Provide views, controls, and layout structures for declaring your app's user interface using SwiftUI.

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Tipkit for VisionOS (TabView, etc.)
I am trying to create a user flow where I can guide the user how to navigate through my app. I want to add a tip on a TabView that indicates user to navigate to a specific tab. I have seen this work with iOS properly but I am a little lost as VisionOS is not responding the same for .popoverTip etc. Any guidance is appreciated!
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214
Jul ’25
PHPickerViewController Not Offering public.hevc UTI for a Known HEVC Video
I'm working on an app where a user needs to select a video from their Photos library, and I need to get the original, unmodified HEVC (H.265) data stream to preserve its encoding. The Problem I have confirmed that my source videos are HEVC. I can record a new video with my iPhone 15 Pro Max camera set to "High Efficiency," export the "Unmodified Original" from Photos on my Mac, and verify that the codec is MPEG-H Part2/HEVC (H.265). However, when I select that exact same video in my app using PHPickerViewController, the itemProvider does not list public.hevc as an available type identifier. This forces me to fall back to a generic movie type, which results in the system providing me with a transcoded H.264 version of the video. Here is the debug output from my app after selecting a known HEVC video: ⚠️ 'public.hevc' not found. Falling back to generic movie type (likely H.264). What I've Tried My code explicitly checks for the public.hevc identifier in the registeredTypeIdentifiers array. Since it's not found, my HEVC-specific logic is never triggered. Here is a minimal version of my PHPickerViewControllerDelegate implementation: import UniformTypeIdentifiers // ... inside the Coordinator class ... func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { picker.dismiss(animated: true) guard let result = results.first else { return } let itemProvider = result.itemProvider let hevcIdentifier = "public.hevc" let identifiers = itemProvider.registeredTypeIdentifiers print("Available formats from itemProvider: \(identifiers)") if identifiers.contains(hevcIdentifier) { print("✅ HEVC format found, requesting raw data...") itemProvider.loadDataRepresentation(forTypeIdentifier: hevcIdentifier) { (data, error) in // ... process H.265 data ... } } else { print("⚠️ 'public.hevc' not found. Falling back to generic movie type (likely H.264).") itemProvider.loadFileRepresentation(forTypeIdentifier: UTType.movie.identifier) { url, error in // ... process H.264 fallback ... } } } My Environment Device: iPhone 15 Pro Max iOS Version: iOS 18.5 Xcode Version: 16.2 My Questions Are there specific conditions (e.g., the video being HDR/Dolby Vision, Cinematic, or stored in iCloud) under which PHPickerViewController's itemProvider would intentionally not offer the public.hevc type identifier, even for an HEVC video? What is the definitive, recommended API sequence to guarantee that I receive the original, unmodified data stream for a video asset, ensuring that no transcoding to H.264 occurs during the process? Any insight into why public.hevc might be missing from the registeredTypeIdentifiers for a known HEVC asset would be greatly appreciated. Thank you.
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Jul ’25
toolbarForegroundStyle has no effect on navigation title
On Apple Watch, I have used toolbarForegroundStyle view modifier to change the color of the navigation title programmatically to offer theming support for users. In watchOS 26 it no longer seem to have any effect. For example with .toolbarForegroundStyle(.blue, for: .navigationBar) the title color still uses the AccentColor from the Assets catalog. Is there any other setup required to get this working, or is it a bug? Filed a feedback FB18527395
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Jul ’25
Dynamic Presentation Sheet Heights
In my application, I have NavigationStack presented as a sheet, and I intend to dynamically adjust its height while pushing views within it. I'm utilizing a global observable variable to manage the height and everything works fine except that the height changes abruptly without any animation. It abruptly transitions from one height to another. The issue can be reproduced using the following code: #Preview { @Previewable @State var height: CGFloat = 200 Text("Parent View") .sheet(isPresented: .constant(true)) { NavigationStack { Form { NavigationLink("Button") { RoundedRectangle(cornerRadius: 20) .fill(Color.blue) .frame(height: 200) .navigationTitle("Child") .onAppear { withAnimation { height = 300 } } } } .navigationTitle("Parent") .navigationBarTitleDisplayMode(.inline) .presentationDetents([.height(height)]) .onAppear { withAnimation { height = 150 } } } } }
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124
Jul ’25
FKA Accessibility focus seems broken in SwiftUI
There are several ways we are supposed to be able to control a11y (accessibility) focus in FKA (Full Keyboard Access) mode. We should be able to set up an @AccessibilityFocusState variable that contains an enum for the different views that we want to receive a11y focus. That works from VO (VoiceOver) but not from FKA mode. See this sample project on Github: https://stackoverflow.com/questions/79067665/how-to-manage-accessibilityfocusstate-for-swiftui-accessibility-keyboard Similarly, we are supposed to be able to use accessibilitySortPriority to control the order that views are selected when a user using FKA tabs between views. That also works from VO but not from FKA mode. In the sample code below, the `.accessibilitySortPriority() ViewModifiers cause VO to change to a non-standard order when you swipe between views, but it has no effect in FKA mode. Is there a way to either set the a11y focus or change the order in which the views are selected that actually works in SwiftUI when the user is in FKA mode? Code that should cause FKA to tab between text fields in a custom order: struct ContentView: View { @State private var val1: String = "val 1" @State private var val2: String = "val 2" @State private var val3: String = "val 3" @State private var val4: String = "val 4" var body: some View { VStack { TextField("Value 1", text: $val1) .accessibilitySortPriority(3) VStack { TextField("Value 2", text: $val2) .accessibilitySortPriority(1) } HStack { TextField("Value 3", text: $val3) .accessibilitySortPriority(2) TextField("Value 4", text: $val4) .accessibilitySortPriority(4) } } .padding() } }```
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Jul ’25
SwiftUI Transaction completion handler is being called unexpectedly
Unexpected SwiftUI Transaction Behavior This minimal example demonstrates an unexpected behavior in SwiftUI's Transaction API: var transaction = Transaction(animation: .none) transaction.addAnimationCompletion { print("This should not be called!") } The Issue The completion handler is called immediately after creation, even though the transaction was never used in any SwiftUI animation context (like withTransaction or other animation-related APIs). Expected vs Actual Behavior Expected: The completion handler should only be called after the transaction is actually used in a SwiftUI animation. Actual: The completion handler is called right after creation, regardless of whether the transaction is used or not. Current Workaround To avoid this, I'm forced to implement defensive programming: only creating transactions with completion handlers at the exact moment they're going to be used. This adds unnecessary complexity and goes against the intuitive usage of the Transactions API.
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138
Jun ’25
tabViewBottomAccessory inline functionality missing?
Summary As presented in the SwiftUI WWDC video, the new tabViewBottomAccessory should allow for unique contents for .inline. This is what was presented as being used for the Apple Music miniplayer. However, the functionality seems to be either missing or unintuitive. As seen in the photos attached, not only does .inline functionality not seem to do anything, but the inline accessory also has misaligned elements that cannot be fixed by conditionally modifying the contents. Build Target iOS 26.0 Details This problem recurs on physical devices, simulators, and Xcode previews. Here is a view I've constructed for use as a tabViewBottomAccessory: struct FitnessToolbarAccessory: View { @Environment(\.tabViewBottomAccessoryPlacement) var placement var body: some View { if (placement == .inline) { Text("hello") } else { HStack { HStack { Image(systemName: "dumbbell.fill") VStack(alignment: .leading) { Text("Active Workout") Text("Push Day - Chest") .font(.system(size: 13)) } Spacer() Image(systemName: "pause.fill") } .padding() } } } } Here is the result, working as expected in expanded mode: And here is the result in inline mode after minimizing the tabViewBottomAccessory: The content of this inline accessory is clearly incorrect, as it was specified to contain a Text view containing "hello". Additionally, the contents seem to have some incorrect alignment. This occurs regardless of the contents of the accessory, even plain text.
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Sep ’25
Replacement for ToolbarItems with .bottomBar placement in iOS 26 TabView?
Prior to iOS 26, ToolbarItems with .bottomBar placement were convenient for tab-specific frequent actions. With iOS 26’s new tab layering now obscuring such ToolbarItems, it’s unclear whether .tabViewBottomAccessory is the intended replacement or if another pattern (like persistent floating buttons) is encouraged instead. What’s the recommended way to support quick, tab-specific actions under the new system? I’ve tried conditionally rendering a .tabViewBottomAccessory based on the active tab, but this causes a crash, which I’ve reported as FB18479195.
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Jul ’25
Crash when conditionally rendering .tabViewBottomAccessory with TabView(selection:) in SwiftUI on iOS 26
Summary When using .tabViewBottomAccessory in SwiftUI and conditionally rendering it based on the selected tab, the app crashes with a NSInternalInconsistencyException related to _bottomAccessory.displayStyle. Steps to Reproduce Create a SwiftUI TabView using a @SceneStorage selectedTab binding. Render a .tabViewBottomAccessory with conditional visibility tied to selectedTab == .storage. Switch between tabs. Return to the tab that conditionally shows the accessory (e.g., “Storage”). Expected Behavior SwiftUI should correctly add, remove, or show/hide the bottom accessory view without crashing. Actual Behavior The app crashes with the following error: Environment iOS version: iOS 26 seed 2 (23A5276f) Xcode: 26 Swift: 6.2 Device: iPhone 12 Pro I have opened a bug report with the FB number: FB18479195 Code Sample import SwiftUI struct ContentView: View { enum TabContent: String { case storage case recipe case profile case addItem } @SceneStorage("selectedTab") private var selectedTab: TabContent = .storage var body: some View { TabView(selection: $selectedTab) { Tab( "Storage", systemImage: "refrigerator", value: TabContent.storage ) { StorageView() } Tab( "Cook", systemImage: "frying.pan", value: TabContent.recipe ) { RecipeView() } Tab( "Profile", systemImage: "person", value: TabContent.profile ) { ProfileView() } } .tabBarMinimizeBehavior(.onScrollDown) .tabViewBottomAccessory { if selectedTab == .storage { Button(action: { }) { Label("Add Item", systemImage: "plus") } } } } }
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Jun ’25
No more simulators showing in Xcode
I sometimes use Xcode 14.2. Recently, I have an issue with simulators: on some SwiftUI project, the simulator list is empty. I created a new project. I see the complete list of simulators, but when running for a simulator, it fails with following diag; Same error with UIKit project. Details Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 60 Failure Reason: launchd failed to respond. User Info: { DVTErrorCreationDateKey = "2025-06-29 06:16:35 +0000"; IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker"; Session = "com.apple.CoreSimulator.SimDevice.134EC197-BA6B-45DF-B5B2-61A1D4F14863"; } -- Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : { "device_model" = "iPhone15,2"; "device_osBuild" = "16.2 (20C52)"; "device_platform" = "com.apple.platform.iphonesimulator"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = "x86_64"; "operation_duration_ms" = 8341; "operation_errorCode" = 60; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 0; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 0; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_runnable_type" = 2; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator16.2"; "sdk_osVersion" = "16.2"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 12.7.1 (Build 21G920) Xcode 14.2 (21534) (Build 14C18) Timestamp: 2025-06-29T08:16:35+02:00 I filed a bug report: FB18475006
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Jun ’25
ImagePresentationComponent .spatialStereoImmersive mode not rendering in WindowGroup context
Platform: visionOS 2.6 Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context. This is what I’m seeing: Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace Mode switching API: All mode transitions work correctly (logs confirm the component updates) Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts. This is where it’s breaking for me: Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change The API calls succeed, state updates correctly, but the immersive content doesn’t render. Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve: Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc. Tapping a spatial photo smoothly transitions it to immersive mode in-place. The immersive content appears to “grow” from the original window position by just changing IPC viewing modes. This proves the functionality should be possible, but I can’t determine the correct configuration. So, my question to is: Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of? Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints? Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances? How do you think Apple’s SG app achieves this functionality? For a little more context: All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive] The spatial photos are valid and work correctly in pure immersive space Mixed immersive space is active when testing window context No errors or warnings in console beyond the successful mode switching logs I’m getting Any insights into the proper configuration for window-hosted immersive content
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Aug ’25
How can I build a custom `PickerStyle` in SwiftUI?
I am trying to create a radio group picker in SwiftUI, similar to this: https://www.neobrutalism.dev/docs/radio-group I already have a working view based version here: https://github.com/rational-kunal/NeoBrutalism/blob/main/Sources/NeoBrutalism/Components/Radio/Radio.swift Now I want to replace it with a more concise/swifty way of Picker with PickerStyle API: However, I can't find any official documentation or examples showing how to implement PickerStyle. Is it possible to create my own PickerStyle? If not, what’s the recommended alternative to achieve a radio‑group look while still using Picker? struct NBRadioGroupPickerStyle: PickerStyle { static func _makeView<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewInputs) -> _ViewOutputs where SelectionValue : Hashable { <#code#> } static func _makeViewList<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewListInputs) -> _ViewListOutputs where SelectionValue : Hashable { <#code#> } } Crossposting: https://forums.swift.org/t/how-can-i-build-a-custom-pickerstyle-in-swiftui/80755
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Jun ’25
What is causing the Freeze in this SwiftUI View?
I made a small project that freezes after the following steps: Run the app Turn on VoiceOver Tap on "Header" once so it is read out loud Turn off VoiceOver Scroll up and down really quickly Using the Time Profiler, the items in the Main Thread followed by significant drops are: 19.11 s 85.1% 0 s closure #2 in closure #1 in ViewRendererHost.render(interval:updateDisplayList:targetTimestamp:) 13.05 s 58.1% 4.00 ms ViewGraph.updateOutputs(async:) 7.97 s 35.5% 83.00 ms AG::Graph::UpdateStack::update() 5.76 s 25.6% 19.00 ms LayoutScrollableTransform.updateValue() 1.73 s  7.7% 2.00 ms specialized NativeDictionary.setValue(:forKey:isUnique:) 579.00 ms  2.6% 58.00 ms 0x100a8c908 311.00 ms  1.4% 165.00 ms __thread_stack_pcs I see the memory usage increase by about 0.6 MB per second while frozen. And there are a few things that prevent the freeze: Changing LazyVStack for VStack Removing the VStack from the Section Removing the header: parameter from the Section Reducing the range of the ForEach Move the Text(verbatim: "Text at same level as ForEach containing Section") outside of the LazyVStack However, these are all things I need to keep for my actual app. So what is causing this hang? Am I using SwiftUI in any way it's not intended to be used? import SwiftUI struct ContentView: View { var body: some View { VStack { VStack(alignment: .leading) { Image(systemName: "pencil.circle.fill") Text("Title") Text("Label") } ScrollView { LazyVStack { Section { VStack { ForEach(0..<70) { _ in Text(verbatim: "A") } } } header: { Text(verbatim: "Header") } Text(verbatim: "Text at same level as ForEach containing Section") } } } } } AppDelegate: @main class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? ) -> Bool { let window = UIWindow(frame: UIScreen.main.bounds) window.rootViewController = UINavigationController(rootViewController: MainViewController()) window.makeKeyAndVisible() self.window = window return true } } MainViewController: import UIKit import SwiftUI final class MainViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let swiftUIView = ContentView() let hostingController = UIHostingController(rootView: swiftUIView) addChild(hostingController) hostingController.view.translatesAutoresizingMaskIntoConstraints = false view.addSubview(hostingController.view) NSLayoutConstraint.activate([ hostingController.view.topAnchor.constraint(equalTo: view.topAnchor), hostingController.view.bottomAnchor.constraint(equalTo: view.bottomAnchor), hostingController.view.leadingAnchor.constraint(equalTo: view.leadingAnchor), hostingController.view.trailingAnchor.constraint(equalTo: view.trailingAnchor) ]) hostingController.didMove(toParent: self) view.backgroundColor = .white } }
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208
Jun ’25
Sorting of FetchResults in TableView broken in xcode 26
Previously, I sorted my FetchResult in a TableView like this: @FetchRequest( sortDescriptors: [SortDescriptor(\.rechnungsDatum, order: .forward)], predicate: NSPredicate(format: "betragEingang == nil OR betragEingang == 0") ) private var verguetungsantraege: FetchedResults&lt;VerguetungsAntraege&gt; ... body ... Table(of:VerguetungsAntraege.self, sortOrder: $verguetungsantraege.sortDescriptors) { TableColumn("date", value:\.rechnungsDatum) { item in Text(Formatters.dateFormatter.string(from: item.rechnungsDatum ?? Date()) ) } .width(120) TableColumn("rechNrKurz", value:\.rechnungsNummer) { item in Text(item.rechnungsNummer ?? "") } .width(120) TableColumn("betrag", value:\.totalSum ) { Text(Formatters.currencyFormatter.string(from: $0.totalSum as NSNumber) ?? "kein Wert") } .width(120) TableColumn("klient") { Text(db.getKlientNameByUUID(id: $0.klient ?? UUID(), moc: moc)) } } rows: { ForEach(Array(verguetungsantraege)) { antrag in TableRow(antrag) } } There seem to be changes here in Xcode 26. In any case, I always get the error message in each line with TableColumn("title", value: \.sortingField) Ambiguous use of 'init(_:value:content:)' Does anyone have any idea what's changed? Unfortunately, the documentation doesn't provide any information.
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177
Jun ’25
Verifying braille output in an iOS app without a physical braille device?
I'm developing a calculator app and working to ensure a great experience for both VoiceOver and Braille display users. For expressions like (2+3)×5, I need two different accessibility outputs: VoiceOver (spoken): A descriptive string like “left paren two plus three right paren times five,” provided via .accessibilityValue. I'm using a custom spellOut function since VoiceOver doesn't announce parentheses—which are kind of important when doing math! Braille (symbolic): The literal math string (2+3)×5, provided using .accessibilityCustomContent("", ...), with an empty label so it’s not spoken aloud. The issue: I don’t have access to a Braille display device and Xcode’s Accessibility Inspector doesn’t seem to show the custom content. Is there any way to confirm that custom Braille content is being set correctly in Simulator or with other tools? Or…is there a "math mode" in VoiceOver that forces it to announce parentheses? Any advice or workarounds would be much appreciated! Thanks, Uhl
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Jul ’25
How do I stop iPadOS from thinking a drag is for a new window?
On iPadOS 26, dragging my draggable() View near the edge of the screen is causing a new window to open. This doesn't happen with .onDrag on iPadOS 26, or with either .draggable() or .onDrag on iPadOS 18.5. This is not something I'm intending to offer in my app, and doesn't really make sense. Is there any way to prevent this from happening? Is this a bug? I couldn't find any new documentation. The thing being dragged: the "Font" rectangle on the right side of the screen, which represents an item in my app that is reorder-able when multiple are present.
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100
Jul ’25
External Keyboard + Voiceover focus not working with .searchable + List
While editing the search text using the external keyboard (with VoiceOver on), if I try to navigate the to List using the keyboard, the focus jumps back to the search field immediately, preventing selection of list items. It's important to note that the voiceover navigation alone without a keyboard works as expected. It’s as if the List never gains focus—every attempt to move focus lands back on the search field. The code: struct ContentView: View { @State var searchText = "" let items = ["Apple", "Banana", "Cherry", "Date", "Elderberry", "Fig", "Grape"] var filteredItems: [String] { if searchText.isEmpty { return items } else { return items.filter { $0.localizedCaseInsensitiveContains(searchText) } } } var body: some View { if #available(iOS 16.0, *) { NavigationStack { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } else { NavigationView { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } } }
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105
Jun ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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Jul ’25
Tipkit for VisionOS (TabView, etc.)
I am trying to create a user flow where I can guide the user how to navigate through my app. I want to add a tip on a TabView that indicates user to navigate to a specific tab. I have seen this work with iOS properly but I am a little lost as VisionOS is not responding the same for .popoverTip etc. Any guidance is appreciated!
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214
Activity
Jul ’25
PHPickerViewController Not Offering public.hevc UTI for a Known HEVC Video
I'm working on an app where a user needs to select a video from their Photos library, and I need to get the original, unmodified HEVC (H.265) data stream to preserve its encoding. The Problem I have confirmed that my source videos are HEVC. I can record a new video with my iPhone 15 Pro Max camera set to "High Efficiency," export the "Unmodified Original" from Photos on my Mac, and verify that the codec is MPEG-H Part2/HEVC (H.265). However, when I select that exact same video in my app using PHPickerViewController, the itemProvider does not list public.hevc as an available type identifier. This forces me to fall back to a generic movie type, which results in the system providing me with a transcoded H.264 version of the video. Here is the debug output from my app after selecting a known HEVC video: ⚠️ 'public.hevc' not found. Falling back to generic movie type (likely H.264). What I've Tried My code explicitly checks for the public.hevc identifier in the registeredTypeIdentifiers array. Since it's not found, my HEVC-specific logic is never triggered. Here is a minimal version of my PHPickerViewControllerDelegate implementation: import UniformTypeIdentifiers // ... inside the Coordinator class ... func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { picker.dismiss(animated: true) guard let result = results.first else { return } let itemProvider = result.itemProvider let hevcIdentifier = "public.hevc" let identifiers = itemProvider.registeredTypeIdentifiers print("Available formats from itemProvider: \(identifiers)") if identifiers.contains(hevcIdentifier) { print("✅ HEVC format found, requesting raw data...") itemProvider.loadDataRepresentation(forTypeIdentifier: hevcIdentifier) { (data, error) in // ... process H.265 data ... } } else { print("⚠️ 'public.hevc' not found. Falling back to generic movie type (likely H.264).") itemProvider.loadFileRepresentation(forTypeIdentifier: UTType.movie.identifier) { url, error in // ... process H.264 fallback ... } } } My Environment Device: iPhone 15 Pro Max iOS Version: iOS 18.5 Xcode Version: 16.2 My Questions Are there specific conditions (e.g., the video being HDR/Dolby Vision, Cinematic, or stored in iCloud) under which PHPickerViewController's itemProvider would intentionally not offer the public.hevc type identifier, even for an HEVC video? What is the definitive, recommended API sequence to guarantee that I receive the original, unmodified data stream for a video asset, ensuring that no transcoding to H.264 occurs during the process? Any insight into why public.hevc might be missing from the registeredTypeIdentifiers for a known HEVC asset would be greatly appreciated. Thank you.
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196
Activity
Jul ’25
toolbarForegroundStyle has no effect on navigation title
On Apple Watch, I have used toolbarForegroundStyle view modifier to change the color of the navigation title programmatically to offer theming support for users. In watchOS 26 it no longer seem to have any effect. For example with .toolbarForegroundStyle(.blue, for: .navigationBar) the title color still uses the AccentColor from the Assets catalog. Is there any other setup required to get this working, or is it a bug? Filed a feedback FB18527395
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156
Activity
Jul ’25
Dynamic Presentation Sheet Heights
In my application, I have NavigationStack presented as a sheet, and I intend to dynamically adjust its height while pushing views within it. I'm utilizing a global observable variable to manage the height and everything works fine except that the height changes abruptly without any animation. It abruptly transitions from one height to another. The issue can be reproduced using the following code: #Preview { @Previewable @State var height: CGFloat = 200 Text("Parent View") .sheet(isPresented: .constant(true)) { NavigationStack { Form { NavigationLink("Button") { RoundedRectangle(cornerRadius: 20) .fill(Color.blue) .frame(height: 200) .navigationTitle("Child") .onAppear { withAnimation { height = 300 } } } } .navigationTitle("Parent") .navigationBarTitleDisplayMode(.inline) .presentationDetents([.height(height)]) .onAppear { withAnimation { height = 150 } } } } }
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124
Activity
Jul ’25
FKA Accessibility focus seems broken in SwiftUI
There are several ways we are supposed to be able to control a11y (accessibility) focus in FKA (Full Keyboard Access) mode. We should be able to set up an @AccessibilityFocusState variable that contains an enum for the different views that we want to receive a11y focus. That works from VO (VoiceOver) but not from FKA mode. See this sample project on Github: https://stackoverflow.com/questions/79067665/how-to-manage-accessibilityfocusstate-for-swiftui-accessibility-keyboard Similarly, we are supposed to be able to use accessibilitySortPriority to control the order that views are selected when a user using FKA tabs between views. That also works from VO but not from FKA mode. In the sample code below, the `.accessibilitySortPriority() ViewModifiers cause VO to change to a non-standard order when you swipe between views, but it has no effect in FKA mode. Is there a way to either set the a11y focus or change the order in which the views are selected that actually works in SwiftUI when the user is in FKA mode? Code that should cause FKA to tab between text fields in a custom order: struct ContentView: View { @State private var val1: String = "val 1" @State private var val2: String = "val 2" @State private var val3: String = "val 3" @State private var val4: String = "val 4" var body: some View { VStack { TextField("Value 1", text: $val1) .accessibilitySortPriority(3) VStack { TextField("Value 2", text: $val2) .accessibilitySortPriority(1) } HStack { TextField("Value 3", text: $val3) .accessibilitySortPriority(2) TextField("Value 4", text: $val4) .accessibilitySortPriority(4) } } .padding() } }```
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298
Activity
Jul ’25
OS26 SwiftUI WebView - Go Forward/Back?
Trying to implement my own forward/back buttons for the new SwiftUI WebView and reading the documentation I’m totally lost. What’s the recommended way of implementing forward/back behavior with this component?
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561
Activity
Aug ’25
SwiftUI Transaction completion handler is being called unexpectedly
Unexpected SwiftUI Transaction Behavior This minimal example demonstrates an unexpected behavior in SwiftUI's Transaction API: var transaction = Transaction(animation: .none) transaction.addAnimationCompletion { print("This should not be called!") } The Issue The completion handler is called immediately after creation, even though the transaction was never used in any SwiftUI animation context (like withTransaction or other animation-related APIs). Expected vs Actual Behavior Expected: The completion handler should only be called after the transaction is actually used in a SwiftUI animation. Actual: The completion handler is called right after creation, regardless of whether the transaction is used or not. Current Workaround To avoid this, I'm forced to implement defensive programming: only creating transactions with completion handlers at the exact moment they're going to be used. This adds unnecessary complexity and goes against the intuitive usage of the Transactions API.
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138
Activity
Jun ’25
tabViewBottomAccessory inline functionality missing?
Summary As presented in the SwiftUI WWDC video, the new tabViewBottomAccessory should allow for unique contents for .inline. This is what was presented as being used for the Apple Music miniplayer. However, the functionality seems to be either missing or unintuitive. As seen in the photos attached, not only does .inline functionality not seem to do anything, but the inline accessory also has misaligned elements that cannot be fixed by conditionally modifying the contents. Build Target iOS 26.0 Details This problem recurs on physical devices, simulators, and Xcode previews. Here is a view I've constructed for use as a tabViewBottomAccessory: struct FitnessToolbarAccessory: View { @Environment(\.tabViewBottomAccessoryPlacement) var placement var body: some View { if (placement == .inline) { Text("hello") } else { HStack { HStack { Image(systemName: "dumbbell.fill") VStack(alignment: .leading) { Text("Active Workout") Text("Push Day - Chest") .font(.system(size: 13)) } Spacer() Image(systemName: "pause.fill") } .padding() } } } } Here is the result, working as expected in expanded mode: And here is the result in inline mode after minimizing the tabViewBottomAccessory: The content of this inline accessory is clearly incorrect, as it was specified to contain a Text view containing "hello". Additionally, the contents seem to have some incorrect alignment. This occurs regardless of the contents of the accessory, even plain text.
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221
Activity
Sep ’25
Replacement for ToolbarItems with .bottomBar placement in iOS 26 TabView?
Prior to iOS 26, ToolbarItems with .bottomBar placement were convenient for tab-specific frequent actions. With iOS 26’s new tab layering now obscuring such ToolbarItems, it’s unclear whether .tabViewBottomAccessory is the intended replacement or if another pattern (like persistent floating buttons) is encouraged instead. What’s the recommended way to support quick, tab-specific actions under the new system? I’ve tried conditionally rendering a .tabViewBottomAccessory based on the active tab, but this causes a crash, which I’ve reported as FB18479195.
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365
Activity
Jul ’25
Crash when conditionally rendering .tabViewBottomAccessory with TabView(selection:) in SwiftUI on iOS 26
Summary When using .tabViewBottomAccessory in SwiftUI and conditionally rendering it based on the selected tab, the app crashes with a NSInternalInconsistencyException related to _bottomAccessory.displayStyle. Steps to Reproduce Create a SwiftUI TabView using a @SceneStorage selectedTab binding. Render a .tabViewBottomAccessory with conditional visibility tied to selectedTab == .storage. Switch between tabs. Return to the tab that conditionally shows the accessory (e.g., “Storage”). Expected Behavior SwiftUI should correctly add, remove, or show/hide the bottom accessory view without crashing. Actual Behavior The app crashes with the following error: Environment iOS version: iOS 26 seed 2 (23A5276f) Xcode: 26 Swift: 6.2 Device: iPhone 12 Pro I have opened a bug report with the FB number: FB18479195 Code Sample import SwiftUI struct ContentView: View { enum TabContent: String { case storage case recipe case profile case addItem } @SceneStorage("selectedTab") private var selectedTab: TabContent = .storage var body: some View { TabView(selection: $selectedTab) { Tab( "Storage", systemImage: "refrigerator", value: TabContent.storage ) { StorageView() } Tab( "Cook", systemImage: "frying.pan", value: TabContent.recipe ) { RecipeView() } Tab( "Profile", systemImage: "person", value: TabContent.profile ) { ProfileView() } } .tabBarMinimizeBehavior(.onScrollDown) .tabViewBottomAccessory { if selectedTab == .storage { Button(action: { }) { Label("Add Item", systemImage: "plus") } } } } }
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363
Activity
Jun ’25
No more simulators showing in Xcode
I sometimes use Xcode 14.2. Recently, I have an issue with simulators: on some SwiftUI project, the simulator list is empty. I created a new project. I see the complete list of simulators, but when running for a simulator, it fails with following diag; Same error with UIKit project. Details Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 60 Failure Reason: launchd failed to respond. User Info: { DVTErrorCreationDateKey = "2025-06-29 06:16:35 +0000"; IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker"; Session = "com.apple.CoreSimulator.SimDevice.134EC197-BA6B-45DF-B5B2-61A1D4F14863"; } -- Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 -- Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : { "device_model" = "iPhone15,2"; "device_osBuild" = "16.2 (20C52)"; "device_platform" = "com.apple.platform.iphonesimulator"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = "x86_64"; "operation_duration_ms" = 8341; "operation_errorCode" = 60; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 0; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 0; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_runnable_type" = 2; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator16.2"; "sdk_osVersion" = "16.2"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 12.7.1 (Build 21G920) Xcode 14.2 (21534) (Build 14C18) Timestamp: 2025-06-29T08:16:35+02:00 I filed a bug report: FB18475006
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241
Activity
Jun ’25
ImagePresentationComponent .spatialStereoImmersive mode not rendering in WindowGroup context
Platform: visionOS 2.6 Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context. This is what I’m seeing: Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace Mode switching API: All mode transitions work correctly (logs confirm the component updates) Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts. This is where it’s breaking for me: Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change The API calls succeed, state updates correctly, but the immersive content doesn’t render. Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve: Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc. Tapping a spatial photo smoothly transitions it to immersive mode in-place. The immersive content appears to “grow” from the original window position by just changing IPC viewing modes. This proves the functionality should be possible, but I can’t determine the correct configuration. So, my question to is: Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of? Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints? Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances? How do you think Apple’s SG app achieves this functionality? For a little more context: All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive] The spatial photos are valid and work correctly in pure immersive space Mixed immersive space is active when testing window context No errors or warnings in console beyond the successful mode switching logs I’m getting Any insights into the proper configuration for window-hosted immersive content
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203
Activity
Aug ’25
How can I build a custom `PickerStyle` in SwiftUI?
I am trying to create a radio group picker in SwiftUI, similar to this: https://www.neobrutalism.dev/docs/radio-group I already have a working view based version here: https://github.com/rational-kunal/NeoBrutalism/blob/main/Sources/NeoBrutalism/Components/Radio/Radio.swift Now I want to replace it with a more concise/swifty way of Picker with PickerStyle API: However, I can't find any official documentation or examples showing how to implement PickerStyle. Is it possible to create my own PickerStyle? If not, what’s the recommended alternative to achieve a radio‑group look while still using Picker? struct NBRadioGroupPickerStyle: PickerStyle { static func _makeView<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewInputs) -> _ViewOutputs where SelectionValue : Hashable { <#code#> } static func _makeViewList<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewListInputs) -> _ViewListOutputs where SelectionValue : Hashable { <#code#> } } Crossposting: https://forums.swift.org/t/how-can-i-build-a-custom-pickerstyle-in-swiftui/80755
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192
Activity
Jun ’25
What is causing the Freeze in this SwiftUI View?
I made a small project that freezes after the following steps: Run the app Turn on VoiceOver Tap on "Header" once so it is read out loud Turn off VoiceOver Scroll up and down really quickly Using the Time Profiler, the items in the Main Thread followed by significant drops are: 19.11 s 85.1% 0 s closure #2 in closure #1 in ViewRendererHost.render(interval:updateDisplayList:targetTimestamp:) 13.05 s 58.1% 4.00 ms ViewGraph.updateOutputs(async:) 7.97 s 35.5% 83.00 ms AG::Graph::UpdateStack::update() 5.76 s 25.6% 19.00 ms LayoutScrollableTransform.updateValue() 1.73 s  7.7% 2.00 ms specialized NativeDictionary.setValue(:forKey:isUnique:) 579.00 ms  2.6% 58.00 ms 0x100a8c908 311.00 ms  1.4% 165.00 ms __thread_stack_pcs I see the memory usage increase by about 0.6 MB per second while frozen. And there are a few things that prevent the freeze: Changing LazyVStack for VStack Removing the VStack from the Section Removing the header: parameter from the Section Reducing the range of the ForEach Move the Text(verbatim: "Text at same level as ForEach containing Section") outside of the LazyVStack However, these are all things I need to keep for my actual app. So what is causing this hang? Am I using SwiftUI in any way it's not intended to be used? import SwiftUI struct ContentView: View { var body: some View { VStack { VStack(alignment: .leading) { Image(systemName: "pencil.circle.fill") Text("Title") Text("Label") } ScrollView { LazyVStack { Section { VStack { ForEach(0..<70) { _ in Text(verbatim: "A") } } } header: { Text(verbatim: "Header") } Text(verbatim: "Text at same level as ForEach containing Section") } } } } } AppDelegate: @main class AppDelegate: UIResponder, UIApplicationDelegate { var window: UIWindow? func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? ) -> Bool { let window = UIWindow(frame: UIScreen.main.bounds) window.rootViewController = UINavigationController(rootViewController: MainViewController()) window.makeKeyAndVisible() self.window = window return true } } MainViewController: import UIKit import SwiftUI final class MainViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let swiftUIView = ContentView() let hostingController = UIHostingController(rootView: swiftUIView) addChild(hostingController) hostingController.view.translatesAutoresizingMaskIntoConstraints = false view.addSubview(hostingController.view) NSLayoutConstraint.activate([ hostingController.view.topAnchor.constraint(equalTo: view.topAnchor), hostingController.view.bottomAnchor.constraint(equalTo: view.bottomAnchor), hostingController.view.leadingAnchor.constraint(equalTo: view.leadingAnchor), hostingController.view.trailingAnchor.constraint(equalTo: view.trailingAnchor) ]) hostingController.didMove(toParent: self) view.backgroundColor = .white } }
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208
Activity
Jun ’25
Sorting of FetchResults in TableView broken in xcode 26
Previously, I sorted my FetchResult in a TableView like this: @FetchRequest( sortDescriptors: [SortDescriptor(\.rechnungsDatum, order: .forward)], predicate: NSPredicate(format: "betragEingang == nil OR betragEingang == 0") ) private var verguetungsantraege: FetchedResults&lt;VerguetungsAntraege&gt; ... body ... Table(of:VerguetungsAntraege.self, sortOrder: $verguetungsantraege.sortDescriptors) { TableColumn("date", value:\.rechnungsDatum) { item in Text(Formatters.dateFormatter.string(from: item.rechnungsDatum ?? Date()) ) } .width(120) TableColumn("rechNrKurz", value:\.rechnungsNummer) { item in Text(item.rechnungsNummer ?? "") } .width(120) TableColumn("betrag", value:\.totalSum ) { Text(Formatters.currencyFormatter.string(from: $0.totalSum as NSNumber) ?? "kein Wert") } .width(120) TableColumn("klient") { Text(db.getKlientNameByUUID(id: $0.klient ?? UUID(), moc: moc)) } } rows: { ForEach(Array(verguetungsantraege)) { antrag in TableRow(antrag) } } There seem to be changes here in Xcode 26. In any case, I always get the error message in each line with TableColumn("title", value: \.sortingField) Ambiguous use of 'init(_:value:content:)' Does anyone have any idea what's changed? Unfortunately, the documentation doesn't provide any information.
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177
Activity
Jun ’25
Verifying braille output in an iOS app without a physical braille device?
I'm developing a calculator app and working to ensure a great experience for both VoiceOver and Braille display users. For expressions like (2+3)×5, I need two different accessibility outputs: VoiceOver (spoken): A descriptive string like “left paren two plus three right paren times five,” provided via .accessibilityValue. I'm using a custom spellOut function since VoiceOver doesn't announce parentheses—which are kind of important when doing math! Braille (symbolic): The literal math string (2+3)×5, provided using .accessibilityCustomContent("", ...), with an empty label so it’s not spoken aloud. The issue: I don’t have access to a Braille display device and Xcode’s Accessibility Inspector doesn’t seem to show the custom content. Is there any way to confirm that custom Braille content is being set correctly in Simulator or with other tools? Or…is there a "math mode" in VoiceOver that forces it to announce parentheses? Any advice or workarounds would be much appreciated! Thanks, Uhl
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433
Activity
Jul ’25
How do I stop iPadOS from thinking a drag is for a new window?
On iPadOS 26, dragging my draggable() View near the edge of the screen is causing a new window to open. This doesn't happen with .onDrag on iPadOS 26, or with either .draggable() or .onDrag on iPadOS 18.5. This is not something I'm intending to offer in my app, and doesn't really make sense. Is there any way to prevent this from happening? Is this a bug? I couldn't find any new documentation. The thing being dragged: the "Font" rectangle on the right side of the screen, which represents an item in my app that is reorder-able when multiple are present.
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100
Activity
Jul ’25
BottomBar .searchable + Tab with Nav
I don't think the .searchable in the bottom bar / glass look works when you have TabView that has NavStack.
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184
Activity
Sep ’25
External Keyboard + Voiceover focus not working with .searchable + List
While editing the search text using the external keyboard (with VoiceOver on), if I try to navigate the to List using the keyboard, the focus jumps back to the search field immediately, preventing selection of list items. It's important to note that the voiceover navigation alone without a keyboard works as expected. It’s as if the List never gains focus—every attempt to move focus lands back on the search field. The code: struct ContentView: View { @State var searchText = "" let items = ["Apple", "Banana", "Cherry", "Date", "Elderberry", "Fig", "Grape"] var filteredItems: [String] { if searchText.isEmpty { return items } else { return items.filter { $0.localizedCaseInsensitiveContains(searchText) } } } var body: some View { if #available(iOS 16.0, *) { NavigationStack { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } else { NavigationView { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } } }
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Activity
Jun ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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189
Activity
Jul ’25