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What is the lifecycle of onReceive subscriptions in SwiftUI views?
I'm trying to better understand how the onReceive modifier behaves in SwiftUI, specifically how its subscription lifecycle relates to view updates. Consider this example: TextField("Name", text: $name) .onReceive(Just(name)) { value in print(value) } This closure runs every time name changes. A common explanation is that SwiftUI recomputes body, which creates a new Just(name) publisher each time. However, this raises some questions for me about how onReceive actually works internally: When SwiftUI recomputes body, is the onReceive modifier recreated and resubscribed? Does SwiftUI automatically cancel the previous subscription when the view updates?
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76
Mar ’26
Access Relationship value from deleted model tombstone in SwiftData.
I’m developing an app using SwiftData. In my app, I have two models: User and Address. A user can have multiple addresses. I’m trying to use SwiftData History tracking to implement some logic when addresses are deleted. Specifically, I need to determine which user the address belonged to. From the documentation, I understand that you can preserve attributes from deleted models in a tombstone object using @Attribute(.preserveValueOnDeletion). However, this isn’t working when I try to apply this to a relationship value. Below is a simplified example of my attempts so far. I suspect that simply adding @Attribute(.preserveValueOnDeletion) to a relationship isn’t feasible. If that’s indeed the case, what would be the recommended approach to identify the user associated with an address after it has been deleted? Thank you. @Model class User { var name: String @Relationship(deleteRule: .cascade, inverse: \Address.user) var addresses: [Address] = [] init(name: String) { self.name = name } } @Model class Address { var adress1: String var address2: String var city: String var zip: String @Attribute(.preserveValueOnDeletion) var user: User? init(adress1: String, address2: String, city: String, zip: String) { self.adress1 = adress1 self.address2 = address2 self.city = city self.zip = zip self.user = user } } for transaction in transactions { for change in transaction.changes { switch change { case .delete(let deleted): if let deleted = deleted as? any HistoryDelete<Address> { if let user = deleted.tombstone[\.user] { //this is never executed } } default: break } } }
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110
Mar ’26
Crash when Displaying RealityView on Multiple Screen only Connecting with Xcode
I have an iOS app that uses RealityView to display some models and interact with them, and the app uses regular iOS app navigations, then a challenge I'm facing is how to maintain multiple RealityView on multiplescreens. For example Screen A has a RealityView, and then I navigate to Screen B (also has a RealityView) using stack based navigation, when I do so I got a crash -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(fsRealityPbr): argument envProbeTable[0] from Buffer(7) with offset(0) and length(16) has space for 16 bytes, but argument has a length(864). Fragment Function(fsRealityPbr): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 20 (expect MTLTextureTypeCubeArray) for envProbeDiffuseArray[0]. Interestingly this crash only happens when debugging with Xcode, not happens when the app runs on its own. I'm not sure what I'm doing is anti-pattern or it's some Xcode debugging limitation.
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855
Mar ’26
Backgrounded app - Local Notifications
I'm working on an app that syncs with Apple Health events. Every time an event occurs, the app should send a notification. The problem occurs when the app is backgrounded or force-closed; it can no longer send local notifications, and because these events can occur at any time, scheduled notifications can't be used. I'm just wondering if anyone's found a creative way around this. I know we can't override system behaviour, I'm just thinking of other alternative solutions for the matter.
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283
Mar ’26
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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502
Mar ’26
Detect closing of tab (NSWindowTab) in WindowGroup
I have a SwiftUI app displaying tabbed windows (as NSWindowTab) in a WindowGroup: import SwiftUI @main struct TabTestApp: App { var body: some Scene { WindowGroup{ ContentView() // Hasn't any content of relevance to this question. }.commands{ CommandGroup(after: .newItem) { Button("New Tab") { guard let currentWindow = NSApp.keyWindow, let windowController = currentWindow.windowController else { return } windowController.newWindowForTab(nil) guard let newWindow = NSApp.keyWindow else { return } if currentWindow != newWindow { currentWindow.addTabbedWindow(newWindow, ordered: .above) } }.keyboardShortcut(.init("t", modifiers: [.command])) } } } } Is there a way to detect the closing of one or multiple tabs, e.g. when the user clicks on the tab bar's "Close Other Tabs" option or pushes CMD + W in order to ask the user whether he or she wants to save changes? What I've tried to no avail: Intercept windowWillClose👉Won't be called if a single tab within a window is closed (but only once the last tab of a window is closed). Handling onDissapear()👉Doesn't work since the closing cannot be cancelled. Using DocumentGroup 👉Doesn't work since the app in question isn't about documents (i.e., files which are stored externally), but about data that's stored in a database. Many thanks! Related threads: Preserve all tabs of last window on close. (Like Finder) Detect Close Window vs Close Tab
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86
Mar ’26
"Searchable with .toolbarPrincipal incorrectly places search field at bottom instead of navigation bar"
When using .searchable with placement: .toolbarPrincipal inside a NavigationStack, the search field is incorrectly placed at the bottom of the view instead of the principal position where ToolbarPlacement.principal normally resides. This is confirmed by testing: a ToolbarItem with placement: .principal containing Text("Title") gets pushed away when the .searchable modifier is added, yet the search field still appears at the bottom rather than taking over the principal location as documented.
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62
Feb ’26
fullScreenCover & Sheet modifier lifecycles
Hello everyone, I’m running into an issue where a partial sheet repeatedly presents and dismisses in a loop. Setup The main screen is presented using fullScreenCover From that screen, a button triggers a standard partial-height sheet The sheet is presented using .sheet(item:) Expected Behavior Tapping the button should present the sheet once and allow it to be dismissed normally. Actual Behavior After the sheet is triggered, it continuously presents and dismisses. What I’ve Verified The bound item is not being reassigned in either the parent or the presented view There is no .task, .onAppear, or .onChange that sets the item again The loop appears to happen without any explicit state updates Additional Context I encountered a very similar issue when iOS 26.0 was first released At that time, moving the .sheet modifier to a higher parent level resolved the issue The problem has now returned on iOS 26.4 beta I’m currently unable to reproduce this in a minimal sample project, which makes it unclear whether: this is a framework regression, or I’m missing a new presentation requirement Environment iOS: 26.4 beta Xcode: 26.4 beta I’ve attached a screen recording of the behavior. Has anyone else experienced this with a fullScreenCover → sheet flow on iOS 26.4? Any guidance or confirmation would be greatly appreciated. Thank you!
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What is the state of EventKit going forward?
I'm building an app that heavily relies on EKEventStore for calendar and reminder integration. The API is simple - and limited. Change notifications amount to "something changed, you'd better refetch everything you care about." There's no way to know whether the calendar was updated while your app was closed or backgrounded. EKEvents and EKReminders don't trigger SwiftUI view updates, so you end up shunting them into your own observable state and keeping the two in sync. My app is fairly complex rendering-wise, and I lament being locked into treating EKEventStore as a first-class citizen of my view and data layer. It makes everything clunkier, essentially shuts the door on modern features like undo/redo, and makes integrating with other calendar providers that much harder. I'm exploring a custom SwiftData DataStore ↔ EKEventStore sync engine, but this is no easy task. There are still many unknowns I'd need to spike out before I can even attempt a proper implementation. Still, I'm curious - is this something being actively worked on behind the scenes? Will we see a more modern, observable, SwiftUI-native EventKit integration in the future?
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103
Feb ’26
Liquid Glass Button animating when behind a view when `.interactive()` modifier is applied
When using the .glassEffect modifier on a button in swiftui combined with the .interactive() modifier, the button continues to show the interactive animation even when it’s covered by another element. Example: ZStack { Button { print("Button overlayed by ZStack") // Does not trigger, but interactive animation still plays } label: { image } .glassEffect(.regular.interactive()) Rectangle().fill(.black.opacity(0.7)) } This occurs with overlays, ZStacks, and even if the overlay is a button. Example below: EDIT: It seems like rocketsim's gif recording doesnt show the bug for some reason... really strange... Edit 2: reuploaded gif, recorded as mp4 and converted to gif seems to have worked... Feedback ID: FB22054300 I've attached this sample app to my feedback ticket to help with debugging the issue. It doesn't look like I can share it in this post though.
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244
Mar ’26
ProgressView in LiveActivities: missing functionality
Good afternoon all, I have a question about Live Activities, specifically ProgressView. Why are they so hard to customize? You can't even really, consistently make the bar a specific height in points. You can't provide any progress view style to make it richer and more dynamic. We want to build a progress bar that's built up of 3 components: a track with its value constant on 1.0 (the full progress) with a specific color, another track that's the actual progress from ProgressView(timerInterval:countsDown:), and some way to create a visual gap in between. The progress bar should also be bigger than the standard size from iOS, but that's also not possible. The corners become really ugly when you use the scaleEffect modifier. Please, if anyone has any ideas about customizing the ProgressView without me having to send push notifications to manually make sure the bar updates, comment down below.
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180
Feb ’26
"NavigationLink in List incorrectly highlights when destination value exists in NavigationStack path"
In SwiftUI, when using NavigationStack with a path binding containing multiple instances of the same (or many with navigationPath()) model type (since model type are class type, this issue might occur on instances of class type too), any NavigationLink in a detail view that leads to a value already present anywhere in the navigation stack (which is in the path binding) will appear incorrectly highlighted upon the view's initial appearance. This bug seems manifests specifically when the links are contained within a List. The highlighting is inconsistent - only the earliest appended value in path has link in each section displays as pressed, while links to other value appear normal. Below is a simple code to reproduce the bug. import SwiftUI import SwiftData // Simple model @available(iOS 17, *) @Model class Item { var id = UUID() var name: String var relatedItems: [Item] init(name: String = "", relatedItems: [Item] = []) { self.name = name self.relatedItems = relatedItems } } // MARK: - Bug Reproducer @available(iOS 17, *) struct BugReproducerView: View { @State private var path: [Item] = [] let items: [Item] init() { let item1 = Item(name: "Item 1", relatedItems: []) let item2 = Item(name: "Item 2", relatedItems: [item1]) item1.relatedItems = [item2] self.items = [item1, item2] } var body: some View { NavigationStack(path: $path) { List(items) { item in NavigationLink(item.name, value: item) } .navigationTitle("Items") .navigationDestination(for: Item.self) { item in DetailView(item: item) } } } } // MARK: - Detail View with Bug @available(iOS 17, *) struct DetailView: View { let item: Item var body: some View { List { Section("Info") { Text("Selected: \(item.name)") } if !item.relatedItems.isEmpty { Section("Related") { ForEach(item.relatedItems) { related in NavigationLink(related.name, value: related) } } } } .navigationTitle(item.name) } } #Preview { if #available(iOS 17, *) { BugReproducerView() } else { } }
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Feb ’26
TabView with .page style vibrates and reloads content during sheet detent drag
FeedBack Id: FB22031397 (Demo proj Attached to Feedback) Description: When a TabView using .page tabViewStyle is placed inside a sheet configured with multiple presentationDetents, dragging the sheet handle to resize between detents causes the TabView to re-render all its pages on every frame of the drag gesture. This results in visible content vibration, scroll position jumping, and tab content flashing during the drag. The issue is fully reproducible with the attached minimal demo project. Steps to Reproduce: Run the attached TabViewSheetVibrationDemo.swift on any iOS device or simulator Tap "Open Sheet" on the main screen Swipe left to any tab Scroll down inside the tab so content is not at the top Grab the sheet drag indicator at the top and slowly drag upward or downward to resize between medium and large detent Observe the tab content while dragging Expected Results: The TabView page content should remain completely stable during sheet resize. Scroll positions should be preserved and no re-rendering should occur because the underlying data has not changed. The sheet should resize smoothly while tab content stays still. Actual Results: The TabView re-renders all pages on every frame of the drag gesture. This causes: Visible content vibration and jitter while dragging the sheet handle Scroll position jumping back toward the top mid-drag Tab content flashing as pages are recreated The problem is proportional to drag speed — slower drags show a stuttering effect, faster drags cause a full content flash Configuration: All Xcode including beta iOS 26 (also reproduced on iOS 16, iOS 17 and iOS 18) Reproducible on both Simulator and real device Affects iPhone and iPad
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100
Mar ’26
Transparency in Sheet differs in SwiftUI and UIKit+UIHostingContrller
My app is a UIKit app with a lot of SwiftUI mixed in. A common scenario is that a UIViewController presents a sheet with a SwiftUI view wrapped in a UIHostingController. When I present the exact same SwiftUI View it looks different in a SwiftUI sheet compared to when it's wrapped in a UIHostingController and presented from a view controller. I'm using a hacky workaround in which I loop through all subviews of the hosting controller in viewWillLayoutSubviews and look for a NavigationStackHostingController<SwiftUI.AnyView> to manually set the background color, but it feels like it could brake easily. Has anyone found a better way to fix this? Feedback: FB22028838
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156
Feb ’26
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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1.7k
Apr ’26
Does anyone know how to prevent Liqud Glass from stretching when elements with the glassEffect are dragged?
When making an element with .glassEffect(.clear.interactive()) draggable, it stretches as it moves. It seems like it's meant to stretch as you move your finger away from the element, but it doesn't make sense if the element is following your finger as you drag it. Is this a bug, or is there a way to disable this behavior without removing the other "interactive" animations? P.S. The shiny border around the elements seems to be a rounded rectangle or capsule, but the actual element's shape seems to be stretched. That also appears to be a bug.
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Feb ’26
Does Liquid Glass ignore regular hit testing in SwiftUI?
I’ve encountered an aspect of the Liquid Glass effect in SwiftUI that seems a bit odd: the Liquid Glass interaction appears to ignore regular hit-testing behavior. The following sample shows a button with hit testing disabled: @main struct LiquidGlassHitTestDemo: App { var body: some Scene { WindowGroup { Button("Liquid") { fatalError("Never called.") } .buttonStyle(.glassProminent) .allowsHitTesting(false) } } } As expected, the button’s action is never called. However, the interactive glass effect still responds to touch events: What’s even more surprising is that the UIKit equivalent behaves differently: final class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let button = UIButton( configuration: .prominentGlass(), primaryAction: UIAction( title: "Liquid", handler: { action in print("Never called.") } ) ) view.addSubview(button) button.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.centerXAnchor), button.centerYAnchor.constraint(equalTo: view.centerYAnchor) ]) button.isUserInteractionEnabled = false } } In this case, the effect is not interactive at all. Similarly, if a UIViewController’s root view overrides hitTest(_:with:) to always return nil, the Liquid Glass effect does not react to touch events whatsoever. The only way I’ve found to “properly” disable the glass interactivity in SwiftUI is to use the .disabled(true) modifier. However, this also changes the button’s appearance, which is not always desirable. Is this expected behavior, or could this be a bug? Am I missing something about how Liquid Glass interaction is implemented in SwiftUI?
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Feb ’26
.navigationDestination(isPresented hangs after reboot in watchOS when destination view contains @Environment(\.dismiss)
.navigationDestination(isPresented) hangs after reboot (when called within 2 minutes of reboot) in watchOS when destination view contains @Environment(.dismiss). Feedback: FB21077151 Second button hangs after reboot. Hangs in watchOS 26.0 and 26.4 on a physical device. struct ContentView: View { @State var presentView1 : Bool = false @State var presentView2 : Bool = false var body: some View { NavigationStack { VStack { Button("Show View 1") { presentView1.toggle() } Button("Show View 2") { presentView2.toggle() } } .navigationDestination(isPresented: $presentView1, destination: {TestView1()}) .navigationDestination(isPresented: $presentView2, destination: {TestView2()}) } } } struct TestView1: View { var body: some View { Text("View 1") } } struct TestView2: View { @Environment(\.dismiss) var dismiss var body: some View { Text("View 2") } }
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140
Feb ’26
WidgetKit: WidgetCenter.reloadAllTimelines() / reloadTimelines(ofKind:) requests are silently ignored/deferred, causing widget to remain unupdated UI Frameworks SwiftUI
Problem After launching the host app by tapping the widget (widgetURL), calls to: WidgetCenter.shared.reloadAllTimelines() WidgetCenter.shared.reloadTimelines(ofKind: ...) are ignored/deferred for an initial period right after the app opens. During this window, the widget does not reload its timeline and remains unupdated, no matter how many times I call the reload methods. After some time passes (typically ~30 seconds, sometimes shorter/longer), reload calls start working again. There is also no developer-visible signal (no callback/error/acknowledgement) that the reload was ignored, so the app can’t detect the failure and can’t reliably recover the flow. Question: Is this expected behavior (throttling/cooldown) after opening the app from a widget ? If so, is there any recommended workaround to update the widget reliably and quickly (or at least detect that the reload was not accepted)? Any guidance would help.
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112
Feb ’26
sharedBackgroundVisibility Not Removing Spacing
Any logical reason why applying .sharedBackgroundVisibility(.hidden) to a ToolbarItem would not remove the spacing allocated for glass border? Thus causing any element utilizing this functionality to appear offset from the regular buttons. Or is this yet another magical Apple experience I am not blessed enough to understand.
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240
Feb ’26
What is the lifecycle of onReceive subscriptions in SwiftUI views?
I'm trying to better understand how the onReceive modifier behaves in SwiftUI, specifically how its subscription lifecycle relates to view updates. Consider this example: TextField("Name", text: $name) .onReceive(Just(name)) { value in print(value) } This closure runs every time name changes. A common explanation is that SwiftUI recomputes body, which creates a new Just(name) publisher each time. However, this raises some questions for me about how onReceive actually works internally: When SwiftUI recomputes body, is the onReceive modifier recreated and resubscribed? Does SwiftUI automatically cancel the previous subscription when the view updates?
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76
Activity
Mar ’26
Access Relationship value from deleted model tombstone in SwiftData.
I’m developing an app using SwiftData. In my app, I have two models: User and Address. A user can have multiple addresses. I’m trying to use SwiftData History tracking to implement some logic when addresses are deleted. Specifically, I need to determine which user the address belonged to. From the documentation, I understand that you can preserve attributes from deleted models in a tombstone object using @Attribute(.preserveValueOnDeletion). However, this isn’t working when I try to apply this to a relationship value. Below is a simplified example of my attempts so far. I suspect that simply adding @Attribute(.preserveValueOnDeletion) to a relationship isn’t feasible. If that’s indeed the case, what would be the recommended approach to identify the user associated with an address after it has been deleted? Thank you. @Model class User { var name: String @Relationship(deleteRule: .cascade, inverse: \Address.user) var addresses: [Address] = [] init(name: String) { self.name = name } } @Model class Address { var adress1: String var address2: String var city: String var zip: String @Attribute(.preserveValueOnDeletion) var user: User? init(adress1: String, address2: String, city: String, zip: String) { self.adress1 = adress1 self.address2 = address2 self.city = city self.zip = zip self.user = user } } for transaction in transactions { for change in transaction.changes { switch change { case .delete(let deleted): if let deleted = deleted as? any HistoryDelete<Address> { if let user = deleted.tombstone[\.user] { //this is never executed } } default: break } } }
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110
Activity
Mar ’26
Crash when Displaying RealityView on Multiple Screen only Connecting with Xcode
I have an iOS app that uses RealityView to display some models and interact with them, and the app uses regular iOS app navigations, then a challenge I'm facing is how to maintain multiple RealityView on multiplescreens. For example Screen A has a RealityView, and then I navigate to Screen B (also has a RealityView) using stack based navigation, when I do so I got a crash -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(fsRealityPbr): argument envProbeTable[0] from Buffer(7) with offset(0) and length(16) has space for 16 bytes, but argument has a length(864). Fragment Function(fsRealityPbr): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 20 (expect MTLTextureTypeCubeArray) for envProbeDiffuseArray[0]. Interestingly this crash only happens when debugging with Xcode, not happens when the app runs on its own. I'm not sure what I'm doing is anti-pattern or it's some Xcode debugging limitation.
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0
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0
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855
Activity
Mar ’26
Backgrounded app - Local Notifications
I'm working on an app that syncs with Apple Health events. Every time an event occurs, the app should send a notification. The problem occurs when the app is backgrounded or force-closed; it can no longer send local notifications, and because these events can occur at any time, scheduled notifications can't be used. I'm just wondering if anyone's found a creative way around this. I know we can't override system behaviour, I'm just thinking of other alternative solutions for the matter.
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1
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0
Views
283
Activity
Mar ’26
Metal Shader inside Swift Package not found?
Hello everyone! I am trying to wrap a ViewModifier inside a Swift Package that bundles a metal shader file to be used in the modifier. Everything works as expected in the Preview, in the Simulator and on a real device for iOS. It also works in Preview and in the Simulator for tvOS but not on a real AppleTV. I have tried this on a 4th generation Apple TV running tvOS 26.3 using Xcode 26.2.0. Xcode logs the following: The metallib is processed and exists in the bundle. Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Compiler failed to build request precondition failure: pipeline error: custom_effect-fg2a5cia7fmha4: error: unresolved visible function reference: custom_fn Reason: visible function not loaded Contents of Package.swift: import PackageDescription let package = Package( name: "Test", platforms: [ .iOS(.v17), .tvOS(.v17) ], products: [ .library( name: "Test", targets: [ "Test" ] ) ], targets: [ .target( name: "Test", resources: [ .process("Shaders") ] ), .testTarget( name: "TestTests", dependencies: [ "Test" ] ) ] ) Content of my metal file: #include <metal_stdlib> using namespace metal; [[ stitchable ]] float2 complexWave(float2 position, float time, float2 size, float speed, float strength, float frequency) { float2 normalizedPosition = position / size; float moveAmount = time * speed; position.x += sin((normalizedPosition.x + moveAmount) * frequency) * strength; position.y += cos((normalizedPosition.y + moveAmount) * frequency) * strength; return position; } And my ViewModifier: import MetalKit import SwiftUI extension ShaderFunction { static let complexWave: ShaderFunction = { ShaderFunction( library: .bundle(.module), name: "complexWave" ) }() } extension Shader { static func complexWave(arguments: [Shader.Argument]) -> Shader { Shader(function: .complexWave, arguments: arguments) } } struct WaveModifier: ViewModifier { let start: Date = .now func body(content: Content) -> some View { TimelineView(.animation) { context in let delta = context.date.timeIntervalSince(start) content .visualEffect { view, proxy in view.distortionEffect( .complexWave( arguments: [ .float(delta), .float2(proxy.size), .float(0.5), .float(8), .float(10) ] ), maxSampleOffset: .zero ) } } .onAppear { let paths = Bundle.module.paths(forResourcesOfType: "metallib", inDirectory: nil) print(paths) } } } extension View { public func wave() -> some View { modifier(WaveModifier()) } } #Preview { Image(systemName: "cart") .wave() } Any help is appreciated.
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502
Activity
Mar ’26
Detect closing of tab (NSWindowTab) in WindowGroup
I have a SwiftUI app displaying tabbed windows (as NSWindowTab) in a WindowGroup: import SwiftUI @main struct TabTestApp: App { var body: some Scene { WindowGroup{ ContentView() // Hasn't any content of relevance to this question. }.commands{ CommandGroup(after: .newItem) { Button("New Tab") { guard let currentWindow = NSApp.keyWindow, let windowController = currentWindow.windowController else { return } windowController.newWindowForTab(nil) guard let newWindow = NSApp.keyWindow else { return } if currentWindow != newWindow { currentWindow.addTabbedWindow(newWindow, ordered: .above) } }.keyboardShortcut(.init("t", modifiers: [.command])) } } } } Is there a way to detect the closing of one or multiple tabs, e.g. when the user clicks on the tab bar's "Close Other Tabs" option or pushes CMD + W in order to ask the user whether he or she wants to save changes? What I've tried to no avail: Intercept windowWillClose👉Won't be called if a single tab within a window is closed (but only once the last tab of a window is closed). Handling onDissapear()👉Doesn't work since the closing cannot be cancelled. Using DocumentGroup 👉Doesn't work since the app in question isn't about documents (i.e., files which are stored externally), but about data that's stored in a database. Many thanks! Related threads: Preserve all tabs of last window on close. (Like Finder) Detect Close Window vs Close Tab
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86
Activity
Mar ’26
"Searchable with .toolbarPrincipal incorrectly places search field at bottom instead of navigation bar"
When using .searchable with placement: .toolbarPrincipal inside a NavigationStack, the search field is incorrectly placed at the bottom of the view instead of the principal position where ToolbarPlacement.principal normally resides. This is confirmed by testing: a ToolbarItem with placement: .principal containing Text("Title") gets pushed away when the .searchable modifier is added, yet the search field still appears at the bottom rather than taking over the principal location as documented.
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62
Activity
Feb ’26
fullScreenCover & Sheet modifier lifecycles
Hello everyone, I’m running into an issue where a partial sheet repeatedly presents and dismisses in a loop. Setup The main screen is presented using fullScreenCover From that screen, a button triggers a standard partial-height sheet The sheet is presented using .sheet(item:) Expected Behavior Tapping the button should present the sheet once and allow it to be dismissed normally. Actual Behavior After the sheet is triggered, it continuously presents and dismisses. What I’ve Verified The bound item is not being reassigned in either the parent or the presented view There is no .task, .onAppear, or .onChange that sets the item again The loop appears to happen without any explicit state updates Additional Context I encountered a very similar issue when iOS 26.0 was first released At that time, moving the .sheet modifier to a higher parent level resolved the issue The problem has now returned on iOS 26.4 beta I’m currently unable to reproduce this in a minimal sample project, which makes it unclear whether: this is a framework regression, or I’m missing a new presentation requirement Environment iOS: 26.4 beta Xcode: 26.4 beta I’ve attached a screen recording of the behavior. Has anyone else experienced this with a fullScreenCover → sheet flow on iOS 26.4? Any guidance or confirmation would be greatly appreciated. Thank you!
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420
Activity
4w
What is the state of EventKit going forward?
I'm building an app that heavily relies on EKEventStore for calendar and reminder integration. The API is simple - and limited. Change notifications amount to "something changed, you'd better refetch everything you care about." There's no way to know whether the calendar was updated while your app was closed or backgrounded. EKEvents and EKReminders don't trigger SwiftUI view updates, so you end up shunting them into your own observable state and keeping the two in sync. My app is fairly complex rendering-wise, and I lament being locked into treating EKEventStore as a first-class citizen of my view and data layer. It makes everything clunkier, essentially shuts the door on modern features like undo/redo, and makes integrating with other calendar providers that much harder. I'm exploring a custom SwiftData DataStore ↔ EKEventStore sync engine, but this is no easy task. There are still many unknowns I'd need to spike out before I can even attempt a proper implementation. Still, I'm curious - is this something being actively worked on behind the scenes? Will we see a more modern, observable, SwiftUI-native EventKit integration in the future?
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103
Activity
Feb ’26
Liquid Glass Button animating when behind a view when `.interactive()` modifier is applied
When using the .glassEffect modifier on a button in swiftui combined with the .interactive() modifier, the button continues to show the interactive animation even when it’s covered by another element. Example: ZStack { Button { print("Button overlayed by ZStack") // Does not trigger, but interactive animation still plays } label: { image } .glassEffect(.regular.interactive()) Rectangle().fill(.black.opacity(0.7)) } This occurs with overlays, ZStacks, and even if the overlay is a button. Example below: EDIT: It seems like rocketsim's gif recording doesnt show the bug for some reason... really strange... Edit 2: reuploaded gif, recorded as mp4 and converted to gif seems to have worked... Feedback ID: FB22054300 I've attached this sample app to my feedback ticket to help with debugging the issue. It doesn't look like I can share it in this post though.
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244
Activity
Mar ’26
ProgressView in LiveActivities: missing functionality
Good afternoon all, I have a question about Live Activities, specifically ProgressView. Why are they so hard to customize? You can't even really, consistently make the bar a specific height in points. You can't provide any progress view style to make it richer and more dynamic. We want to build a progress bar that's built up of 3 components: a track with its value constant on 1.0 (the full progress) with a specific color, another track that's the actual progress from ProgressView(timerInterval:countsDown:), and some way to create a visual gap in between. The progress bar should also be bigger than the standard size from iOS, but that's also not possible. The corners become really ugly when you use the scaleEffect modifier. Please, if anyone has any ideas about customizing the ProgressView without me having to send push notifications to manually make sure the bar updates, comment down below.
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180
Activity
Feb ’26
"NavigationLink in List incorrectly highlights when destination value exists in NavigationStack path"
In SwiftUI, when using NavigationStack with a path binding containing multiple instances of the same (or many with navigationPath()) model type (since model type are class type, this issue might occur on instances of class type too), any NavigationLink in a detail view that leads to a value already present anywhere in the navigation stack (which is in the path binding) will appear incorrectly highlighted upon the view's initial appearance. This bug seems manifests specifically when the links are contained within a List. The highlighting is inconsistent - only the earliest appended value in path has link in each section displays as pressed, while links to other value appear normal. Below is a simple code to reproduce the bug. import SwiftUI import SwiftData // Simple model @available(iOS 17, *) @Model class Item { var id = UUID() var name: String var relatedItems: [Item] init(name: String = "", relatedItems: [Item] = []) { self.name = name self.relatedItems = relatedItems } } // MARK: - Bug Reproducer @available(iOS 17, *) struct BugReproducerView: View { @State private var path: [Item] = [] let items: [Item] init() { let item1 = Item(name: "Item 1", relatedItems: []) let item2 = Item(name: "Item 2", relatedItems: [item1]) item1.relatedItems = [item2] self.items = [item1, item2] } var body: some View { NavigationStack(path: $path) { List(items) { item in NavigationLink(item.name, value: item) } .navigationTitle("Items") .navigationDestination(for: Item.self) { item in DetailView(item: item) } } } } // MARK: - Detail View with Bug @available(iOS 17, *) struct DetailView: View { let item: Item var body: some View { List { Section("Info") { Text("Selected: \(item.name)") } if !item.relatedItems.isEmpty { Section("Related") { ForEach(item.relatedItems) { related in NavigationLink(related.name, value: related) } } } } .navigationTitle(item.name) } } #Preview { if #available(iOS 17, *) { BugReproducerView() } else { } }
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67
Activity
Feb ’26
TabView with .page style vibrates and reloads content during sheet detent drag
FeedBack Id: FB22031397 (Demo proj Attached to Feedback) Description: When a TabView using .page tabViewStyle is placed inside a sheet configured with multiple presentationDetents, dragging the sheet handle to resize between detents causes the TabView to re-render all its pages on every frame of the drag gesture. This results in visible content vibration, scroll position jumping, and tab content flashing during the drag. The issue is fully reproducible with the attached minimal demo project. Steps to Reproduce: Run the attached TabViewSheetVibrationDemo.swift on any iOS device or simulator Tap "Open Sheet" on the main screen Swipe left to any tab Scroll down inside the tab so content is not at the top Grab the sheet drag indicator at the top and slowly drag upward or downward to resize between medium and large detent Observe the tab content while dragging Expected Results: The TabView page content should remain completely stable during sheet resize. Scroll positions should be preserved and no re-rendering should occur because the underlying data has not changed. The sheet should resize smoothly while tab content stays still. Actual Results: The TabView re-renders all pages on every frame of the drag gesture. This causes: Visible content vibration and jitter while dragging the sheet handle Scroll position jumping back toward the top mid-drag Tab content flashing as pages are recreated The problem is proportional to drag speed — slower drags show a stuttering effect, faster drags cause a full content flash Configuration: All Xcode including beta iOS 26 (also reproduced on iOS 16, iOS 17 and iOS 18) Reproducible on both Simulator and real device Affects iPhone and iPad
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100
Activity
Mar ’26
Transparency in Sheet differs in SwiftUI and UIKit+UIHostingContrller
My app is a UIKit app with a lot of SwiftUI mixed in. A common scenario is that a UIViewController presents a sheet with a SwiftUI view wrapped in a UIHostingController. When I present the exact same SwiftUI View it looks different in a SwiftUI sheet compared to when it's wrapped in a UIHostingController and presented from a view controller. I'm using a hacky workaround in which I loop through all subviews of the hosting controller in viewWillLayoutSubviews and look for a NavigationStackHostingController<SwiftUI.AnyView> to manually set the background color, but it feels like it could brake easily. Has anyone found a better way to fix this? Feedback: FB22028838
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156
Activity
Feb ’26
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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Apr ’26
Does anyone know how to prevent Liqud Glass from stretching when elements with the glassEffect are dragged?
When making an element with .glassEffect(.clear.interactive()) draggable, it stretches as it moves. It seems like it's meant to stretch as you move your finger away from the element, but it doesn't make sense if the element is following your finger as you drag it. Is this a bug, or is there a way to disable this behavior without removing the other "interactive" animations? P.S. The shiny border around the elements seems to be a rounded rectangle or capsule, but the actual element's shape seems to be stretched. That also appears to be a bug.
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153
Activity
Feb ’26
Does Liquid Glass ignore regular hit testing in SwiftUI?
I’ve encountered an aspect of the Liquid Glass effect in SwiftUI that seems a bit odd: the Liquid Glass interaction appears to ignore regular hit-testing behavior. The following sample shows a button with hit testing disabled: @main struct LiquidGlassHitTestDemo: App { var body: some Scene { WindowGroup { Button("Liquid") { fatalError("Never called.") } .buttonStyle(.glassProminent) .allowsHitTesting(false) } } } As expected, the button’s action is never called. However, the interactive glass effect still responds to touch events: What’s even more surprising is that the UIKit equivalent behaves differently: final class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() let button = UIButton( configuration: .prominentGlass(), primaryAction: UIAction( title: "Liquid", handler: { action in print("Never called.") } ) ) view.addSubview(button) button.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.centerXAnchor), button.centerYAnchor.constraint(equalTo: view.centerYAnchor) ]) button.isUserInteractionEnabled = false } } In this case, the effect is not interactive at all. Similarly, if a UIViewController’s root view overrides hitTest(_:with:) to always return nil, the Liquid Glass effect does not react to touch events whatsoever. The only way I’ve found to “properly” disable the glass interactivity in SwiftUI is to use the .disabled(true) modifier. However, this also changes the button’s appearance, which is not always desirable. Is this expected behavior, or could this be a bug? Am I missing something about how Liquid Glass interaction is implemented in SwiftUI?
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113
Activity
Feb ’26
.navigationDestination(isPresented hangs after reboot in watchOS when destination view contains @Environment(\.dismiss)
.navigationDestination(isPresented) hangs after reboot (when called within 2 minutes of reboot) in watchOS when destination view contains @Environment(.dismiss). Feedback: FB21077151 Second button hangs after reboot. Hangs in watchOS 26.0 and 26.4 on a physical device. struct ContentView: View { @State var presentView1 : Bool = false @State var presentView2 : Bool = false var body: some View { NavigationStack { VStack { Button("Show View 1") { presentView1.toggle() } Button("Show View 2") { presentView2.toggle() } } .navigationDestination(isPresented: $presentView1, destination: {TestView1()}) .navigationDestination(isPresented: $presentView2, destination: {TestView2()}) } } } struct TestView1: View { var body: some View { Text("View 1") } } struct TestView2: View { @Environment(\.dismiss) var dismiss var body: some View { Text("View 2") } }
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Feb ’26
WidgetKit: WidgetCenter.reloadAllTimelines() / reloadTimelines(ofKind:) requests are silently ignored/deferred, causing widget to remain unupdated UI Frameworks SwiftUI
Problem After launching the host app by tapping the widget (widgetURL), calls to: WidgetCenter.shared.reloadAllTimelines() WidgetCenter.shared.reloadTimelines(ofKind: ...) are ignored/deferred for an initial period right after the app opens. During this window, the widget does not reload its timeline and remains unupdated, no matter how many times I call the reload methods. After some time passes (typically ~30 seconds, sometimes shorter/longer), reload calls start working again. There is also no developer-visible signal (no callback/error/acknowledgement) that the reload was ignored, so the app can’t detect the failure and can’t reliably recover the flow. Question: Is this expected behavior (throttling/cooldown) after opening the app from a widget ? If so, is there any recommended workaround to update the widget reliably and quickly (or at least detect that the reload was not accepted)? Any guidance would help.
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112
Activity
Feb ’26
sharedBackgroundVisibility Not Removing Spacing
Any logical reason why applying .sharedBackgroundVisibility(.hidden) to a ToolbarItem would not remove the spacing allocated for glass border? Thus causing any element utilizing this functionality to appear offset from the regular buttons. Or is this yet another magical Apple experience I am not blessed enough to understand.
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240
Activity
Feb ’26