHandler: nil) } This works only if Apple Maps has been launched at least once on the iPhone or in the CarPlay environment. If Apple Maps has never been opened before, it launches the app but does not automatically start navigation. However, once the user has opened Apple Maps at least once — either on the phone or through CarPlay — then navigation starts as expected from that point on. Is this behavior expected? Or is it a bug?
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155
Activity
Jun ’25
MapKit with MKTileOverlay Crashes After a Time
I'm building a weather map that shows the rain on the map. I'm able to retrieve PNG images that are used as tiles to put onto the map. I then reload all the tiles on the map with each timeframe (tile set for every 10 minutes). I'm able to get the map loaded up and I'm able to place the tiles and reload the data for each time slot. I preload all the PNG data needed for the tiles and store that NSData for them in memory so that they are quick for loading and showing on the map. I have timer's set to reload the overlay with the next set of tiles for each time slot. Giving the view of a moving precipitation map over time (just like you'd see on any weather map.) I have 12 time slots (timestamps) showing every 10 minutes for the past 2 hours. I have it showing each in sequence and then repeating. Over time I get a crash with this error as a Thread 1: signal SIGABRT. Failed to acquire drawable, rendering to temporary texture validateRenderPassDescriptor:782: failed assertion `RenderPass Descriptor Validation MTLRenderPassAttachmentDescriptor MTLStoreActionMultisampleResolve store action at attachment 0 requires resolve texture ' validateRenderPassDescriptor:782: failed assertion `RenderPass Descriptor Validation MTLRenderPassAttachmentDescriptor MTLStoreActionMultisampleResolve store action at attachment 0 requires resolve texture ' Through some searching I've discovered that this seems to be console output from Metal. I assume Metal is used for MapKit to render the overlay tiles? I'm using the same custom overlay where I set the timestamp on it and then tell it to reload. I also reuse the same MKOverlayRenderer as shown here... - (MKOverlayRenderer*)mapView:(MKMapView*)mapView rendererForOverlay:(id<MKOverlay>)overlay { if ([overlay isKindOfClass:[MKTileOverlay class]]) { if (!self.rainRenderer) { self.rainRenderer = [[MKTileOverlayRenderer alloc] initWithTileOverlay:overlay]; self.rainRenderer.alpha = 0.5; } return self.rainRenderer; } return nil; } And here's the function that reloads the overlay... - (void) updateRainFrame { self.currentFrameIndex = (self.currentFrameIndex + 1) % self.timestamps.count; if ((self.currentFrameIndex >= 0) && (self.timestamps.count > self.currentFrameIndex)) { NSLog (@"self.currentFrameIndex = %lu", self.currentFrameIndex); NSString *timestamp = self.timestamps[self.currentFrameIndex]; [self.overlay setTimestamp:timestamp]; [self.rainRenderer reloadData]; } } The time it takes to crash seems arbitrary. Sometimes it's very quick. Less than a minute. But usually it's several minutes. 10 or 20 minutes or more. Feels like some sort of race condition that's occurring. Perhaps ARC is not able to release the images for the tiles quick enough for each overlay reload? That's a wild guess but I think it's something more deeper in Metal as I feel I would see other errors related to memory availability. Some of my searches point to something about MSAA needing to be turned off in Metal to resolve this. However I have no idea how I would do that through MapKit. Any suggestions? Let me know if there is somehow a way to capture more from the crash to give more insight.
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161
Activity
Jun ’25
MKMapView cannot render P3 color in annotations in iOS 26
Hello! Since iOS 26, MKMapView annotations are unable to render P3 color in the marker style. Regular colorscontinue to work fine, but we make extensive use of this annotation style in our app. Filed as FB17910834
Topic: UI Frameworks SubTopic: UIKit Tags:
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107
Activity
Jun ’25
When should I convert coordinates to GCJ02?
Our backend management system uses Google for Location, and Apple Maps is just one of the solutions in our map component. When should I convert coordinates to GCJ02? Maybe you would say that when you are in mainland China? BUT NOT AT ALL! What if the user does not enable location permission? What if the user has not inserted a SIM card? Or not Chinese SIM card but location in China? OR the user location in China, But use VPN with en overseas IP? All solutions are not perfect, unless you open the API to developers and tell us whether Apple Maps currently uses the wgs84 coordinate system or gcj02, which is the most reliable.
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283
Activity
Jun ’25
Clustering on MapKit for SwiftUI iOS17+
Hi What would be the best way to achieve clustering on MapKit within SwiftUI? We're building a decentralized commerce auction platform that is currently live in Switzerland with 3'500 live auctions that can be discovered on a map. We're now running into the issue that the map gets cluttered, when zooming out and haven't been able to find a way to cluster We moved back to UIKit, where clustering works, but UIKit has other drawdowns. So ideally there is a way to handle it within SwiftUI without having to wrap UIKit or move back entirely to UIKit. Thanks for any help or suggestions! Developer Documentation https://developer.apple.com/documentation/mapkit/mapkit-for-swiftui Julius Ilg AuctionShack
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234
Activity
Jun ’25
"Compiler failed to build request" Spam when using MKTileOverlay
I'm building a weather map that shows the rain on the map. I'm able to retrieve PNG images that are used as tiles to put onto the map. I then reload all the tiles on the map with each timeframe (tile set for every 10 minutes). I'm able to get the map loaded up and I'm able to place the tiles and reload the data for each time slot. But I'm getting a ton of spam on the console every time the tiles are reloaded. Failed to locate resource named "sky20Grey0@2x.png" Failed to locate resource named "sky20Grey0@2x.png" Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Compiler failed to build request Yet the images are showing on the map just fine. But I feel like it's a bit sluggish due to all the spam coming out as I'm reloading this every 0.5 seconds with a timer. I've tried to load the data from a remote server on demand by overriding the - (void)loadTileAtPath:(MKTileOverlayPath)path result:(void (^)(NSData *tileData, NSError *error))result function. But due to the timer this can lead to the data not getting loaded fully before it switches to the next time slot of data. I therefore pre-load everything. I can then store the NSData in memory and use loadTileAtPath or the NSURL to a stored file and use - (NSURL *)URLForTilePath:(MKTileOverlayPath)path. Both cases work. But both cases have this spam. I've further refined things such that the MKTileOverlayRenderer is reused but that didn't help. Here's the function for that.. - (MKOverlayRenderer*)mapView:(MKMapView*)mapView rendererForOverlay:(id<MKOverlay>)overlay { if ([overlay isKindOfClass:[MKTileOverlay class]]) { if (!self.rainRenderer) { self.rainRenderer = [[MKTileOverlayRenderer alloc] initWithTileOverlay:overlay]; self.rainRenderer.alpha = 0.5; } return self.rainRenderer; } return nil; } I'm using one MKOverlay and then just reloading the tiles as needed. Otherwise there is quite a pronounced flicker. Here's that function which is triggered by the NSTimer to happen every 0.5 seconds. - (void) updateRainFrame { self.currentFrameIndex = (self.currentFrameIndex + 1) % self.timestamps.count; if ((self.currentFrameIndex >= 0) && (self.timestamps.count > self.currentFrameIndex)) { NSLog (@"self.currentFrameIndex = %lu", self.currentFrameIndex); NSString *timestamp = self.timestamps[self.currentFrameIndex]; [self.overlay setTimestamp:timestamp]; [self.rainRenderer reloadData]; } } In that function I'm updating the "timestamp" in the overlay which is the time slot that contains all the tiles for that time. This way my overridden MKTileOverlay can then pass the correct path for the tiles. For example for loading from a file: - (NSURL *)URLForTilePath:(MKTileOverlayPath)path { return [self getWeatherTileFileURLForPath:path]; } Or NSData stored in memory - (void)loadTileAtPath:(MKTileOverlayPath)path result:(void (^)(NSData *tileData, NSError *error))result { return [self getWeatherTileDataForPath:path]; } But no matter which way I use I keep getting this spam and unfortunately there is no error or anything to point to why it is spamming out. Also the tiles themselves are PNG files either 256x256 or 512x512 in pixel size. I saw that this could be something to do with Metal but I'm assuming that's something that MapKit uses. Very much welcome any thoughts to what could be causing this?
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135
Activity
Jun ’25
Volumetric Maps in VisionOS
At the moment the map kit APls only support non-volumetric maps (i.e. in a window or in a volume, but on a 2D surface). Is support for 3D volumetric maps in VisionOS in the works? And if so when can we expect it to be available?
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83
Activity
Jun ’25
Are rate limits for calculate, calculateETA, and reverse geocoding shared across an app?
Hi, I'm using MapKit's MKDirections.calculate, calculateETA, and reverse geocoding (via CLGeocoder.reverseGeocodeLocation) in my iOS app. I understand that there are undocumented rate limits for these services to prevent abuse, but I couldn't find official details. I would like to know: Are the rate limits applied per device, per app installation, or are they shared across all users of the same app bundle ID? Is there any guidance on how to design these features to avoid hitting rate limits in a production environment? What is the best practice if a user repeatedly triggers routing or reverse geocoding (e.g., typing or moving the map)? Any clarification or official documentation would be greatly appreciated. Thank you!
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226
Activity
Jun ’25
Advanced App Clip experience URL Status
Hello Team, We have Advanced App Clip Experiences live but we have add App Clip experience URL since long ago but status remains as Received and never changed to Published, can you please help us to fix this issue. Please see attached. Thanks
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1.6k
Activity
Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
Hi there, I’m developing a watchOS app using SwiftUI, and I want to allow users to interact with the map using the panning gesture and also drop waypoints by long pressing anywhere on the map—just like in the built-in Apple Maps app on watchOS, where a long press drops a pin and panning still works seamlessly. However, with SwiftUI’s Map, any attempt to attach a gesture other than .onTapGesture (such as LongPressGesture or DragGesture) seems to block the built-in map interactions, making panning impossible. Is there a supported approach to detect long press gestures anywhere on the map while still allowing all standard map interactions (as seen in Apple Maps on watchOS)? Or is this something only possible with private APIs or internal access? Any guidance or best practices would be greatly appreciated! Thank you!
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168
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Jun ’25