I've run into a strange issue.
If a sheet loads a view that has a SwiftData @Query, and there is an if statement in the view body, I get the following error when running an iOS targetted SwiftUI app under MacOS 26.1:
Set a .modelContext in view's environment to use Query
While the view actually ends up loading the correct data, before it does, it ends up re-creating the sqlite store (opening as /dev/null).
The strange thing is that this only happens if there is an if statement in the body. The statement need not ever evaluate true, but it causes the issue.
Here's an example. It's based on the default xcode new iOS project w/ SwiftData:
struct ContentView: View {
@State private var isShowingSheet = false
var body: some View {
Button(action: { isShowingSheet.toggle() }) {
Text("Show Sheet")
}
.sheet(isPresented: $isShowingSheet, onDismiss: didDismiss) {
VStack {
ContentSheetView()
}
}
}
func didDismiss() { }
}
struct ContentSheetView: View {
@Environment(\.modelContext) private var modelContext
@Query public var items: [Item]
@State var fault: Bool = false
var body: some View {
VStack {
if fault { Text("Fault!") }
Button(action: addItem) {
Label("Add Item", systemImage: "plus")
}
List {
ForEach(items) { item in
Text(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard))
}
}
}
}
private func addItem() {
withAnimation {
let newItem = Item(timestamp: Date())
modelContext.insert(newItem)
}
}
}
It requires some data to be added to trigger, but after adding it and dismissing the sheet, opening up the sheet with trigger the Set a .modelContext in view's environment to use Query. Flipping on -com.apple.CoreData.SQLDebug 1 will show it trying to recreate the database.
If you remove the if fault { Text("Fault!") } line, it goes away. It also doesn't appear to happen on iPhones or in the iPhone simulator.
Explicitly passing modelContext to the ContentSheetView like ContentSheetView().modelContext(modelContext) also seems to fix it.
Is this behavior expected?
SwiftUI
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I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15.
How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)?
FB15513599
import SwiftUI
struct ContentView: View {
@State private var showEditItem = false
var body: some View {
VStack {
VStack {
Text("Instructions to reproduce the crash")
.font(.title)
.padding()
Text("""
1. Click on "Toggle Item"
2. In the menu go to File > New Window
3. In new window, click on "Toggle Item"
""")
}
.padding()
Button {
showEditItem.toggle()
} label: {
Text("Toggle Item")
}
}
.padding()
.toolbar(id: "main") {
ToolbarItem(id: "new") {
Button {
} label: {
Text("New…")
}
}
if showEditItem {
ToolbarItem(id: "edit") {
Button {
} label: {
Text("Edit…")
}
}
}
}
}
}
[Also submitted as FB20225387]
When using a custom SF Symbol that combines a base symbol with a badge, the symbol doesn’t stay vertically centered when displayed in code. The vertical alignment shifts based on the Y offset of the badge.
There are two problems with this:
The base element shouldn’t move vertically when a badge is added—the badge is meant to add to the symbol, not change its alignment.
The badge position should be consistent with system-provided badged symbols, where badges always appear in a predictable spot relative to the corner they're in (usually at X,Y offsets of 90% or 10%).
Neither of these behaviors match what’s expected, leading to inconsistent and misaligned symbols in the UI.
Screenshot of Problem
The ellipsis shifts vertically whenever the badge Y offset is set to anything other than 50%. Even at a 90/10 offset, it still doesn’t align with the badge position of the system "envelope.badge" symbol.
SF Symbols Export
This seem to be a SwiftUI issue since both the export from SF Symbols is correctly centered:
Xcode Assets Preview
And it's also correct in the Xcode Assets preview:
Steps to Repro
In SF Symbols, create a custom symbol of "ellipsis" (right-click and Duplicate as Custom Symbol)
Combine it with the "badge" component (select Custom Symbols, select the newly-created "custom.ellipsis", then right-click and Combine Symbol with Component…)
Change the badge's Y Offset to 10%.
Export the symbol and add it to your Xcode asset catalog.
In Xcode, display the symbol inside a Button using Image(“custom.ellipsis.badge”).
Add a couple more buttons separated by spacers, using system images of "ellipsis" and "app.badge".
Compare the "custom.ellipsis.badge" button to the two system symbol buttons.
Expected
The combined symbol remains vertically centered, matching the alignment shown in both the SF Symbols export window and the Xcode asset catalog thumbnails.
Actual
The base symbol (e.g., the ellipsis portion) shifts vertically based on the Y offset of the badge element. This causes visual misalignment when displayed in SwiftUI toolbars or other layouts. Also included the system “envelope.badge” icon to show where a 90%, 10% badge offset should be located.
System Info
SF Symbols Version 7.0 (114)
Xcode Version 26.0 (17A321)
macOS 15.6.1 (24G90)
iOS 26.0 (23A340)
Noticed when using .glassEffect within NavigationStack gives different result when interacting with view.
When it is not in NavigationStack, when view pressed, glassEffect is within Capsule, clipped.
But when used with NavigationStack, pressing view gives additional background effect in rectangle form.
In image can see this effect, it is subtle but in other scenarios its much more visible.
Is there a way how to use glassEffect without rectangle appearing in NavigationStack?
Here is full code for this example.
struct ExampleGlass: View {
var body: some View {
GlassObject()
.padding()
.background(.blue)
}
}
struct ExampleGlassNavStack: View {
var body: some View {
NavigationStack {
GlassObject()
.padding()
.background(.blue)
}
}
}
struct GlassObject: View {
var body: some View {
Capsule()
.frame(height: 150)
.glassEffect(.clear.interactive())
}
}
#Preview {
ExampleGlass()
ExampleGlassNavStack()
}
Hi all...
The app I'm building is not really a beginner level test app, it's intended to be published so I want everything to be done properly while I'm both learning and building the app. I'm new to swift ecosystem but well experienced with python and JS ecosystems.
These two models are causing my app to crash
@Model
final class CustomerModel {
var id: String = UUID().uuidString
var name: String = ""
var email: String = ""
var phone: String = ""
var address: String = ""
var city: String = ""
var postalCode: String = ""
var country: String = ""
@Relationship(deleteRule: .nullify)
var orders: [OrderModel]?
@Relationship(deleteRule: .nullify)
var invoices: [InvoiceModel]?
init() {}
}
@Model
final class OrderModel {
var id: String = UUID().uuidString
var total: Double = 0
var status: String = "processing"
var tracking_id: String = ""
var order_date: Date = Date.now
var updated: Date = Date.now
var delivery_date: Date?
var active: Bool = true
var createdAt: Date = Date.now
var items: [OrderItem]?
@Relationship(deleteRule: .nullify)
var invoice: InvoiceModel?
@Relationship(deleteRule: .nullify)
var customer: CustomerModel?
init() {}
}
both referenced in this model:
@Model
final class InvoiceModel{
var id: String = UUID().uuidString
var status: String = "Pending"
var comment: String = ""
var dueDate: Date = Date.now
var createdAt: Date = Date.now
var updated: Date = Date.now
var amount: Double = 0.0
var paymentTerms: String = "Once"
var paymentMethod: String = ""
var paymentDates: [Date] = []
var numOfPayments: Int = 1
@Relationship(deleteRule: .nullify, inverse: \OrderModel.invoice)
var order: OrderModel?
@Relationship(deleteRule: .nullify)
var customer: CustomerModel?
init() {}
}
This is my modelContainer in my index structure:
@main
struct Aje: App {
var appContainer: ModelContainer = {
let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self])
let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic)
do{
return try ModelContainer(for: schema, configurations: [config])
}catch{
fatalError("An error has occured: \(error)")
}
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(appContainer)
}
}
This works fine but the below after adding the problematic models crashes the app unless CloudKit is disabled
@main
struct Aje: App {
var appContainer: ModelContainer = {
let schema = Schema([UserModel.self, TaskModel.self, SubtaskModel.self, InventoryModel.self, SupplierModel.self, InvoiceModel.self, OrderModel.self, CustomerModel.self])
let config = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false, allowsSave: true, groupContainer: .automatic, cloudKitDatabase: .automatic)
do{
return try ModelContainer(for: schema, configurations: [config])
}catch{
fatalError("An error has occured: \(error)")
}
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(appContainer)
}
}
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
Tags:
Swift Packages
CloudKit
SwiftUI
SwiftData
Hi,
I am trying to add a custom (create) button next to the automatic "toggle sidebar" button in a NavigationSplitView.
When the sidebar is collapsed that button should be displayed in a group with that automatic toggle button.
Basically I want exact the same behaviour as in the Apple "Reminders" App.
How could I archive that?
Thanks for your help :-)
Jan
Returning to a Mac Catalyst app that I put to the side for awhile..when running it on Xcode 26.1 it crashes at launch with:
Assertion failure in -[NSToolbarItemGroupView _layoutWrapperViewsWithAttributes:], NSToolbarItemGroupView.m:599
No attributes were found for item
Call stack has a bunch of Autolayout code in AppKit like:
[NSWindow(NSConstraintBasedLayoutInternal) _layoutViewTree] + 120
50 AppKit 0x00000001911e8a10 -[NSWindow(NSConstraintBasedLayoutInternal) layoutIfNeeded] + 240
51 UIKitMacHelper 0x00000001a98f293c -[UINSWindow layoutIfNeeded] + 56
A few unnamed symbols mixed in maybe that's that Swiftness beneath the surface. App is just murdered on launch. I assume this is related to using NSToolbarItemGroup when building an NSToolbar...
I do see this log out:
NSToolbarItemGroup does not support selectionMode. Create the group with one of the class constructors to support selection.
Which is an interesting log so I commented out all calls to setSelectionMode: but still the same crash.
I do set the groups subitems property directly (I do not use the class constructors as the logging statement above indicates). I have no idea if using the class constructors will workaround this issue or not but I'm not particularly excited about that idea because I have items in the same toolbar group with different actions.
I'm running into an issue where my application will hang when switching tabs. The issue only seems to occur when I include a Swift Chart in a navigation label. The application does not hang If I replace the chart with a text field.
This appears to only hang when running on macOS 26. When running on iOS (simulator) or visionOS (simulator, on-device) I do not observe a hang. The same code does not hang on macOS 15.
Has any one seen this behavior?
The use case is that my root view is a TabView where the first tab is a summary of events that have occurred. This summary is embedded in a NavigationStack and has a graph of events over the last week. I want the user to be able to click that graph to get additional information regarding the events (ie: a detail page or break down of events).
Initially, the summary view loads fine and displays appropriately. However, when I switch to a different tab, the application will hang when I switch back to the summary view tab.
In Xcode I see the following messages
=== AttributeGraph: cycle detected through attribute 162104 ===
=== AttributeGraph: cycle detected through attribute 162104 ===
=== AttributeGraph: cycle detected through attribute 162104 ===
=== AttributeGraph: cycle detected through attribute 162104 ===
=== AttributeGraph: cycle detected through attribute 162104 ===
A simple repro is the following
import SwiftUI
import Charts
@main
struct chart_cycle_reproApp: App {
var body: some Scene {
WindowGroup {
TabView {
Tab("Chart", systemImage: "chart.bar") {
NavigationStack {
NavigationLink {
Text("this is an example of clicking the chart")
}
label: {
Chart {
BarMark(
x: .value("date", "09/03"),
y: .value("birds", 3)
)
// additional marks trimmed
}
.frame(minHeight: 200, maxHeight: .infinity)
}
}
}
Tab("List", systemImage: "list.bullet") {
Text("This is an example")
}
}
}
}
}
In macOS Tahoe, users can tint folders or add symbols. But when trying to access that customized icon in Swift, the system always returns the default folder icon.
NSWorkspace.shared.icon(forFile: url.path)
try url.resourceValues(forKeys: [.effectiveIconKey]).effectiveIcon
try url.resourceValues(forKeys: [.customIconKey]).customIconKey
All of these give back the standard folder icon without any of the user-applied customization.
So the question is: Is there any API or workaround in Swift to retrieve the actual customized folder icon (including tint and symbol) as displayed in Finder on macOS Tahoe?
Unable to open mach-O at path: /AppleInternal/Library/BuildRoots/4~B5FIugA1pgyNPFl0-ZGG8fewoBL0-6a_xWhpzsk/Library/Caches/com.apple.xbs/Binaries/RenderBox/install/TempContent/Root/System/Library/PrivateFrameworks/RenderBox.framework/Versions/A/Resources/default.metallib Error:2
This happens only on macOS Sequoia - not on macOS Tahoe.
I have got a noticeable amount of lag in the animations of my App where this Warning arises
I've tried to isolate the respective animations from the main thread too - still getting the same issue with the lag
Is it possible to resolve it, as I want backwards compatibility with my app for the users
Hello. I'm making an app with several different views. I'm trying to switch views using a button but I can't seem to figure out how. I know Navigation Links work, but my case doesn't work. The reasons for this are because I need to run other code when they click the button and I don't want them to be able to navigate back (to CustomizationView/CreateAccountView). I know that you can hide the back button but my problem with that is the fact that i will be navigating to a view (MainView) that will also have navigation buttons in it, so if i'm thinking correctly, the button will be hidden but when they press the next navigationlink (in MainView) it will show again and then they can go back (to CustomizationView/CreateAccountView). i don't want them to go back because they will be navigating from a login/account view that wont be needed anymore. I'm currently using .fullScreenCover() and it works fine except for performance (I'm assuming). here's the code:
import SwiftUI
struct CustomizationView: View {
@State private var showMain = false
var body: some View {
Button("Done") {
// some more code here
showMain = true
}
.fullScreenCover(isPresented: $showMain) {
MainView()
}
}
}
here's a visual for the navigation if you're confused
After updating from iOS 26 to iOS 26.1, all my transparent system elements (i.e. UITabBar, UIBarButtonItem) started rendering with a dark background tint. In iOS 26 the same configuration looked fully transparent / glassy.
The strange part is that the tint only appears in normal UIViewControllers. In UITableViewController the tab bar still looks correct and transparent, even on iOS 26.1.
I am using the same appearance code as before:
func setupTabBarAppearance() {
guard let tabBar = tabBarController?.tabBar else { return }
if #available(iOS 26.0, *) {
let appearance = UITabBarAppearance()
appearance.configureWithTransparentBackground()
appearance.backgroundColor = .clear
appearance.backgroundEffect = nil
appearance.shadowColor = .clear
tabBar.standardAppearance = appearance
tabBar.scrollEdgeAppearance = appearance
tabBar.isTranslucent = true
tabBar.backgroundColor = .clear
tabBar.barTintColor = .clear
} else {
tabBar.isTranslucent = true
tabBar.backgroundImage = UIImage()
tabBar.shadowImage = UIImage()
tabBar.backgroundColor = .clear
}
}
I tried removing backgroundEffect, forcing .clear colors, using configureWithDefaultBackground, changing edgesForExtendedLayout, extendedLayoutIncludesOpaqueBars, etc. I noticed that if I change Liquid Glass in iOS 26 settings from Clear to Tinted, then I get a black tint everywhere and the interface becomes consistent, but not the way I want.
Nothing removes the new dark tint in iOS 26.1. Is this an intentional change in iOS 26.1, a bug, or is there a new way to make the tab bar fully transparent again?
I’m working on a SwiftUI screen where I need to hide a header when the user scrolls down and show it again when the user scrolls up. I’m currently using a ScrollView combined with GeometryReader to detect scroll offset changes and update state variables like isScrolling or isScrollingDown.
The issue is that the behavior is inconsistent. When I scroll down, the header hides correctly, but when I scroll back up, the header often doesn’t appear again even though the offset is changing. Sometimes the header comes back with a delay, and other times it never appears at all. Along with this, I’m also seeing noticeable UI lag whenever I try to calculate content height or read multiple geometry values inside the ScrollView. It looks like the frequent state updates inside the scroll offset tracking are causing layout recalculations and frame drops.
I’ve tried placing the header in different positions (inside a ZStack aligned to the top, inside the VStack above the ScrollView, and with transitions like .push(from: .top)), but the result is still the same: smooth scrolling breaks, and the header doesn’t reliably animate back when scrolling upward.
What I’m looking for is a minimal and efficient approach to detect scroll direction and trigger the header hide/show animation without causing performance issues or recomputing expensive layout values. Any guidance or a simplified pattern that works well for dynamic headers in SwiftUI would be very helpful.
if isScrolling {
headerStackView() //Includes Navigation Bar
.transition(
.asymmetric(
insertion: .push(from: .top),
removal: .push(from: .bottom)
)
)
}
GeometryReader { outer in
let outerHeight = outer.size.height
ScrollView(.vertical) {
VStack {
content() // Heavy view + contains its own ScrollView
}
.background {
GeometryReader { proxy in
let contentHeight = proxy.size.height
let minY = max(
min(0, proxy.frame(in: .named("ScrollView")).minY),
outerHeight - contentHeight
)
if #available(iOS 17.0, *) {
Color.clear
.onChange(of: minY) { oldVal, newVal in
// Scroll direction detection
if (isScrolling && newVal < oldVal) ||
(!isScrolling && newVal > oldVal) {
isScrolling = newVal > oldVal
}
}
}
}
}
}
.coordinateSpace(name: "ScrollView")
}
.padding(.top, 1)
I've created a Snippet for my iOS app which I want to be able to run from the LockScreen via a Shortcuts widget.
All works fine except when I run the shortcut and the App Snippet appears, it doesn't always render the SwiftUI view in the same way.
Sometimes the width boundaries are respected and sometimes not.
I've tested this on iOS 26.1 and iOS 26.2 beta 3
I think this is a bug but it would be great if anyone could see what I might be doing wrong if it's not.
Incase it is a bug I've filed a feedback (FB21076429) and I've created a stripped down sample project showing the issue and added screenshots showing the issue.
Basic code to reproduce issue:
// Intent.swift
// SnippetBug
import AppIntents
import Foundation
import SwiftUI
struct SnippetEntryIntent: AppIntent {
static let title: LocalizedStringResource = "Open Snippet"
static let description = IntentDescription("Shows a snippet.")
// Don’t open the app – stay in the snippet surface.
static let openAppWhenRun: Bool = false
func perform() async throws -> some ShowsSnippetIntent {
.result(snippetIntent: TestSnippetIntent())
}
}
struct TestSnippetIntent: SnippetIntent {
static let title: LocalizedStringResource = "Snippet Intent"
static let description = IntentDescription("Action from snippet.")
@MainActor
func perform() async throws -> some IntentResult & ShowsSnippetView {
.result(view: SnippetView(model: SnippetModel.shared))
}
}
@MainActor
final class SnippetModel {
static let shared = SnippetModel()
private init() {
}
}
struct SnippetView: View {
let model: SnippetModel
var body: some View {
HStack {
Text("Test Snippet with information")
Spacer()
Image(systemName: "heart")
}.font(.headline)
}
}
struct Shortcuts: AppShortcutsProvider {
static var appShortcuts: [AppShortcut] {
AppShortcut(
intent: SnippetEntryIntent(),
phrases: [
"Snippet for \(.applicationName)",
"Test Snippet \(.applicationName)"
],
shortTitle: "Snippet",
systemImageName: "barcode"
)
}
}
You also need these lines in your main App entry point:
import AppIntents
@main
struct SnippetBugApp: App {
init() {
let model = SnippetModel.shared
AppDependencyManager.shared.add(dependency: model)
}
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
This is correct
This is incorrect
I am getting this error msg when I try to run a SwiftUI Preview on an iOS 15.5 simulator:
Termination Reason: Namespace DYLD, Code 1, Library missing
| Library not loaded: /usr/lib/swift/libswift_StringProcessing.dylib
| Referenced from: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator/libLiveExecutionResultsLogger.dylib
| Reason: tried: '/Users/hfg/Library/Developer/Xcode/DerivedData/Testios15sim-aawlbfbtggzozseoekycwwpadhrc/Build/Intermediates.noindex/Previews/iphonesimulator/Testios15sim/Products/Debug-iphonesimulator/libswift_StringProcessing.dylib' (no such file), '/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 15.5.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/libswift_StringProcessing.dylib' (no such file), '/usr/lib/swift/libswift_StringProcessing.dylib' (no such file), '/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 15.5.simruntime/Contents/Resources/RuntimeRoot/usr/lib/libswift_StringProcessing.dylib' (no such file)
FYI I tried with the Legacy Preview Execution both on and off
Try this simple code:
import SwiftUI
import StoreKit
struct ReviewView: View {
@Environment(\.requestReview) var requestReview
var body: some View {
Button("Leave a review") {
requestReview()
}
}
}
When the Review Alert shows, the "Not Now" button is disabled for some reason!? It was always tappable in all iOS versions that I remember. And there is no way to opt out, unless the user taps on the stars first. Is it a bug or a feature?
Thanks for looking into it!
Hi, everyone. I'm trying my first TimelineView with an explicit schedule, but my attempt – and even the simple example from the documentation – doesn't seem to work as documented. Here's what the documentation says an explicit schedule does:
The timeline view updates its content on exactly the dates that you specify, until it runs out of dates, after which it stops changing.
And it gives this example:
let dates = [
Date(timeIntervalSinceNow: 10), // Update ten seconds from now,
Date(timeIntervalSinceNow: 12), // and a few seconds later.
]
struct MyView: View {
var body: some View {
TimelineView(.explicit(dates)) { context in
Text(context.date.description)
}
}
}
There are stipulations about what the view – which always displays some version of its content body – will do given only past or future dates, but it seems clear we should expect the view in this example to redraw at least once after it appears.
Here's the rest of the discussion from the documentation with my comments after testing what's stated:
If the dates you provide are in the past, the timeline view updates exactly once with the last entry.
That seems true, considering the "update" to be the initial draw.
If you only provide dates in the future, the timeline view renders with the current date until the first date arrives.
Not exactly: it looks the "date" property of the initial render is the (future) date of the first schedule entry, even though it's drawn early. When the first date does arrive, the body closure doesn't seem to be called. Only on the next date, if there is one, is it called again.
If you provide one or more dates in the past and one or more in the future, the view renders the most recent past date, refreshing normally on all subsequent dates.
That also seems correct, except…
… that in every scenario, the final date entry seems to be ignored completely! In other words, unless all date entries are in the past, the Timeline View stops before it runs out of dates. That documented example from the start, which we expect to redraw at least once after it appears? When I test it in a Playground, it appears, but doesn't redraw at all!
So, that's my main point of confusion after experimenting with TimelineView for the first time. I can achieve my own goal by appending an extra entry to my explicit schedule – even appending an entry identical to the previous "final" entry seems to work – but naturally that leaves me unclear about why I need to.
If anyone can tell me what I'm not understanding, I'd be grateful.
When I run the following code and change "Is On", I get a problem with the layout of the Picker.
There is no problem when using Text(), but when using only Image, it works fine on iOS but there is a problem on macOS.
Tested on macOS 26.1, Xcode 26.1.
import SwiftUI
struct ContentView: View {
@State var model = Model()
var body: some View {
Form {
Picker("Category", selection: $model.category) {
ForEach(Category.allCases) { item in
Image(systemName: item.icon)
.tag(item)
}
}
.pickerStyle(.segmented)
Toggle("Is On", isOn: $model.isOn)
}
.formStyle(.grouped)
}
}
struct Model {
var category: Category = .a
var isOn: Bool = false
}
enum Category: Int, Identifiable, CaseIterable {
case a, b, c
var id: Int { rawValue }
var icon: String {
switch self {
case .a: return "a.circle.fill"
case .b: return "b.circle.fill"
case .c: return "c.circle.fill"
}
}
var name: String {
switch self {
case .a: return "a"
case .b: return "b"
case .c: return "c"
}
}
}
code-block
Broken TabView + NavigationStacks functionality on iOS 26.1.
Even the most basic navigation made impossible.
Example:
TabView {
Tab(...) {
NavigationStack(path: $homePath) {
HomeView()
.navigationDestination { ... }
}
}
Tab(...) {
NavigationStack(path: $settingsPath) {
SettingsView()
.navigationDestination { ... }
}
}
}
Anything passed to settingsPath is just ignored and would never appear onscreen.
(26.0 and prior versions work as expected.)
Are there any workarounds?
Description
On iOS 26.1, a ToolbarItem placed in .keyboard is no longer exposed to the accessibility hierarchy. As a result:
VoiceOver cannot focus or activate the toolbar button
XCUITest cannot discover the element, making the UI impossible to test
TextEditor()
.toolbar {
ToolbarItem(placement: .keyboard) {
Button("Done") { /* action */ }
}
}
This worked correctly on previous iOS versions.
The button appears visually but is missing from both VoiceOver navigation and XCUI accessibility queries.
Steps to Reproduce
Create a new SwiftUI project.
Use a simple text field with a keyboard toolbar button.
Run on an iOS 26.1 device or simulator.
Focus the text field to show the keyboard.
Turn on VoiceOver and attempt to navigate to the toolbar button.
Run an XCUITest attempting to locate the button