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VoiceOver Headings Accessibility Rotor with SwiftUI on iOS
Hi, On iOS, I'd like to mark views that are inside a LazyVStack as headers for VoiceOver (make them appear in the headings rotor). In a VStack, you just have add .accessibilityAddTraits(.isHeader) to your header view. However, if your view is in a LazyVStack, that won't work if the view is not visible. As its name implies, LazyVStack is lazy so that makes sense. There is very little information online about system rotors, but it seems you are supposed to use .accessibilityRotor() with the headings system rotor (.accessibilityRotor(.headings)) outside of the LazyVStack. Something like the following. .accessibilityRotor(.headings) { ForEach(entries) { entry in // entry.id must be the same as the id of the SwiftUI view it is about AccessibilityRotorEntry(entry.name, id: entry.id) } } It kinds of work, but only kind of. When using .accessibilityAddTraits(.isHeader) in a VStack, the view is in the headings rotor as soon as you change screen. However, when using .accessibilityRotor(.headings), the headers (headings?) are not in the headings rotor at the time the screen appears. You have to move the accessibility focus inside the screen before your headers show up. I'm a beginner in regards to VoiceOver, so I don't know how a blind user used to VoiceOver would perceive this, but it feels to me that having to move the focus before the headers are in the headings rotor would mean some users would miss them. So my question is: is there a way to have headers inside a LazyVStack (and are not necessarily visible at first) to be in the headings rotor as soon as the screen appears? (be it using .accessibilityRotor(.headings) or anything else) The "SwiftUI Accessibility: Beyond the basics" talk from WWDC 2021 mentions custom rotors, not system rotors, but that should be close enough. It mentions that for accessibilityRotor to work properly it has to be applied on an accessibility container, so just in case I tried to move my .accessibilityRotor(.headings) to multiple places, with and without the accessibilityElement(children: .contain) modifier, but that did not seem to change the behavior (and I could not understand why accessibilityRotor could not automatically make the view it is applied on an accessibility container if needed). Also, a related question: when using .accessibilityRotor(.headings) on a screen, is it fine to mix uses of .accessibilityRotor(.headings) and .accessibilityRotor(.headings)? In a screen with multiple type of contents (something like ScrollView { VStack { MyHeader(); LazyVStack { /* some content */ }; LazyVStack { /* something else */ } } }), having to declare all headers in one place would make code reusability harder. Thanks
0
0
113
Jun ’25
PDF in WebView
Dear all, Is it possible to replace the default PDF background colour the 50% grey to any other colour while using the new WebView? Using the standard .background method on WebView does not appear to have any effect: WebView(pdfWebpage) .background(Color.blue) // no effect on the background of the PDF Thanks!
1
0
188
Jun ’25
Popover, Menu and Sheet not working with RealityView Attachment SwiftUI
Hi, I have a SwiftUI View, that is attached to a 3D object in Reality View. This is supposed to be a HUD for the user to select a few things. I wanted a sub menu for one of the top level buttons. But looks like none of the reasonable choices like Menu, Sheet or Popover work. Is there a known limitation of RealityKit Views where full SwiftUI cannot be used? Or am I doing something wrong? For example, Button { SLogger.info("Toggled") withAnimation { showHudPositionMenu.toggle() } } label: { HStack { Image(systemName: "rectangle.3.group") Text("My Button") } } .popover(isPresented: $showHudPositionMenu, attachmentAnchor: attachmentAnchor) { HudPositionMenuItems(showHudPositionMenu: $showHudPositionMenu, currentHudPosition: $currentHudPosition) } This will print "Toggled" but will not display the MenuItems Popover. If it makes any difference, this is attached to a child of a head tracked entity.
1
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123
Jun ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
2
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183
Jun ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
3
0
129
Jun ’25
interactive glassEffect bug?
Applying glass effect, providing a shape isn't resulting in the provided shape rendering the interaction correctly. .glassEffect(.regular.tint(Color(event.calendar.cgColor)).interactive(), in: .rect(cornerRadius: 20)) results in properly drawn view but interactive part of it is off. light and shimmer appear as a capsule within the rect.
3
12
361
Jan ’26
iOS 26 not showing new screenshot animation
Hi everyone, I’m currently testing iOS 26 on my iPhone as part of the developer program. According to Apple’s documentation and demo materials, a new screenshot animation was introduced in this version. However, when I take a screenshot on my device, the animation remains the same as in previous iOS versions. I’ve double-checked that I’m running the correct build of iOS 26, and I haven’t found any settings that might enable or disable this feature. Is anyone else experiencing the same issue? Could this new animation be device-specific, region-limited, or require additional configuration? Any insight would be appreciated! Thanks in advance, Alonso Rivera
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271
Jun ’25
iOS 26 Reference to member '.glassProminent' cannot be resolved without a contextual typeSourceKit
.glassProminent not working, but .glass works for .buttonStyle() as used here https://youtu.be/3MugGCtm26A?si=dvo2FeE88OnNIwI9&t=938 /Users/brianruiz/repos/taskss/taskss/Views/Components/EmptyStateView.swift:125:39 Reference to member 'glassProminent' cannot be resolved without a contextual type if #available(iOS 26.0, *) { Button(action: { HapticManager.shared.selection() action() }) { Text(buttonLabel ?? "Action") .frame(maxWidth: .infinity) } .padding(.horizontal, 24) .buttonStyle(.glassProminent) .buttonBorderShape(.capsule) .controlSize(.large) .tint(.primary) .offset(y: buttonOffset) .opacity(buttonOpacity) .scaleEffect(isPressed ? 0.95 : 1.0) .animation(.bouncy(), value: isPressed) .onLongPressGesture(minimumDuration: .infinity, maximumDistance: 50, pressing: { pressing in isPressed = pressing }, perform: {}) .onAppear { guard animate else { return } withAnimation(.bouncy().delay(0.6)) { buttonOffset = 0 buttonOpacity = 1 } } } else { // Fallback on earlier versions }
3
1
236
Jun ’25
How to update TabViewBottomAccessoryPlacement
Playing around with the new TabViewBottomAccessoryPlacement API, but can't figure out how to update the value returned by @Environment(\.tabViewBottomAccessoryPlacement) var placement. I want to change this value programmatically, want it to be set to nil or .none on app start until user performs a specific action. (taps play on an item which creates an AVPlayer instance). Documentation I could find: https://developer.apple.com/documentation/SwiftUI/TabViewBottomAccessoryPlacement
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3
338
Sep ’25
iBeacon with CLMonitor Slow
The other day I was playing with iBeacon and found out that CLBeaconIdentityConstraint will be deprecated after iOS 18.5. So I've written code with BeaconIdentityCondition in reference to this Apple's sample project. import Foundation import CoreLocation let monitorName = "BeaconMonitor" @MainActor public class BeaconViewModel: ObservableObject { private let manager: CLLocationManager static let shared = BeaconViewModel() public var monitor: CLMonitor? @Published var UIRows: [String: [CLMonitor.Event]] = [:] init() { self.manager = CLLocationManager() self.manager.requestWhenInUseAuthorization() } func startMonitoringConditions() { Task { print("Set up monitor") monitor = await CLMonitor(monitorName) await monitor!.add(getBeaconIdentityCondition(), identifier: "TestBeacon") for identifier in await monitor!.identifiers { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } for try await event in await monitor!.events { guard let lastEvent = await monitor!.record(for: event.identifier)?.lastEvent else { continue } if event.state == lastEvent.state { continue } UIRows[event.identifier] = [event] UIRows[event.identifier]?.append(lastEvent) } } } func updateRecords() async { UIRows = [:] for identifier in await monitor?.identifiers ?? [] { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } } func getBeaconIdentityCondition() -> CLMonitor.BeaconIdentityCondition { CLMonitor.BeaconIdentityCondition(uuid: UUID(uuidString: "abc")!, major: 123, minor: 789) } } It works except that my sample app can take as long as 90 seconds to see event changes. You would get an instant update with an fashion (CLBeacon and CLBeaconIdentityConstraint). Is there anything that I can do to see changes faster? Thanks.
1
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105
Jun ’25
Issue with Animations Blocking Taps in UIView Toasts (SwiftUI + Separate UIWindow)
Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue I ran into an unexpected issue when presenting a UIView-based toast inside a separate UIWindow in a SwiftUI app. Specifically, when animations are applied to the toast view (UIToastView), the tap gesture no longer works. To help identify the root cause, I created a minimal reproducible example (MRE) with under 500 lines of code, demonstrating the behavior: Demo GIF: Screen Recording Code Repo: ToastDemo What I Tried: Using a separate UIWindow to present the toast overlay. Adding a tap gesture directly to the UIView. Referencing related solutions: A Blog Post explaining UIWindow usage in SwiftUI - https://www.fivestars.blog/articles/swiftui-windows (Sorry, Apple Dev Forum will not allow a link to this) A Stack Overflow thread on handling touch events in multiple windows. Problem Summary: When animations are involved (fade in, slide up), taps on the toast are not recognized. Without animations, taps work as expected. UIWindow setup seems correct, so I’m wondering if animation effects are interfering with event propagation. I could potentially work around this by restructuring the touch handling, but I'd love insight from the community on why this happens, or if there’s a cleaner fix. Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue
2
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120
Jun ’25
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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119
Jun ’25
Fatal error: Duplicate keys of type 'AnyHashable2' were found in a Dictionary.
I have encountered the following error and reduced my code to the minimum necessary to reliably reproduce this error. Fatal error: Duplicate keys of type 'AnyHashable2' were found in a >Dictionary. This usually means either that the type violates Hashable's >requirements, or that members of such a dictionary were mutated after insertion. It occurs when instances of a swiftdata model are inserted (the error occurs reliably when inserting five or more instances. Fewer insertions seems to make the error either more rare or go away entirely) and a Picker with .menu pickerStyle is present. Any of the following changes prevents the error from occuring: adding id = UUID() to the Item class removing .tag(item) in the picker content using any pickerStyle other than .menu using an observable class instead of a swiftdata class I would greatly appreciate if anyone knows what exactly is going on here. Tested using XCode Version 16.4 (16F6), iPhone 16 Pro iOS 18.5 Simulator and iPhone 15 Pro iOS 18.5 real device. import SwiftUI import SwiftData @Model class Item { var name: String init(name: String) { self.name = name } } struct DuplicateKeysErrorView: View { @Environment(\.modelContext) private var modelContext @Query(sort: \Item.name) private var items: [Item] @State var selection: Item? = nil var body: some View { List { Picker("Picker", selection: $selection) { Text("Nil").tag(nil as Item?) ForEach(items) { item in Text(item.name).tag(item) } } .pickerStyle(.menu) Button("Add 5 items") { modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) } } .onAppear { try! modelContext.delete(model: Item.self) } } } #Preview { DuplicateKeysErrorView() .modelContainer(for: Item.self) }
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174
Jun ’25
Constraining Beacon with CLBeaconIdentityCondition
In reference to this webpage, I'm turning my iPad to an iBeacon device. class BeaconViewModel: NSObject, ObservableObject, CBPeripheralManagerDelegate { private var peripheralManager: CBPeripheralManager? private var beaconRegion: CLBeaconRegion? private var beaconIdentityConstraint: CLBeaconIdentityConstraint? //private var beaconCondition: CLBeaconIdentityCondition? override init() { super.init() if let uuid = UUID(uuidString: "abc") { beaconIdentityConstraint = CLBeaconIdentityConstraint(uuid: uuid, major: 123, minor: 456) beaconRegion = CLBeaconRegion(beaconIdentityConstraint: beaconIdentityConstraint!, identifier: "com.example.myDeviceRegion") peripheralManager = CBPeripheralManager(delegate: self, queue: nil, options: nil) } } func peripheralManagerDidUpdateState(_ peripheral: CBPeripheralManager) { switch peripheral.state { case .poweredOn: startAdvertise() case .poweredOff: peripheralManager?.stopAdvertising() default: break } } func startAdvertise() { guard let beaconRegion = beaconRegion else { return } let peripheralData = beaconRegion.peripheralData(withMeasuredPower: nil) peripheralManager?.startAdvertising(((peripheralData as NSDictionary) as! [String: Any])) } func stopAdvertise() { peripheralManager?.stopAdvertising() } } In Line 10, I'm using CLBeaconidentityConstraint to constrain the beacon. Xcode says that this class is deprecated and suggests that we use CLBeaconIdentityCondition. But if I try to use it, Xcode says Cannot find type 'CLBeaconIdentityCondition' in scope I've just updated Xcode to 16.4. I still get the same error. So how do we use CLBeaconIdentityCondition to constrain the beacon? My macOS version is Sequoia 15.5. Thanks.
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219
Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
Hi there, I’m developing a watchOS app using SwiftUI, and I want to allow users to interact with the map using the panning gesture and also drop waypoints by long pressing anywhere on the map—just like in the built-in Apple Maps app on watchOS, where a long press drops a pin and panning still works seamlessly. However, with SwiftUI’s Map, any attempt to attach a gesture other than .onTapGesture (such as LongPressGesture or DragGesture) seems to block the built-in map interactions, making panning impossible. Is there a supported approach to detect long press gestures anywhere on the map while still allowing all standard map interactions (as seen in Apple Maps on watchOS)? Or is this something only possible with private APIs or internal access? Any guidance or best practices would be greatly appreciated! Thank you!
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162
Jun ’25
WebKit for SwiftUI: Observations
Is the new Observations API for WebPage not available in Beta 1 as demoed in the WWDC video? I get this error even though Observation is imported.
Replies
5
Boosts
0
Views
220
Activity
Jul ’25
VoiceOver Headings Accessibility Rotor with SwiftUI on iOS
Hi, On iOS, I'd like to mark views that are inside a LazyVStack as headers for VoiceOver (make them appear in the headings rotor). In a VStack, you just have add .accessibilityAddTraits(.isHeader) to your header view. However, if your view is in a LazyVStack, that won't work if the view is not visible. As its name implies, LazyVStack is lazy so that makes sense. There is very little information online about system rotors, but it seems you are supposed to use .accessibilityRotor() with the headings system rotor (.accessibilityRotor(.headings)) outside of the LazyVStack. Something like the following. .accessibilityRotor(.headings) { ForEach(entries) { entry in // entry.id must be the same as the id of the SwiftUI view it is about AccessibilityRotorEntry(entry.name, id: entry.id) } } It kinds of work, but only kind of. When using .accessibilityAddTraits(.isHeader) in a VStack, the view is in the headings rotor as soon as you change screen. However, when using .accessibilityRotor(.headings), the headers (headings?) are not in the headings rotor at the time the screen appears. You have to move the accessibility focus inside the screen before your headers show up. I'm a beginner in regards to VoiceOver, so I don't know how a blind user used to VoiceOver would perceive this, but it feels to me that having to move the focus before the headers are in the headings rotor would mean some users would miss them. So my question is: is there a way to have headers inside a LazyVStack (and are not necessarily visible at first) to be in the headings rotor as soon as the screen appears? (be it using .accessibilityRotor(.headings) or anything else) The "SwiftUI Accessibility: Beyond the basics" talk from WWDC 2021 mentions custom rotors, not system rotors, but that should be close enough. It mentions that for accessibilityRotor to work properly it has to be applied on an accessibility container, so just in case I tried to move my .accessibilityRotor(.headings) to multiple places, with and without the accessibilityElement(children: .contain) modifier, but that did not seem to change the behavior (and I could not understand why accessibilityRotor could not automatically make the view it is applied on an accessibility container if needed). Also, a related question: when using .accessibilityRotor(.headings) on a screen, is it fine to mix uses of .accessibilityRotor(.headings) and .accessibilityRotor(.headings)? In a screen with multiple type of contents (something like ScrollView { VStack { MyHeader(); LazyVStack { /* some content */ }; LazyVStack { /* something else */ } } }), having to declare all headers in one place would make code reusability harder. Thanks
Replies
0
Boosts
0
Views
113
Activity
Jun ’25
PDF in WebView
Dear all, Is it possible to replace the default PDF background colour the 50% grey to any other colour while using the new WebView? Using the standard .background method on WebView does not appear to have any effect: WebView(pdfWebpage) .background(Color.blue) // no effect on the background of the PDF Thanks!
Replies
1
Boosts
0
Views
188
Activity
Jun ’25
.hoverEffect scaleEffect breaks scrolling in visionOS 26 beta 1
This modifier in visionOS 2.5 works perfectly with LazyVgrid inside a Stack in ScrollView: .hoverEffect { effect, isActive, _ in effect.scaleEffect(isActive ? 1.1 : 1.0) But the grid does not scroll in visionOS 26 beta 1 unless the scaleEffect is commented out. FB17941468
Replies
1
Boosts
0
Views
119
Activity
Jun ’25
Popover, Menu and Sheet not working with RealityView Attachment SwiftUI
Hi, I have a SwiftUI View, that is attached to a 3D object in Reality View. This is supposed to be a HUD for the user to select a few things. I wanted a sub menu for one of the top level buttons. But looks like none of the reasonable choices like Menu, Sheet or Popover work. Is there a known limitation of RealityKit Views where full SwiftUI cannot be used? Or am I doing something wrong? For example, Button { SLogger.info("Toggled") withAnimation { showHudPositionMenu.toggle() } } label: { HStack { Image(systemName: "rectangle.3.group") Text("My Button") } } .popover(isPresented: $showHudPositionMenu, attachmentAnchor: attachmentAnchor) { HudPositionMenuItems(showHudPositionMenu: $showHudPositionMenu, currentHudPosition: $currentHudPosition) } This will print "Toggled" but will not display the MenuItems Popover. If it makes any difference, this is attached to a child of a head tracked entity.
Replies
1
Boosts
0
Views
123
Activity
Jun ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
Replies
2
Boosts
0
Views
183
Activity
Jun ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
Replies
3
Boosts
0
Views
129
Activity
Jun ’25
Availability of corner and containerConcentric in iOS 26
According to this video, in iOS 26 there should be an containerConcentric configuration that can be passed to the corner parameter of a rectangle. But when trying this on my own, it looks like there is no cornerparameter and also no containerConcentric configuration. Also, I can't find this in the SwiftUI documentation.
Replies
2
Boosts
1
Views
654
Activity
Jun ’25
interactive glassEffect bug?
Applying glass effect, providing a shape isn't resulting in the provided shape rendering the interaction correctly. .glassEffect(.regular.tint(Color(event.calendar.cgColor)).interactive(), in: .rect(cornerRadius: 20)) results in properly drawn view but interactive part of it is off. light and shimmer appear as a capsule within the rect.
Replies
3
Boosts
12
Views
361
Activity
Jan ’26
iOS 26 not showing new screenshot animation
Hi everyone, I’m currently testing iOS 26 on my iPhone as part of the developer program. According to Apple’s documentation and demo materials, a new screenshot animation was introduced in this version. However, when I take a screenshot on my device, the animation remains the same as in previous iOS versions. I’ve double-checked that I’m running the correct build of iOS 26, and I haven’t found any settings that might enable or disable this feature. Is anyone else experiencing the same issue? Could this new animation be device-specific, region-limited, or require additional configuration? Any insight would be appreciated! Thanks in advance, Alonso Rivera
Replies
0
Boosts
0
Views
271
Activity
Jun ’25
iOS 26 Reference to member '.glassProminent' cannot be resolved without a contextual typeSourceKit
.glassProminent not working, but .glass works for .buttonStyle() as used here https://youtu.be/3MugGCtm26A?si=dvo2FeE88OnNIwI9&t=938 /Users/brianruiz/repos/taskss/taskss/Views/Components/EmptyStateView.swift:125:39 Reference to member 'glassProminent' cannot be resolved without a contextual type if #available(iOS 26.0, *) { Button(action: { HapticManager.shared.selection() action() }) { Text(buttonLabel ?? "Action") .frame(maxWidth: .infinity) } .padding(.horizontal, 24) .buttonStyle(.glassProminent) .buttonBorderShape(.capsule) .controlSize(.large) .tint(.primary) .offset(y: buttonOffset) .opacity(buttonOpacity) .scaleEffect(isPressed ? 0.95 : 1.0) .animation(.bouncy(), value: isPressed) .onLongPressGesture(minimumDuration: .infinity, maximumDistance: 50, pressing: { pressing in isPressed = pressing }, perform: {}) .onAppear { guard animate else { return } withAnimation(.bouncy().delay(0.6)) { buttonOffset = 0 buttonOpacity = 1 } } } else { // Fallback on earlier versions }
Replies
3
Boosts
1
Views
236
Activity
Jun ’25
How to update TabViewBottomAccessoryPlacement
Playing around with the new TabViewBottomAccessoryPlacement API, but can't figure out how to update the value returned by @Environment(\.tabViewBottomAccessoryPlacement) var placement. I want to change this value programmatically, want it to be set to nil or .none on app start until user performs a specific action. (taps play on an item which creates an AVPlayer instance). Documentation I could find: https://developer.apple.com/documentation/SwiftUI/TabViewBottomAccessoryPlacement
Replies
4
Boosts
3
Views
338
Activity
Sep ’25
iOS 26: How to achieve TabView effect like in the Find My app.
I noticed on the Find My app in the new iOS 26 beta that the TabView and the sheet seem to be part of the same view. When you collapse the sheet, the TabView is still visible, and you can swipe up to view the sheet again. Is there a way to recreate this effect? Preferably in SwiftUI, but UIKit works too.
Replies
1
Boosts
1
Views
270
Activity
Jun ’25
Grid right to left
Hi, I’d like to display items in a grid from right to left. Like the image: Is this possible with a grid? What would be the best approach in terms of performance?
Replies
1
Boosts
0
Views
94
Activity
Jun ’25
iBeacon with CLMonitor Slow
The other day I was playing with iBeacon and found out that CLBeaconIdentityConstraint will be deprecated after iOS 18.5. So I've written code with BeaconIdentityCondition in reference to this Apple's sample project. import Foundation import CoreLocation let monitorName = "BeaconMonitor" @MainActor public class BeaconViewModel: ObservableObject { private let manager: CLLocationManager static let shared = BeaconViewModel() public var monitor: CLMonitor? @Published var UIRows: [String: [CLMonitor.Event]] = [:] init() { self.manager = CLLocationManager() self.manager.requestWhenInUseAuthorization() } func startMonitoringConditions() { Task { print("Set up monitor") monitor = await CLMonitor(monitorName) await monitor!.add(getBeaconIdentityCondition(), identifier: "TestBeacon") for identifier in await monitor!.identifiers { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } for try await event in await monitor!.events { guard let lastEvent = await monitor!.record(for: event.identifier)?.lastEvent else { continue } if event.state == lastEvent.state { continue } UIRows[event.identifier] = [event] UIRows[event.identifier]?.append(lastEvent) } } } func updateRecords() async { UIRows = [:] for identifier in await monitor?.identifiers ?? [] { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } } func getBeaconIdentityCondition() -> CLMonitor.BeaconIdentityCondition { CLMonitor.BeaconIdentityCondition(uuid: UUID(uuidString: "abc")!, major: 123, minor: 789) } } It works except that my sample app can take as long as 90 seconds to see event changes. You would get an instant update with an fashion (CLBeacon and CLBeaconIdentityConstraint). Is there anything that I can do to see changes faster? Thanks.
Replies
1
Boosts
0
Views
105
Activity
Jun ’25
Issue with Animations Blocking Taps in UIView Toasts (SwiftUI + Separate UIWindow)
Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue I ran into an unexpected issue when presenting a UIView-based toast inside a separate UIWindow in a SwiftUI app. Specifically, when animations are applied to the toast view (UIToastView), the tap gesture no longer works. To help identify the root cause, I created a minimal reproducible example (MRE) with under 500 lines of code, demonstrating the behavior: Demo GIF: Screen Recording Code Repo: ToastDemo What I Tried: Using a separate UIWindow to present the toast overlay. Adding a tap gesture directly to the UIView. Referencing related solutions: A Blog Post explaining UIWindow usage in SwiftUI - https://www.fivestars.blog/articles/swiftui-windows (Sorry, Apple Dev Forum will not allow a link to this) A Stack Overflow thread on handling touch events in multiple windows. Problem Summary: When animations are involved (fade in, slide up), taps on the toast are not recognized. Without animations, taps work as expected. UIWindow setup seems correct, so I’m wondering if animation effects are interfering with event propagation. I could potentially work around this by restructuring the touch handling, but I'd love insight from the community on why this happens, or if there’s a cleaner fix. Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue
Replies
2
Boosts
0
Views
120
Activity
Jun ’25
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
Replies
0
Boosts
0
Views
119
Activity
Jun ’25
Fatal error: Duplicate keys of type 'AnyHashable2' were found in a Dictionary.
I have encountered the following error and reduced my code to the minimum necessary to reliably reproduce this error. Fatal error: Duplicate keys of type 'AnyHashable2' were found in a >Dictionary. This usually means either that the type violates Hashable's >requirements, or that members of such a dictionary were mutated after insertion. It occurs when instances of a swiftdata model are inserted (the error occurs reliably when inserting five or more instances. Fewer insertions seems to make the error either more rare or go away entirely) and a Picker with .menu pickerStyle is present. Any of the following changes prevents the error from occuring: adding id = UUID() to the Item class removing .tag(item) in the picker content using any pickerStyle other than .menu using an observable class instead of a swiftdata class I would greatly appreciate if anyone knows what exactly is going on here. Tested using XCode Version 16.4 (16F6), iPhone 16 Pro iOS 18.5 Simulator and iPhone 15 Pro iOS 18.5 real device. import SwiftUI import SwiftData @Model class Item { var name: String init(name: String) { self.name = name } } struct DuplicateKeysErrorView: View { @Environment(\.modelContext) private var modelContext @Query(sort: \Item.name) private var items: [Item] @State var selection: Item? = nil var body: some View { List { Picker("Picker", selection: $selection) { Text("Nil").tag(nil as Item?) ForEach(items) { item in Text(item.name).tag(item) } } .pickerStyle(.menu) Button("Add 5 items") { modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) } } .onAppear { try! modelContext.delete(model: Item.self) } } } #Preview { DuplicateKeysErrorView() .modelContainer(for: Item.self) }
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Jun ’25
Constraining Beacon with CLBeaconIdentityCondition
In reference to this webpage, I'm turning my iPad to an iBeacon device. class BeaconViewModel: NSObject, ObservableObject, CBPeripheralManagerDelegate { private var peripheralManager: CBPeripheralManager? private var beaconRegion: CLBeaconRegion? private var beaconIdentityConstraint: CLBeaconIdentityConstraint? //private var beaconCondition: CLBeaconIdentityCondition? override init() { super.init() if let uuid = UUID(uuidString: "abc") { beaconIdentityConstraint = CLBeaconIdentityConstraint(uuid: uuid, major: 123, minor: 456) beaconRegion = CLBeaconRegion(beaconIdentityConstraint: beaconIdentityConstraint!, identifier: "com.example.myDeviceRegion") peripheralManager = CBPeripheralManager(delegate: self, queue: nil, options: nil) } } func peripheralManagerDidUpdateState(_ peripheral: CBPeripheralManager) { switch peripheral.state { case .poweredOn: startAdvertise() case .poweredOff: peripheralManager?.stopAdvertising() default: break } } func startAdvertise() { guard let beaconRegion = beaconRegion else { return } let peripheralData = beaconRegion.peripheralData(withMeasuredPower: nil) peripheralManager?.startAdvertising(((peripheralData as NSDictionary) as! [String: Any])) } func stopAdvertise() { peripheralManager?.stopAdvertising() } } In Line 10, I'm using CLBeaconidentityConstraint to constrain the beacon. Xcode says that this class is deprecated and suggests that we use CLBeaconIdentityCondition. But if I try to use it, Xcode says Cannot find type 'CLBeaconIdentityCondition' in scope I've just updated Xcode to 16.4. I still get the same error. So how do we use CLBeaconIdentityCondition to constrain the beacon? My macOS version is Sequoia 15.5. Thanks.
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219
Activity
Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
Hi there, I’m developing a watchOS app using SwiftUI, and I want to allow users to interact with the map using the panning gesture and also drop waypoints by long pressing anywhere on the map—just like in the built-in Apple Maps app on watchOS, where a long press drops a pin and panning still works seamlessly. However, with SwiftUI’s Map, any attempt to attach a gesture other than .onTapGesture (such as LongPressGesture or DragGesture) seems to block the built-in map interactions, making panning impossible. Is there a supported approach to detect long press gestures anywhere on the map while still allowing all standard map interactions (as seen in Apple Maps on watchOS)? Or is this something only possible with private APIs or internal access? Any guidance or best practices would be greatly appreciated! Thank you!
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162
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Jun ’25