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Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
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108
Jun ’25
Locale.Script seems to be returning a value even though the language has no script
We just dropped support for iOS 16 in our app and migrated to the new properties on Locale to extract the language code, region, and script. However, after doing this we are seeing an issue where the script property is returning a value when the language has no script. Here is the initializer that we are using to populate the values. The identifier is coming from the preferredLanguages property that is found on Locale. init?(identifier: String) { let locale = Locale(identifier: identifier) guard let languageCode = locale.language.languageCode?.identifier else { return nil } language = languageCode region = locale.region?.identifier script = locale.language.script?.identifier } Whenever I inspect locale.language I see all of the correct values. However, when I inspect locale.language.script directly it is always returning Latn as the value. If I inspect the deprecated locale.scriptCode property it will return nil as expected. Here is an example from the debugger for en-AU. I also see the same for other languages such as en-AE, pt-BR. Since the language components show the script as nil, then I would expect locale.language.script?.identifier to also return nil.
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Jun ’25
How I can localize an array ?
Hello, I am trying to localize my app in other languages. Most of the text are automatically extracted by Xcode when creating a string catalog and running my app. However I realized few texts aren't extracted, hence I find a solution for most of them by adding For example I have some declared variable as var title: String = "Continue" Hence for them to be trigger I changed the String by LocalizedStringResource which gives var title: LocalizedStringResource = "Continue" But I still have an issue with some variables declared as an array with this for example @State private var genderOptions = ["Male", "Female", "Not Disclosed"] I tried many things however I don't success to make these arrays to be translated as the word here "Male", "Female" and "Not Disclosed". I have more array like that in my code and I am trying to find a solution for them to be extracted and be able to be localized Few things I tried that doesn't worked @State private var genderOptions : LocalizedStringResource = ["Male", "Female", "Not Disclosed"] @State private var genderOptions = [LocalizedStringResource("Male"), LocalizedStringResource("Female"), LocalizedStringResource("Not Disclosed")] Any idea more than welcome Thank guys
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Jun ’25
Enterprise Vendor Id changing when it shouldn't
Hi All, Really weird one here... I have two bundle ids with the same reverse dns name... com.company.app1 com.company.app2 app1 was installed on the device a year ago. app2 was also installed on the device a year ago but I released a new updated version and pushed it to the device via Microsoft InTunes. A year ago the vendor Id's matched as the bundle id's were on the same domain of com.company. Now for some reason the new build of app2 or any new app I build isn't being recognised as on the same domain as app1 even though the bundle id should make it so and so the Vendor Id's do not match and it is causing me major problems as I rely on the Vendor Id to exchange data between the apps on a certain device. In an enterprise environment, does anyone know of any other reason or things that could affect the Vendor Id? According to Apple docs, it seems that only the bundle name affects the vendor id but it isn't following those rules in this instance.
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Jun ’25
Issue with Swift 6 migration issues
We are migrating to swift 6 from swift 5 using Xcode 16.2. we are getting below errors in almost each of our source code files : Call to main actor-isolated initializer 'init(storyboard:bundle:)' in a synchronous non isolated context Main actor-isolated property 'delegate' can not be mutated from a nonisolated context Call to main actor-isolated instance method 'register(cell:)' in a synchronous nonisolated context Call to main actor-isolated instance method 'setup()' in a synchronous nonisolated context Few questions related to these compile errors. Some of our functions arguments have default value set but swift 6 does not allow to set any default values. This requires a lot of code changes throughout the project. This would be lot of source code re-write. Using annotations like @uncheck sendable , @Sendable on the class (Main actor) name, lot of functions within those classes , having inside some code which coming from other classes which also showing main thread issue even we using @uncheck sendable. There are so many compile errors, we are still seeing other than what we have listed here. Fixing these compile errors throughout our project, would be like a re-write of our whole application, which would take lot of time. In order for us to migrate efficiently, we have few questions where we need your help with. Below are the questions. Are there any ways we can bypass these errors using any keywords or any other way possible? Can Swift 5 and Swift 6 co-exist? so, we can slowly migrate over a period of time.
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Jun ’25
NEFilterManager saveToPreferences fails with "permission denied" on TestFlight build
I'm working on enabling a content filter in my iOS app using NEFilterManager and NEFilterProviderConfiguration. The setup works perfectly in debug builds when running via Xcode, but fails on TestFlight builds with the following error: **Failed to save filter settings: permission denied ** **Here is my current implementation: ** (void)startContentFilter { NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults]; [userDefaults synchronize]; [[NEFilterManager sharedManager] loadFromPreferencesWithCompletionHandler:^(NSError * _Nullable error) { dispatch_async(dispatch_get_main_queue(), ^{ if (error) { NSLog(@"Failed to load filter: %@", error.localizedDescription); [self showAlertWithTitle:@"Error" message:[NSString stringWithFormat:@"Failed to load content filter: %@", error.localizedDescription]]; return; } NEFilterProviderConfiguration *filterConfig = [[NEFilterProviderConfiguration alloc] init]; filterConfig.filterSockets = YES; filterConfig.filterBrowsers = YES; NEFilterManager *manager = [NEFilterManager sharedManager]; manager.providerConfiguration = filterConfig; manager.enabled = YES; [manager saveToPreferencesWithCompletionHandler:^(NSError * _Nullable error) { dispatch_async(dispatch_get_main_queue(), ^{ if (error) { NSLog(@"Failed to save filter settings: %@", error.localizedDescription); [self showAlertWithTitle:@"Error" message:[NSString stringWithFormat:@"Failed to save filter settings: %@", error.localizedDescription]]; } else { NSLog(@"Content filter enabled successfully!"); [self showAlertWithTitle:@"Success" message:@"Content filter enabled successfully!"]; } }); }]; }); }]; } **What I've tried: ** Ensured the com.apple.developer.networking.networkextension entitlement is set in both the app and system extension. The Network extension target includes content-filter-provider. Tested only on physical devices. App works in development build, but not from TestFlight. **My questions: ** Why does saveToPreferencesWithCompletionHandler fail with “permission denied” on TestFlight? Are there special entitlements required for using NEFilterManager in production/TestFlight builds? Is MDM (Mobile Device Management) required to deploy apps using content filters? Has anyone successfully implemented NEFilterProviderConfiguration in production, and if so, how?
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Jun ’25
Clearing an app’s memory, data etc.
My app works perfectly the first time it is used but when returning to the start after playing the game and playing another it does some random things. I figure it is because the app still retains the previous game in it’s memory allocation? My question is, what is the best way programmatically to have an app start fresh and not have to quit it and open it again?
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May ’25
Is Phase Detection Autofocus degrading video stabilization, and can I disable it?
I'm developing a video capture app using AVFoundation, designed specifically for use on a boat pylon to record slalom water skiing. This setup involves considerable vibration. As you may know, the OIS that Apple began adding to lenses since the iPhone 7 is actually very problematic in high vibration circumstances, ironically creating very shaky video, whereas lenses without OIS produce perfectly stable video. Because of this, up until iPhone 14, the solution for my app was simply to use the Selfie lens, which did not have OIS. Starting with iPhone 14 through iPhone 16 (non-Pro models), technical specs suggest the selfie lens still does not include OIS. However, I’m still seeing the same kind of shaky video behavior I see on OIS-equipped lenses. The one hardware change I see in this camera module is the addition of PDAF (Phase Detection Autofocus), so that is my best guess as to what is causing the unstable video. 1- Does that make any sense - that in high vibration settings, PDAF could create unstable video in the same way that OIS does? Or could it be something else that was changed between the iPhone 13 and 14 Selfie lens? Thinking that the issue was PDAF, I figured that if I enabled my app to set a Manual Focus level, that ought to circumvent PDAF (expecting that if a lens is manually focusing, it can’t also be autofocusing via PDAF). However, even with manual focus locked via AVCaptureDevice in my app, on the Selfie lens of an iPhone 16, the video still comes out very shaky, basically unusable. I also tested with the built-in Apple Camera app (using the press-and-hold to lock focus and exposure) and another 3rd party camera app to lock focus, all with the same results, so it's not that my app just isn't correctly doing manual focus. So I'm stuck with these questions: 2- Does the selfie camera on iPhones 14–16 use PDAF even when focus is set to locked/manual mode? 3- Is there any way in AVFoundation to disable or suppress PDAF during video recording (e.g., a flag, device format setting, or private API)? 4- Is PDAF behavior or suppression documented or controllable via AVCaptureDevice or any related class? 5- If no control of PDAF is available, are there any best practices for stabilizing or smoothing this effect programmatically? Note that I also have set my app to use the most aggressive form of stabilization available, so it defaults to .cinematicExtendedEnhanced, if that’s not available, then .cinematicExtended, etc. On the 16 Selfie lens, it is using .cinematicExtended. As an additional question: 6- Would those be the most appropriate stabilization settings for a high vibration environment, and if not, what would be best?
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May ’25
App Randomly Crashes During Continuous Sound Playback Using AVAudioPlayer
Environment→ ・Device: iPad 10th generation ・OS:**iOS18.3.2 We're using AVAudioPlayer to play a sound when a button is tapped. In our use case, this button can be tapped very frequently — roughly every 0.1 to 0.2 seconds. Each tap triggers the following function: var audioPlayer: AVAudioPlayer? func soundPlay(resource: String, type: String){ guard let path = Bundle.main.path(forResource: resource, ofType: type) else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: URL(fileURLWithPath: path)) audioPlayer!.delegate = self try audioSession.setCategory(.playback) } catch { return } self.audioPlayer!.play() } The issue is that under high-frequency tapping (especially around 0.1–0.15s intervals), the app occasionally crashes. The crash does not occur every time, but it happens randomly — sometimes within 30 seconds, within 1 minute, or even 3 minutes of continuous tapping. Interestingly, adding a delay of 0.2 seconds between button taps seems to prevent the crash entirely. Delays shorter than 0.2 seconds (e.g.,0.15s,0.18s) still result in occasional crashes. My questions are: **Is this expected behavior from AVAudioPlayer or AVAudioSession? Could this be a known issue or a limitation in AVFoundation? Is there any documentation or guidance on handling frequent sound playback safely?** Any insights or recommendations on how to handle rapid, repeated audio playback more reliably would be appreciated.
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May ’25
Securely transmit UIImage to app running on desktop website
Hello everyone, I'm trying to figure out how to transmit a UIImage (png or tiff) securely to an application running in my desktop browser (Mac or PC). The desktop application and iOS app would potentially be running on the same local network (iOS hotspot or something) or have no internet connection at all. I'm trying to securely send over an image that the running desktop app could ingest. I was thinking something like a local server securely accepting image data from an iPhone. Any suggestions ideas or where to look for more info would be greatly appreciated! Thank you for your help.
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May ’25
How to reduce CMSampleBuffer volume
Hello, Basically, I am reading and writing an asset. To simplify, I am just reading the asset and rewriting it into an output video without any modifications. However, I want to add a fade-out effect to the last three seconds of the output video. I don’t know how to do this. So far, before adding the CMSampleBuffer to the output video, I tried reducing its volume using an extension on CMSampleBuffer. In the extension, I passed 0.4 for testing, aiming to reduce the video's overall volume by 60%. My question is: How can I directly adjust the volume of a CMSampleBuffer? Here is the extension: extension CMSampleBuffer { func adjustVolume(by factor: Float) -> CMSampleBuffer? { guard let blockBuffer = CMSampleBufferGetDataBuffer(self) else { return nil } var length = 0 var dataPointer: UnsafeMutablePointer<Int8>? guard CMBlockBufferGetDataPointer(blockBuffer, atOffset: 0, lengthAtOffsetOut: nil, totalLengthOut: &length, dataPointerOut: &dataPointer) == kCMBlockBufferNoErr else { return nil } guard let dataPointer = dataPointer else { return nil } let sampleCount = length / MemoryLayout<Int16>.size dataPointer.withMemoryRebound(to: Int16.self, capacity: sampleCount) { pointer in for i in 0..<sampleCount { let sample = Float(pointer[i]) pointer[i] = Int16(sample * factor) } } return self } }
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May ’25
MPNowPlayingInfoCenter nowPlayingInfo throttled
Hello, I have been running into issues with setting nowPlayingInfo information, specifically updating information for CarPlay and the CPNowPlayingTemplate. When I start playback for an item, I see lock screen information update as expected, along with the CarPlay now playing information. However, the playing items are books with collections of tracks. When I select a new track(chapter) within the book, I set the MPMediaItemPropertyTitle to the new chapter name. This change is reflected correctly on the lock screen, but almost never appears correctly on the CarPlay CPNowPlayingTemplate. The previous chapter title remains set and never updates. I see "Application exceeded audio metadata throttle limit." in the debug console fairly frequently. From that a I figured that I need to minimize updates to the nowPlayingInfo dictionary. What I did: I store the metadata dictionary in a local dictionary and only set values in the main nowPlayingInfo dictionary when they are different from the current value. I kick off the nowPlayingInfo update via a task that initially sleeps for around 2 seconds (not a final value, just for my current testing). If a previous Task is active, it gets cancelled, so that only one update can happen within that time window. Neither of these things have been sufficient. I can switch between different titles entirely and the information updates (including cover art). But when I switch chapters within a title, the MPMediaItemPropertyTitle continues to get dropped. I know the value is getting set, because it updates on the lock screen correctly. In total, I have 12 keys I update for info, though with the above changes, usually 2-4 of them actually get updated with high frequency. I am running out of ideas to satisfy the throttling thresholds to accurately display metadata. I could use some advice. Thanks.
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May ’25
Opening FileDocument with URL → should only be called in the main thread
Its document says openDocument can open a document at a specific URL. So I've saved a model as a JSON object with its URL and a bookmark as Data. With its security-scoped bookmark data resolved, I am able to open a document except that the app will crash right after opening a document. Console says should only be called in the main thread struct ContentView: View { @EnvironmentObject var bookmarkViewModel: BookmarkViewModel var body: some View { VStack { } .onAppear { loadBookmarks() } } extension ContentView { func loadBookmarks() { print("1 \(Thread.current)") // NSMainThread Task { for bookmarkItem in bookmarkViewModel.bookmarkItems { // resolving a security-scoped bookmark print("2 \(Thread.current)") // NSMainThread if let _ = resolveBookmark(bookmarkData: bookmarkItem.bookmarkData) { print("3 \(Thread.current)") // NSMainThread do { print("4 \(Thread.current)") // NSMainThread try await openDocument(at: bookmarkItem.bookmarkURL) print("5 \(Thread.current)") // NSMainThread } catch { print("\(error.localizedDescription)") } } } } } } Well, the application is on the main thread. I've checked every line before and after opening a document with its URL. Call what on the main thread? This is confusing. Thanks. class BookmarkViewModel: ObservableObject { @Published var bookmarkItems: [BookmarkItem] = [] var defaultFileManager: FileManager { return FileManager.default } var documentURL: URL? { ... } init() { fetchBookmarkItems() } func fetchBookmarkItems() { bookmarkItems.removeAll() if let documentURL { let bookmarkFolderURL = documentURL.appending(path: "MyApp").appending(path: "Bookmarks") do { let contents = try defaultFileManager.contentsOfDirectory(atPath: bookmarkFolderURL.path) for content in contents { ... let fileURL = bookmarkFolderURL.appending(path: content) let data = try Data(contentsOf: fileURL) let bookmarkItem = try JSONDecoder().decode(BookmarkItem.self, from: data) bookmarkItems.append(bookmarkItem) } } catch { print("Error fetching folder content: \(error.localizedDescription)") } } } } struct BookmarkItem: Codable, Hashable { let bookmarkURL: URL let date: Date let bookmarkData: Data let open: Bool }
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May ’25
Best practices for accessing NavigationPath in child views
Hi all I'm reworking our app in SwiftUI. My ultimate goal is to access the NavigationPath from a child view which is used throughout different NavgationStacks. While searching for I came across different ways of achieving this. As I'm relatively new to SwiftUI it is hard to understand what the actual best practice seems to be. So for the use case. My app has a TabView and each Tab has its own NavigationStack which looks something like this struct TabNavigation: View { @State private var selectedProductType: StaticProductType = .all @StateObject private var appRouter = AppRouter() var body: some View { TabView(selection: $appRouter.selectedTab) { Overview(activeType: $selectedProductType) .tabItem { Label("Home", systemImage: "house") } .tag(Tab.home) AssortmentView(router: $appRouter.assortmentRouter, activeType: $selectedProductType) .tabItem { Label(String(localized: "assortment"), systemImage: "list.bullet") } .tag(Tab.assortment) } } The AssortmenView holds the NavigationStack and defines the routes. struct AssortmentView: View { @Binding var router: AssortmentRouter @Binding var activeType: StaticProductType var body: some View { NavigationStack(path: $router.navigationPath) { VStack { ProductTypeNavigation(activeType: $activeType) .padding(.top, 10) .padding(.horizontal, 10) Spacer() TabView(selection: $activeType) { ListNavigation(type: .all) .tag(StaticProductType.all) ListNavigation(type: .games) .tag(StaticProductType.games) ListNavigation(type: .digital) .tag(StaticProductType.digital) ListNavigation(type: .toys) .tag(StaticProductType.toys) ListNavigation(type: .movies) .tag(StaticProductType.movies) ListNavigation(type: .books) .tag(StaticProductType.books) } .tabViewStyle(PageTabViewStyle(indexDisplayMode: .never)) } .addToolbar() .navigationDestination(for: AssortmentRouter.Route.self) { route in switch route { case .overview(let type): OverviewTypeView(type: type) case .productDetail(let productId): ProductDetailView(productId: productId) .environmentObject(router) case .productList: ProductList() } } } } } Through my app I often use a view to displaying products. This view is reused over different NavigationStacks. struct ProductDetailView: View { var productId: Int @StateObject private var viewModel: ProductDetailViewModel = ProductDetailViewModel() @State private var showErrorAlert = false @EnvironmentObject var router: AssortmentRouter var body: some View { VStack { if !viewModel.isRefreshing { let product = viewModel.product VStack { Text("Product: \(product.title)") NavigationLink(destination: ProductDetailView(productId: Product.preview.productId)) { Text("Test") } } .navigationTitle(product.title) } else { ProgressView() } }.task { await loadProduct() } .alert("Error", isPresented: $showErrorAlert, presenting: viewModel.localizedError) { _ in Button("Try again") { Task { await loadProduct() } } Button("Go Back", role: .cancel) { // access navigationPath } } message: { errorMessage in Text(errorMessage) } } @MainActor private func loadProduct() async { await viewModel.loadProduct(productId: productId) showErrorAlert = viewModel.localizedError != nil } } In this example I created an AppRouter which holds all information for the routes and some functions to accessing the NavigationPath. class AppRouter: ObservableObject { var assortmentRouter = AssortmentRouter() var selectedTab: Tab = .home func navigateTo(tab: Tab) { selectedTab = tab } } class AssortmentRouter: ObservableObject { var navigationPath = NavigationPath() enum Route: Hashable { case overview(type: StaticProductType) case productList case productDetail(productId: Int) } func navigateTo(route: Route) { navigationPath.append(route) } } This works fine as it is. The pro of this solution is that I don't have to pass the NavigationPath down each subview to use it as I can define it as EnvrionmentObject. The problem with this though, I like to reuse ProductDetailView also in my other NavigationStack which won't have a router binding of type AssortmentRouter as you can imagine. To come back to my initial question, what would be the best way to design this? Passing down a NavigationPath Binding and using different typing for navigationDestinaion values Define a callback which is passed as function parameter to the detail view Using dismiss, but I read that this is can lead to weird behaviour and bugs Any other option? Maybe changing the app architecture to handle this a better way Apolgize the long post, but I would be really glad to get some feedback on this, so I can do it the right way. Thank you very much
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May ’25
Pink Screen with VideoMaterial in ARKit
Hi everyone, I'm developing an ARKit app using RealityKit and encountering an issue where a video displayed on a 3D plane shows up as a pink screen instead of the actual video content. Here's a simplified version of my setup: func createVideoScreen(video: AVPlayerItem, canvasWidth: Float, canvasHeight: Float, aspectRatio: Float, fitsWidth: Bool = true) -> ModelEntity { let width = (fitsWidth) ? canvasWidth : canvasHeight * aspectRatio let height = (fitsWidth) ? canvasWidth * (1/aspectRatio) : canvasHeight let screenPlane = MeshResource.generatePlane(width: width, depth: height) let videoMaterial: Material = createVideoMaterial(videoItem: video) let videoScreenModel = ModelEntity(mesh: screenPlane, materials: [videoMaterial]) return videoScreenModel } func createVideoMaterial(videoItem: AVPlayerItem) -> VideoMaterial { let player = AVPlayer(playerItem: videoItem) let videoMaterial = VideoMaterial(avPlayer: player) player.play() return videoMaterial } Despite following the standard process, the video plane renders pink. Has anyone encountered this before, or does anyone know what might be causing it? Thanks in advance!
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1.3k
May ’25
Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc when building for visionOS 2.5 with Xcode 16.3
Hello, I'm encountering a runtime crash when building my visionOS app with Xcode 16.3 for visionOS 2.5. Our existing AppStore/Testflight app is also instantly crashing on visionOS 2.5 when opened but works fine on e.g visionOS 2.4. The app builds successfully but crashes on launch with this symbol lookup error (slightly adjusted because the forum complained regarding sensitive data): Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc Referenced from: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /private/var/containers/Bundle/Application/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MyApp.app/MyApp.debug.dylib Expected in: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /usr/lib/swift/libswiftCoreLocation.dylib dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libLogRedirect.dylib:/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/System/Library/PrivateFrameworks/GPUToolsCapture.framework/GPUToolsCapture:/usr/lib/libViewDebuggerSupport.dylib I've already implemented my own Codable conformance for CLLocationCoordinate2D: extension CLLocationCoordinate2D: Codable { // implementation details... } This worked fine on previous visionOS/Xcode versions. Has anyone encountered this issue or found a solution? System details: macOS version: 15.3.2 Xcode version: 16.3 visionOS target: 2.5 Thank you!
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May ’25
SwiftUI Document-Based App Issues: Files Don't Appear in "Recents" When Created
I'm experiencing an issue with a SwiftUI document-based app where document files are not appearing in the "Recents" tab or anywhere in the Files app when created from the "Recents" tab. However, when creating documents from the "Browse" tab, they work as expected. When I print the URL of the created document, it shows a valid path, but when navigating to that path, the file doesn't appear. This seems to be a specific issue related to document creation while in the "Recents" tab. Steps to Reproduce Use Apple's demo app for document-based SwiftUI apps: https://developer.apple.com/documentation/swiftui/building-a-document-based-app-with-swiftui Run the app and navigate to the "Recents" tab in the Files app Create a new document Note that the document doesn't appear in "Recents" or anywhere in Files app Now repeat the process but create the document from the "Browse" tab - document appears correctly Environment: Xcode 16.3 iOS 18.4 Expected Behavior: Documents created while in the "Recents" tab should be saved and visible in the Files app just like when created from the "Browse" tab.
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May ’25