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popoverTip prevents tap recognition
I am noticing an issue that when .popoverTip() is presented, any tap gesture will only dismiss the tip and will not be passed down. This means that if tip is applied to a button, tapping the button will only dismiss the tip but will not trigger the action. Which logically breaks user expectation and defeats the whole point of a popover tip, as user will need to tap twice on the button to activate intended functionality. Button("Settings", systemImage: "gear") { // Will not trigger until tip is dismissed and button is tapped again. showSettings.toggle() } .popoverTip(SettingsTip())
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292
Nov ’25
`NewDocumentButton(contentType:)` gives "Content serialization failed, document won't be saved."
I'm working on an iOS document-based app. It uses ReferenceFileDocument and custom creation of documents via DocumentGroupLaunchScene + NewDocumentButton. It works fine when I use the plain NewDocumentButton("Whatever") (without any more arguments), but when I want to perform additional setup via preapreDocumentURL or even just add a contentType it gives such output in the console when I hit it: Content serialization failed, document won't be saved. UTType.replayable is correctly wired up in the plist. It looks like a bug in the SDK, but maybe there is a chance that I'm doing something wrong? Here's a code: import SwiftUI import UniformTypeIdentifiers import Combine @main struct MyApp: App { var body: some Scene { DocumentGroup { Document() } editor: { documentConfiguration in EmptyView() } DocumentGroupLaunchScene("Yoyo") { NewDocumentButton(contentType: .replayable) { return URL(string: "whatever, it doesnt even go there...")! } } } } final class Document: ReferenceFileDocument { static var readableContentTypes: [UTType] { [.replayable] } @Published var x = 0 init() {} init(configuration: ReadConfiguration) throws {} func snapshot(contentType: UTType) throws -> Data { Data() } func fileWrapper(snapshot: Data, configuration: WriteConfiguration) throws -> FileWrapper { .init(regularFileWithContents: snapshot) } } extension UTType { static var replayable: UTType { UTType(exportedAs: "com.whatever.yo") } }
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134
Nov ’25
VZVirtualMachineView in SwiftUI App
I have a working XIB App to run a Linux VM with graphics interface. I am trying to rewrite it in SwiftUI but fall into all sorts of problems when using a combination of a Representable of the VZVirtualMachineView, an associated Coordinator, and @StateObjects. a) The VM display is not updated when running but is displayed if I close the window and reopen it. As the underlying VZVirtualMachineView is created/dismantled many times, there are warnings about negative scanouts that end up crashing the App b) Keyboard focus is not really working. https://developer.apple.com/forums/thread/766014 reports that there is probably a solution making a NSViewControllerReporesentable rather than a VZVirtualMachineViewRepresentable. I think I am fighting against proper SwiftUI lifecycle and would love to have a hint at what shall be the right organization of model and SwiftUI constructs.
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145
Nov ’25
SwifUI Performance With Rapid UI Updates
The code below is a test to trigger UI updates every 30 seconds. I'm trying to keep most work off main and only push to main once I have the string (which is cached). Why is updating SwiftUI 30 times per second so expensive? This code causes 10% CPU on my M4 Mac, but comment out the following line: Text(model.timeString) and it's 0% CPU. The reason why I think I have too much work on main is because of this from instruments. But I'm no instruments expert. import SwiftUI import UniformTypeIdentifiers @main struct RapidUIUpdateTestApp: App { var body: some Scene { DocumentGroup(newDocument: RapidUIUpdateTestDocument()) { file in ContentView(document: file.$document) } } } struct ContentView: View { @Binding var document: RapidUIUpdateTestDocument @State private var model = PlayerModel() var body: some View { VStack(spacing: 16) { Text(model.timeString) // only this changes .font(.system(size: 44, weight: .semibold, design: .monospaced)) .transaction { $0.animation = nil } // no implicit animations HStack { Button(model.running ? "Pause" : "Play") { model.running ? model.pause() : model.start() } Button("Reset") { model.seek(0) } Stepper("FPS: \(Int(model.fps))", value: $model.fps, in: 10...120, step: 1) .onChange(of: model.fps) { _, _ in model.applyFPS() } } } .padding() .onAppear { model.start() } .onDisappear { model.stop() } } } @Observable final class PlayerModel { // Publish ONE value to minimize invalidations var timeString: String = "0.000 s" var fps: Double = 30 var running = false private var formatter: NumberFormatter = { let f = NumberFormatter() f.minimumFractionDigits = 3 f.maximumFractionDigits = 3 return f }() @ObservationIgnored private let q = DispatchQueue(label: "tc.timer", qos: .userInteractive) @ObservationIgnored private var timer: DispatchSourceTimer? @ObservationIgnored private var startHost: UInt64 = 0 @ObservationIgnored private var pausedAt: Double = 0 @ObservationIgnored private var lastFrame: Int = -1 // cache timebase once private static let secsPerTick: Double = { var info = mach_timebase_info_data_t() mach_timebase_info(&info) return Double(info.numer) / Double(info.denom) / 1_000_000_000.0 }() func start() { guard timer == nil else { running = true; return } let desiredUIFPS: Double = 30 // or 60, 24, etc. let periodNs = UInt64(1_000_000_000 / desiredUIFPS) running = true startHost = mach_absolute_time() let t = DispatchSource.makeTimerSource(queue: q) // ~30 fps, with leeway to let the kernel coalesce wakeups t.schedule( deadline: .now(), repeating: .nanoseconds(Int(periodNs)), // 33_333_333 ns ≈ 30 fps leeway: .milliseconds(30) // allow coalescing ) t.setEventHandler { [weak self] in self?.tick() } timer = t t.resume() } func pause() { guard running else { return } pausedAt = now() running = false } func stop() { timer?.cancel() timer = nil running = false pausedAt = 0 lastFrame = -1 } func seek(_ seconds: Double) { pausedAt = max(0, seconds) startHost = mach_absolute_time() lastFrame = -1 // force next UI update } func applyFPS() { lastFrame = -1 } // next tick will refresh string // MARK: - Tick on background queue private func tick() { let s = now() let str = formatter.string(from: s as NSNumber) ?? String(format: "%.3f", s) let display = "\(str) s" DispatchQueue.main.async { [weak self] in self?.timeString = display } } private func now() -> Double { guard running else { return pausedAt } let delta = mach_absolute_time() &- startHost return pausedAt + Double(delta) * Self.secsPerTick } } nonisolated struct RapidUIUpdateTestDocument: FileDocument { var text: String init(text: String = "Hello, world!") { self.text = text } static let readableContentTypes = [ UTType(importedAs: "com.example.plain-text") ] init(configuration: ReadConfiguration) throws { guard let data = configuration.file.regularFileContents, let string = String(data: data, encoding: .utf8) else { throw CocoaError(.fileReadCorruptFile) } text = string } func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper { let data = text.data(using: .utf8)! return .init(regularFileWithContents: data) } }
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283
Nov ’25
MapKit detailAccessoryView buttons not working on macOS Tahoe
Hi, I have been working with an implementation of MapKit which show custom annotations with a detailCalloutAccessoryView built using SwiftUI. This has been working fine for many years, but starting with macOS Tahoe, somehow the SwiftUI buttons in this view have stopped being tappable. I have reproduced the issue in the code below ... same code works fine in macOS14 and macOS15 now doesn't work correctly in macOS26: import Cocoa import MapKit import SwiftUI class ViewController: NSViewController { private var mapView: MKMapView! override func viewDidLoad() { super.viewDidLoad() setupMapView() } private func setupMapView() { // Create and configure the map view mapView = MKMapView() mapView.translatesAutoresizingMaskIntoConstraints = false mapView.delegate = self view.addSubview(mapView) // Pin the map to all edges of the view NSLayoutConstraint.activate([ mapView.topAnchor.constraint(equalTo: view.topAnchor), mapView.leadingAnchor.constraint(equalTo: view.leadingAnchor), mapView.trailingAnchor.constraint(equalTo: view.trailingAnchor), mapView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) // Create an annotation for San Francisco let sanFranciscoCoordinate = CLLocationCoordinate2D(latitude: 37.7749, longitude: -122.4194) let annotation = MKPointAnnotation() annotation.coordinate = sanFranciscoCoordinate annotation.title = "San Francisco" annotation.subtitle = "The City by the Bay" // Add the annotation to the map mapView.addAnnotation(annotation) // Center the map on San Francisco let region = MKCoordinateRegion(center: sanFranciscoCoordinate, latitudinalMeters: 5000, longitudinalMeters: 5000) mapView.setRegion(region, animated: false) } } // MARK: - MKMapViewDelegate extension ViewController: MKMapViewDelegate { func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? { let identifier = "CustomAnnotation" var annotationView = mapView.dequeueReusableAnnotationView(withIdentifier: identifier) as? MKMarkerAnnotationView if annotationView == nil { annotationView = MKMarkerAnnotationView(annotation: annotation, reuseIdentifier: identifier) annotationView?.canShowCallout = true // Create the SwiftUI view for the callout let calloutView = CalloutContentView() let hostingView = NSHostingView(rootView: calloutView) hostingView.frame = NSRect(x: 0, y: 0, width: 200, height: 100) // Set the SwiftUI view as the detail callout accessory annotationView?.detailCalloutAccessoryView = hostingView } else { annotationView?.annotation = annotation } return annotationView } } // MARK: - SwiftUI Callout View struct CalloutContentView: View { var body: some View { VStack(spacing: 12) { Text("Welcome to San Francisco!") .font(.headline) .multilineTextAlignment(.center) HStack(spacing: 12) { Button(action: { print("Directions button tapped") }) { Label("Directions", systemImage: "arrow.triangle.turn.up.right.circle.fill") .font(.caption) } .buttonStyle(.borderedProminent) Button(action: { print("Info button tapped") }) { Label("Info", systemImage: "info.circle.fill") .font(.caption) } .buttonStyle(.bordered) } } .padding() .frame(width: 200) } } I've looked at other problems with Map and onTap handlers not getting called, but this is a SwiftUI view inside an AppKit MapKit annotation's callout view. Any idea of how to handle this?
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215
Nov ’25
EditButton selection gets cleared when confirmationDialog appears in SwiftUI List
I'm experiencing an issue where my List selection (using EditButton) gets cleared when a confirmationDialog is presented, making it impossible to delete the selected items. Environment: Xcode 16.0.1 Swift 5 iOS 18 (targeting iOS 17+) Issue Description: When I select items in a List using EditButton and tap a delete button that shows a confirmationDialog, the selection is cleared as soon as the dialog appears. This prevents me from accessing the selected items to delete them. Code: State variables: @State var itemsSelection = Set<Item>() @State private var showDeleteConfirmation = false List with selection: List(currentItems, id: \.self, selection: $itemsSelection) { item in NavigationLink(value: item) { ItemListView(item: item) } } .navigationDestination(for: Item.self) { item in ItemViewDetail(item: item) } .toolbar { ToolbarItem(placement: .primaryAction) { EditButton() } } Delete button with confirmation: Button { if itemsSelection.count > 1 { showDeleteConfirmation = true } else { deleteItemsSelected() } } label: { Image(systemName: "trash.fill") .font(.system(size: 12)) .foregroundStyle(Color.red) } .padding(8) .confirmationDialog( "Delete?", isPresented: $showDeleteConfirmation, titleVisibility: .visible ) { Button("Delete", role: .destructive) { deleteItemsSelected() } Button("Cancel", role: .cancel) {} } message: { Text("Going to delete: \(itemsSelection.count) items?") } Expected Behavior: The selected items should remain selected when the confirmationDialog appears, allowing me to delete them after confirmation. Actual Behavior: As soon as showDeleteConfirmation becomes true and the dialog appears, itemsSelection becomes empty (count = 0), making it impossible to delete the selected items. What I've Tried: Moving the confirmationDialog to different view levels Checking if this is related to the NavigationLink interaction Has anyone encountered this issue? Is there a workaround to preserve the selection when showing a confirmation dialog?
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173
Nov ’25
App Not Appearing in "Available Apps" List in Watch App
I’ve developed an Apple Watch extension for an existing iOS app. When I run the app on the watch via Xcode using the simulator, everything works fine. However, when I try to install it on my iPhone, the Watch app doesn’t show it in the "Available Apps" list, so I can't install it on the watch. The Apple Watch is connected to my iPhone, and I can see other apps available for installation without any issues. I also created a brand new project with watchOS support to troubleshoot, but the same problem occurred. Any ideas on how to resolve this?
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635
Nov ’25
SwiftUI TextField height shrinks on first focus in iOS 26/Xcode 26
Hi Everyone, I’m encountering a layout issue in SwiftUI starting with iOS 26 / Xcode 26 (also reproduced on iPadOS 26). I would like to see whether anyone else has seen the same behaviour, and if there’s any known workaround or fix from Apple. Reproduction Minimal code: struct ContentView: View { @State private var inputText: String = "" var body: some View { TextField("", text: $inputText) .font(.system(size: 14, weight: .semibold)) .background(Capsule().foregroundStyle(.gray)) } } Environment: Xcode: 26.1 (17B55) Devices / Simulators: iOS 26.0, iOS 26.0.1, iOS 26.1 on iPhone 17 Pro Max; iPadOS 26 on iPad. OS: iOS 26 / iPadOS 26 Observed behaviour When the TextField is tapped for the first time (focus enters), its height suddenly decreases compared to the unfocused state. After this initial focus-tap, subsequent unfocus/focus cycles preserve the height (i.e., height remains “normal” and stable). Prior to iOS 26 (i.e., in older iOS versions) I did not observe this behaviour — same code worked fine. I have not explicitly set .frame(height:) or extra padding, and I’m relying on the default intrinsic height + the Capsule background. Work-arounds Adding .frame(height: X) (fixed height) removes the issue (height stable). Thanks in advance for any feedback!
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139
Nov ’25
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
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80
Nov ’25
New WatchOS 26 App & View Lifecycle
The WatchOS app and view lifecycles for WatchKit and SwiftUI are documented in https://developer.apple.com/documentation/watchkit/working-with-the-watchos-app-life-cycle and https://developer.apple.com/documentation/swiftui/migrating-to-the-swiftui-life-cycle. WatchOS 26 appears to change the app & view lifecycle from the behavior in WatchOS 11, and no longer matches the documented lifecycles. On WatchOS 11, with a @WKApplicationDelegateAdaptor set, the following sequence of events would occur on app launch: WKApplicationDelegate applicationDidFinishLaunching in WKApplicationState .inactive. WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .inactive. View .onAppear @Environment(.scenePhase) .inactive App onChange(of: @Environment(.scenePhase)): .active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: .@Environment(.scenePhase) .active In WatchOS 26, this is now: WKApplicationDelegate applicationDidFinishLaunching in WKApplicationState .inactive. WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .inactive. App onChange(of: @Environment(.scenePhase)): .active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. View .onAppear @Environment(.scenePhase) .active When resuming from the background in WatchOS 11: App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .background. App onReceive(.willEnterForegroundNotification): WKApplicationState(rawValue: 2) View .onChange of: .@Environment(.scenePhase) inactive App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: .@Environment(.scenePhase) active The resume from background process in WatchOS 26 is baffling and seems like it must be a bug: App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .background. App onReceive(.willEnterForegroundNotification): WKApplicationState(rawValue: 2) App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) active App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillResignActive in WKApplicationState .active. App onReceive(.willResignActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) inactive App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) active The app becomes active, then inactive, then active again. The issues with these undocumented changes are: It is undocumented. If you relied on the previous process, this change can break your app. A view no longer receives .onChange of: .@Environment(.scenePhase) .active state change during the launch process. This bizarre applicationWillEnterForeground - applicationDidBecomeActive - applicationWillResignActive - applicationDidBecomeActive process on app resume does not match the documented process and is just...strange. Is this new process what is intended? Is it a bug? Can an Apple engineer explain this new App resume from background process and why the View is created slightly later in the App launch process, so it does not receive the .onChange of @Environment(.scenePhase) message? In contrast, the iOS 26 app lifecycle has not changed, and the iOS 18/26 app lifecycle closely follows the watchOS 11 app lifecycle (or watchOS 11 closely mimics iOS 18/26 with the exception that watchOS does not have a SceneDelegate).
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240
Nov ’25
TabView Background Color
Hello I'm trying to use a TabView inside of the Sidebar in a NavigationSplitView. I'm wanting to use .listStyle(.sidebar) in order to get the Liquid Glass effect. However I can not find a way to remove the background of the TabView without changing the behavior of the TabView itself to paging with .tabViewStyle(.page) NavigationSplitView { TabView( selection: .constant("List") ) { Tab(value: "List") { List { Text("List") } } } } detail: { } Note: I wanting change the background of the TabView container itself. Not the TabBar.
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141
Nov ’25
Missing Context menu items in Xcode 26 on a fresh project
When following the official SwiftUI Tutorial "Landmarks", I should be able to Cmd-Ctrl-Click an element of a preview in Selectable mode to view a list of options. But Xcode shows only one option (Embed). Furthermore, if I try to type anything the popover breaks completely and grows in length infinitely. I am not sure whether this is a bug, or I missed something when installing Xcode, or both
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347
Nov ’25
gesture(LongPressGesture()) issue with scroll view
I've being playing aground with long press gesture in scroll view and noticed gesture(LongPressGesture()) doesn't seem to work with scroll view's scrolling which doesn't seem to be the intended behavior to me. Take the following example: the blue rectangle is modified with onLongPressGesture and the red rectangle is modified with LongPressGesture (_EndedGesture<LongPressGesture> to be specific). ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture() .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } If you start scrolling from either of the rectangles (that is, start scrolling with your finger on either of the rectangles), the ScrollView will scroll. However, if LongPressGesture is modified with either onChanged or .updating, ScrollView won't respond to scroll if the scroll is started from red rectangle. Even setting the maximumDistance to 0 won't help. As for its counter part onLongPressGesture, even though onPressingChanged to onLongPressGesture, scrolling still works if it's started from onLongPressGesture modified view. ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture(maximumDistance: 0) // scroll from the red rectangle won't work if I add either `updating` or `onChanged` but I put both here just to demonstrate // you will need to add `@GestureState private var isPressing = false` to your view body .updating($isPressing) { value, state, transaction in state = value print("gesture updating") } .onChanged { value in print("gesture changed") } .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } This doesn't seem right to me. I would expect the view modified by LongPressGesture(), no matter if the gesture has onChanged or updating, should be able to start scroll in a scroll view, just like onLongPressGesture. I observed this behavior in a physical device running iOS 26.1, and I do not know the behavior on other versions.
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88
Nov ’25
Extra unwanted space in main window
Hi there! I'm having this issue with my main windows. I'm having a big space on top of that without any logic explanation (at least for my poor knowledge). Using the code below I'm getting this Windows layout: Does anybody have any guidance on how to get out that extra space at the beginning? Thanks a lot! import SwiftUI import SwiftData #if os(macOS) import AppKit #endif // Helper to access and control NSWindow for size/position persistence #if os(macOS) struct WindowAccessor: NSViewRepresentable { let onWindow: (NSWindow) -> Void func makeNSView(context: Context) -> NSView { let view = NSView() DispatchQueue.main.async { if let window = view.window { onWindow(window) } } return view } func updateNSView(_ nsView: NSView, context: Context) { DispatchQueue.main.async { if let window = nsView.window { onWindow(window) } } } } #endif @main struct KaraoPartyApp: App { @StateObject private var songsModel = SongsModel() @Environment(\.openWindow) private var openWindow var body: some Scene { Group { WindowGroup { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 900, height: 700) // Configure window to eliminate title bar space window.titleVisibility = .hidden window.titlebarAppearsTransparent = true window.styleMask.insert(.fullSizeContentView) } #endif ContentView() .environmentObject(songsModel) } .windowToolbarStyle(.unifiedCompact) .windowResizability(.contentSize) .defaultSize(width: 1200, height: 900) .windowStyle(.titleBar) #if os(macOS) .windowToolbarStyle(.unified) #endif WindowGroup("CDG Viewer", id: "cdg-viewer", for: CDGWindowParams.self) { $params in if let params = params { ZStack { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 600, height: 400) // Restore window frame if available let key = "cdgWindowFrame" let defaults = UserDefaults.standard if let frameString = defaults.string(forKey: key) { let frame = NSRectFromString(frameString) if window.frame != frame { window.setFrame(frame, display: true) } } else { // Open CDG window offset from main window if let mainWindow = NSApp.windows.first { let mainFrame = mainWindow.frame let offsetFrame = NSRect(x: mainFrame.origin.x + 60, y: mainFrame.origin.y - 60, width: 800, height: 600) window.setFrame(offsetFrame, display: true) } } // Observe frame changes and save NotificationCenter.default.addObserver(forName: NSWindow.didMoveNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } NotificationCenter.default.addObserver(forName: NSWindow.didEndLiveResizeNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } } #endif CDGView( cancion: Cancion( title: params.title ?? "", artist: params.artist ?? "", album: "", genre: "", year: "", bpm: "", playCount: 0, folderPath: params.cdgURL.deletingLastPathComponent().path, trackName: params.cdgURL.deletingPathExtension().lastPathComponent + ".mp3" ), backgroundType: params.backgroundType, videoURL: params.videoURL, cdfContent: params.cdfContent.flatMap { String(data: $0, encoding: .utf8) }, artist: params.artist, title: params.title ) } } else { Text("No se pudo abrir el archivo CDG.") } } .windowResizability(.contentSize) .defaultSize(width: 800, height: 600) WindowGroup("Metadata Editor", id: "metadata-editor") { MetadataEditorView() .environmentObject(songsModel) } .windowResizability(.contentSize) .defaultSize(width: 400, height: 400) WindowGroup("Canciones DB", id: "canciones-db") { CancionesDBView() } .windowResizability(.contentSize) .defaultSize(width: 800, height: 500) WindowGroup("Importar canciones desde carpeta", id: "folder-song-importer") { FolderSongImporterView() } .windowResizability(.contentSize) .defaultSize(width: 500, height: 350) } .modelContainer(for: Cancion.self) // Add menu command under Edit .commands { CommandGroup(replacing: .pasteboard) { } CommandMenu("Edit") { Button("Actualizar Metadatos") { openWindow(id: "metadata-editor") } .keyboardShortcut(",", modifiers: [.command, .shift]) } CommandMenu("Base de Datos") { Button("Ver Base de Datos de Canciones") { openWindow(id: "canciones-db") } .keyboardShortcut("D", modifiers: [.command, .shift]) } } } init() { print("\n==============================") print("[KaraoParty] Nueva ejecución iniciada: \(Date())") print("==============================\n") } }
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69
Nov ’25
SwiftUI Map menu / chrome placement — three approaches (overlay, ZStack + safeAreaPadding, safeAreaInset): which one is best practice?
Hi everyone, I’m building a full-screen Map (MapKit + SwiftUI) with persistent top/bottom chrome (menu buttons on top, session stats + map controls on bottom). I have three working implementations and I’d like guidance on which pattern Apple recommends long-term (gesture correctness, safe areas, Dynamic Island/home indicator, and future compatibility). Version 1 — overlay(alignment:) on Map Idea: Draw chrome using .overlay(alignment:) directly on the map and manage padding manually. Map(position: $viewModel.previewMapCameraPosition, scope: mapScope) { UserAnnotation { UserLocationCourseMarkerView(angle: viewModel.userCourse - mapHeading) } } .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .overlay(alignment: .top) { mapMenu } // manual padding inside .overlay(alignment: .bottom) { bottomChrome } // manual padding inside Version 2 — ZStack + .safeAreaPadding Idea: Place the map at the back, then lay out top/bottom chrome in a VStack inside a ZStack, and use .safeAreaPadding(.all) so content respects safe areas. ZStack(alignment: .top) { Map(...).ignoresSafeArea() VStack { mapMenu Spacer() bottomChrome } .safeAreaPadding(.all) } Version 3 — .safeAreaInset on the Map Idea: Make the map full-bleed and then reserve top/bottom space with safeAreaInset, letting SwiftUI manage insets Map(...).ignoresSafeArea() .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .safeAreaInset(edge: .top) { mapMenu } // manual padding inside .safeAreaInset(edge: .bottom) { bottomChrome } // manual padding inside Question I noticed: Safe-area / padding behavior – Version 2 requires the least extra padding and seems to create a small but partial safe-area spacing automatically. – Version 3 still needs roughly the same manual padding as Version 1, even though it uses safeAreaInset. Why doesn’t safeAreaInset fully handle that spacing? Rotation crash (Metal) When using Version 3 (safeAreaInset + ignoresSafeArea), rotating the device portrait↔landscape several times triggers a Metal crash: failed assertion 'The following Metal object is being destroyed while still required… CAMetalLayer Display Drawable' The same crash can happen with Version 1, though less often. I haven’t tested it much with Version 2. Is this a known issue or race condition between Map’s internal Metal rendering and view layout changes? Expected behavior What’s the intended or supported interaction between safeAreaInset, safeAreaPadding, and overlay when embedding persistent chrome inside a SwiftUI Map? Should safeAreaInset normally remove the need for manual padding, or is that by design?
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114
Nov ’25
Matching launch image with with background image
The document-based SwiftUI example app (https://developer.apple.com/documentation/swiftui/building-a-document-based-app-with-swiftui) doesn't specify a launch image. It would seem per the HIG that the "pinkJungle" background in the app would be a decent candidate for a launch image, since it will be in the background when the document browser comes up. However when specifying it as the UIImageName, it is not aligned the same as the background image. I'm having trouble figuring out how it should be aligned to match the image. The launch image seems to be scaled up a bit over scaledToFill. I suppose a launch storyboard might make this more explicit, but I still should be able to do it without one. This is the image when displayed as the launch image: and this is how it's rendered in the background right before the document browser comes up:
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Nov ’25
MenuBarExtra with .window style: .onHover modifier doesn't work on macOS 26 Tahoe
List { Text("ITEM 1") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 1") Text("ITEM 2") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 2") Text("ITEM 3") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 3") } .fixedSize(horizontal: false, vertical: true) .frame(maxHeight: 200) } Hello everyone!!! Considering the snippet above, seems like the onHover action, including help modifiers, doesn't work for the elements of a List, on macOS Tahoe. The situation changes using a ScrollView embedding a LazyVStack, or disabling Liquid Glass from the info plist, so my guess is that the new Liquid Glass style has something to do with this issue though I didn't find any clue about it. Does anyone have any idea? Maybe there's a layer above that doesn't allow to trigger the onHover modifier? Thanks in advance for your help!
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Nov ’25
Navigation bar fade breaks when using .ignoresSafeArea() on inverted ScrollViews in iOS 26
I’m seeing a strange visual bug in iOS 26 when building chat-style UIs that use an inverted ScrollView or List (via .rotationEffect(.radians(.pi)) and .scaleEffect(x: -1, y: 1)) to anchor messages at the bottom. When I add .ignoresSafeArea() to let the chat bleed behind the navigation bar - the new navigation bar fade (that subtle top-to-bottom gradient Apple added in iOS 26) behaves incorrectly. Instead of fading from the top of the screen toward the nav bar, it fades upward from the bottom of the view, effectively covering the entire screen with the gradient. This only happens when the view is inverted. If I remove .ignoresSafeArea(), the fade looks correct — but then my chat no longer extends behind the nav bar. It looks like the fade effect is being applied in the transformed coordinate space of the inverted scroll view rather than in visual screen space. I haven’t found a reliable workaround besides disabling the fade (which isn’t really possible). Has anyone found a proper solution or a modifier that prevents the fade inversion when using flipped ScrollViews? Would love to know if Apple is aware of this or if there’s a hidden API for disabling that fade effect. I have made a report about this in Feedback Assistant: FB20540755
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203
Nov ’25
popoverTip prevents tap recognition
I am noticing an issue that when .popoverTip() is presented, any tap gesture will only dismiss the tip and will not be passed down. This means that if tip is applied to a button, tapping the button will only dismiss the tip but will not trigger the action. Which logically breaks user expectation and defeats the whole point of a popover tip, as user will need to tap twice on the button to activate intended functionality. Button("Settings", systemImage: "gear") { // Will not trigger until tip is dismissed and button is tapped again. showSettings.toggle() } .popoverTip(SettingsTip())
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3
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292
Activity
Nov ’25
`NewDocumentButton(contentType:)` gives "Content serialization failed, document won't be saved."
I'm working on an iOS document-based app. It uses ReferenceFileDocument and custom creation of documents via DocumentGroupLaunchScene + NewDocumentButton. It works fine when I use the plain NewDocumentButton("Whatever") (without any more arguments), but when I want to perform additional setup via preapreDocumentURL or even just add a contentType it gives such output in the console when I hit it: Content serialization failed, document won't be saved. UTType.replayable is correctly wired up in the plist. It looks like a bug in the SDK, but maybe there is a chance that I'm doing something wrong? Here's a code: import SwiftUI import UniformTypeIdentifiers import Combine @main struct MyApp: App { var body: some Scene { DocumentGroup { Document() } editor: { documentConfiguration in EmptyView() } DocumentGroupLaunchScene("Yoyo") { NewDocumentButton(contentType: .replayable) { return URL(string: "whatever, it doesnt even go there...")! } } } } final class Document: ReferenceFileDocument { static var readableContentTypes: [UTType] { [.replayable] } @Published var x = 0 init() {} init(configuration: ReadConfiguration) throws {} func snapshot(contentType: UTType) throws -> Data { Data() } func fileWrapper(snapshot: Data, configuration: WriteConfiguration) throws -> FileWrapper { .init(regularFileWithContents: snapshot) } } extension UTType { static var replayable: UTType { UTType(exportedAs: "com.whatever.yo") } }
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134
Activity
Nov ’25
VZVirtualMachineView in SwiftUI App
I have a working XIB App to run a Linux VM with graphics interface. I am trying to rewrite it in SwiftUI but fall into all sorts of problems when using a combination of a Representable of the VZVirtualMachineView, an associated Coordinator, and @StateObjects. a) The VM display is not updated when running but is displayed if I close the window and reopen it. As the underlying VZVirtualMachineView is created/dismantled many times, there are warnings about negative scanouts that end up crashing the App b) Keyboard focus is not really working. https://developer.apple.com/forums/thread/766014 reports that there is probably a solution making a NSViewControllerReporesentable rather than a VZVirtualMachineViewRepresentable. I think I am fighting against proper SwiftUI lifecycle and would love to have a hint at what shall be the right organization of model and SwiftUI constructs.
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145
Activity
Nov ’25
SwifUI Performance With Rapid UI Updates
The code below is a test to trigger UI updates every 30 seconds. I'm trying to keep most work off main and only push to main once I have the string (which is cached). Why is updating SwiftUI 30 times per second so expensive? This code causes 10% CPU on my M4 Mac, but comment out the following line: Text(model.timeString) and it's 0% CPU. The reason why I think I have too much work on main is because of this from instruments. But I'm no instruments expert. import SwiftUI import UniformTypeIdentifiers @main struct RapidUIUpdateTestApp: App { var body: some Scene { DocumentGroup(newDocument: RapidUIUpdateTestDocument()) { file in ContentView(document: file.$document) } } } struct ContentView: View { @Binding var document: RapidUIUpdateTestDocument @State private var model = PlayerModel() var body: some View { VStack(spacing: 16) { Text(model.timeString) // only this changes .font(.system(size: 44, weight: .semibold, design: .monospaced)) .transaction { $0.animation = nil } // no implicit animations HStack { Button(model.running ? "Pause" : "Play") { model.running ? model.pause() : model.start() } Button("Reset") { model.seek(0) } Stepper("FPS: \(Int(model.fps))", value: $model.fps, in: 10...120, step: 1) .onChange(of: model.fps) { _, _ in model.applyFPS() } } } .padding() .onAppear { model.start() } .onDisappear { model.stop() } } } @Observable final class PlayerModel { // Publish ONE value to minimize invalidations var timeString: String = "0.000 s" var fps: Double = 30 var running = false private var formatter: NumberFormatter = { let f = NumberFormatter() f.minimumFractionDigits = 3 f.maximumFractionDigits = 3 return f }() @ObservationIgnored private let q = DispatchQueue(label: "tc.timer", qos: .userInteractive) @ObservationIgnored private var timer: DispatchSourceTimer? @ObservationIgnored private var startHost: UInt64 = 0 @ObservationIgnored private var pausedAt: Double = 0 @ObservationIgnored private var lastFrame: Int = -1 // cache timebase once private static let secsPerTick: Double = { var info = mach_timebase_info_data_t() mach_timebase_info(&info) return Double(info.numer) / Double(info.denom) / 1_000_000_000.0 }() func start() { guard timer == nil else { running = true; return } let desiredUIFPS: Double = 30 // or 60, 24, etc. let periodNs = UInt64(1_000_000_000 / desiredUIFPS) running = true startHost = mach_absolute_time() let t = DispatchSource.makeTimerSource(queue: q) // ~30 fps, with leeway to let the kernel coalesce wakeups t.schedule( deadline: .now(), repeating: .nanoseconds(Int(periodNs)), // 33_333_333 ns ≈ 30 fps leeway: .milliseconds(30) // allow coalescing ) t.setEventHandler { [weak self] in self?.tick() } timer = t t.resume() } func pause() { guard running else { return } pausedAt = now() running = false } func stop() { timer?.cancel() timer = nil running = false pausedAt = 0 lastFrame = -1 } func seek(_ seconds: Double) { pausedAt = max(0, seconds) startHost = mach_absolute_time() lastFrame = -1 // force next UI update } func applyFPS() { lastFrame = -1 } // next tick will refresh string // MARK: - Tick on background queue private func tick() { let s = now() let str = formatter.string(from: s as NSNumber) ?? String(format: "%.3f", s) let display = "\(str) s" DispatchQueue.main.async { [weak self] in self?.timeString = display } } private func now() -> Double { guard running else { return pausedAt } let delta = mach_absolute_time() &- startHost return pausedAt + Double(delta) * Self.secsPerTick } } nonisolated struct RapidUIUpdateTestDocument: FileDocument { var text: String init(text: String = "Hello, world!") { self.text = text } static let readableContentTypes = [ UTType(importedAs: "com.example.plain-text") ] init(configuration: ReadConfiguration) throws { guard let data = configuration.file.regularFileContents, let string = String(data: data, encoding: .utf8) else { throw CocoaError(.fileReadCorruptFile) } text = string } func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper { let data = text.data(using: .utf8)! return .init(regularFileWithContents: data) } }
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283
Activity
Nov ’25
MapKit detailAccessoryView buttons not working on macOS Tahoe
Hi, I have been working with an implementation of MapKit which show custom annotations with a detailCalloutAccessoryView built using SwiftUI. This has been working fine for many years, but starting with macOS Tahoe, somehow the SwiftUI buttons in this view have stopped being tappable. I have reproduced the issue in the code below ... same code works fine in macOS14 and macOS15 now doesn't work correctly in macOS26: import Cocoa import MapKit import SwiftUI class ViewController: NSViewController { private var mapView: MKMapView! override func viewDidLoad() { super.viewDidLoad() setupMapView() } private func setupMapView() { // Create and configure the map view mapView = MKMapView() mapView.translatesAutoresizingMaskIntoConstraints = false mapView.delegate = self view.addSubview(mapView) // Pin the map to all edges of the view NSLayoutConstraint.activate([ mapView.topAnchor.constraint(equalTo: view.topAnchor), mapView.leadingAnchor.constraint(equalTo: view.leadingAnchor), mapView.trailingAnchor.constraint(equalTo: view.trailingAnchor), mapView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) // Create an annotation for San Francisco let sanFranciscoCoordinate = CLLocationCoordinate2D(latitude: 37.7749, longitude: -122.4194) let annotation = MKPointAnnotation() annotation.coordinate = sanFranciscoCoordinate annotation.title = "San Francisco" annotation.subtitle = "The City by the Bay" // Add the annotation to the map mapView.addAnnotation(annotation) // Center the map on San Francisco let region = MKCoordinateRegion(center: sanFranciscoCoordinate, latitudinalMeters: 5000, longitudinalMeters: 5000) mapView.setRegion(region, animated: false) } } // MARK: - MKMapViewDelegate extension ViewController: MKMapViewDelegate { func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? { let identifier = "CustomAnnotation" var annotationView = mapView.dequeueReusableAnnotationView(withIdentifier: identifier) as? MKMarkerAnnotationView if annotationView == nil { annotationView = MKMarkerAnnotationView(annotation: annotation, reuseIdentifier: identifier) annotationView?.canShowCallout = true // Create the SwiftUI view for the callout let calloutView = CalloutContentView() let hostingView = NSHostingView(rootView: calloutView) hostingView.frame = NSRect(x: 0, y: 0, width: 200, height: 100) // Set the SwiftUI view as the detail callout accessory annotationView?.detailCalloutAccessoryView = hostingView } else { annotationView?.annotation = annotation } return annotationView } } // MARK: - SwiftUI Callout View struct CalloutContentView: View { var body: some View { VStack(spacing: 12) { Text("Welcome to San Francisco!") .font(.headline) .multilineTextAlignment(.center) HStack(spacing: 12) { Button(action: { print("Directions button tapped") }) { Label("Directions", systemImage: "arrow.triangle.turn.up.right.circle.fill") .font(.caption) } .buttonStyle(.borderedProminent) Button(action: { print("Info button tapped") }) { Label("Info", systemImage: "info.circle.fill") .font(.caption) } .buttonStyle(.bordered) } } .padding() .frame(width: 200) } } I've looked at other problems with Map and onTap handlers not getting called, but this is a SwiftUI view inside an AppKit MapKit annotation's callout view. Any idea of how to handle this?
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215
Activity
Nov ’25
EditButton selection gets cleared when confirmationDialog appears in SwiftUI List
I'm experiencing an issue where my List selection (using EditButton) gets cleared when a confirmationDialog is presented, making it impossible to delete the selected items. Environment: Xcode 16.0.1 Swift 5 iOS 18 (targeting iOS 17+) Issue Description: When I select items in a List using EditButton and tap a delete button that shows a confirmationDialog, the selection is cleared as soon as the dialog appears. This prevents me from accessing the selected items to delete them. Code: State variables: @State var itemsSelection = Set<Item>() @State private var showDeleteConfirmation = false List with selection: List(currentItems, id: \.self, selection: $itemsSelection) { item in NavigationLink(value: item) { ItemListView(item: item) } } .navigationDestination(for: Item.self) { item in ItemViewDetail(item: item) } .toolbar { ToolbarItem(placement: .primaryAction) { EditButton() } } Delete button with confirmation: Button { if itemsSelection.count > 1 { showDeleteConfirmation = true } else { deleteItemsSelected() } } label: { Image(systemName: "trash.fill") .font(.system(size: 12)) .foregroundStyle(Color.red) } .padding(8) .confirmationDialog( "Delete?", isPresented: $showDeleteConfirmation, titleVisibility: .visible ) { Button("Delete", role: .destructive) { deleteItemsSelected() } Button("Cancel", role: .cancel) {} } message: { Text("Going to delete: \(itemsSelection.count) items?") } Expected Behavior: The selected items should remain selected when the confirmationDialog appears, allowing me to delete them after confirmation. Actual Behavior: As soon as showDeleteConfirmation becomes true and the dialog appears, itemsSelection becomes empty (count = 0), making it impossible to delete the selected items. What I've Tried: Moving the confirmationDialog to different view levels Checking if this is related to the NavigationLink interaction Has anyone encountered this issue? Is there a workaround to preserve the selection when showing a confirmation dialog?
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173
Activity
Nov ’25
App Not Appearing in "Available Apps" List in Watch App
I’ve developed an Apple Watch extension for an existing iOS app. When I run the app on the watch via Xcode using the simulator, everything works fine. However, when I try to install it on my iPhone, the Watch app doesn’t show it in the "Available Apps" list, so I can't install it on the watch. The Apple Watch is connected to my iPhone, and I can see other apps available for installation without any issues. I also created a brand new project with watchOS support to troubleshoot, but the same problem occurred. Any ideas on how to resolve this?
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635
Activity
Nov ’25
SwiftUI TextField height shrinks on first focus in iOS 26/Xcode 26
Hi Everyone, I’m encountering a layout issue in SwiftUI starting with iOS 26 / Xcode 26 (also reproduced on iPadOS 26). I would like to see whether anyone else has seen the same behaviour, and if there’s any known workaround or fix from Apple. Reproduction Minimal code: struct ContentView: View { @State private var inputText: String = "" var body: some View { TextField("", text: $inputText) .font(.system(size: 14, weight: .semibold)) .background(Capsule().foregroundStyle(.gray)) } } Environment: Xcode: 26.1 (17B55) Devices / Simulators: iOS 26.0, iOS 26.0.1, iOS 26.1 on iPhone 17 Pro Max; iPadOS 26 on iPad. OS: iOS 26 / iPadOS 26 Observed behaviour When the TextField is tapped for the first time (focus enters), its height suddenly decreases compared to the unfocused state. After this initial focus-tap, subsequent unfocus/focus cycles preserve the height (i.e., height remains “normal” and stable). Prior to iOS 26 (i.e., in older iOS versions) I did not observe this behaviour — same code worked fine. I have not explicitly set .frame(height:) or extra padding, and I’m relying on the default intrinsic height + the Capsule background. Work-arounds Adding .frame(height: X) (fixed height) removes the issue (height stable). Thanks in advance for any feedback!
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139
Activity
Nov ’25
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
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80
Activity
Nov ’25
Info plist keeps disappearing from project navigatior
sometimes when i add an info plist from info in project to project navigator. sometimes it dissapears from project navigator.how can i bring it back to show the info.plist on the priject navigator? I want to keep it there
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47
Activity
Nov ’25
New WatchOS 26 App & View Lifecycle
The WatchOS app and view lifecycles for WatchKit and SwiftUI are documented in https://developer.apple.com/documentation/watchkit/working-with-the-watchos-app-life-cycle and https://developer.apple.com/documentation/swiftui/migrating-to-the-swiftui-life-cycle. WatchOS 26 appears to change the app & view lifecycle from the behavior in WatchOS 11, and no longer matches the documented lifecycles. On WatchOS 11, with a @WKApplicationDelegateAdaptor set, the following sequence of events would occur on app launch: WKApplicationDelegate applicationDidFinishLaunching in WKApplicationState .inactive. WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .inactive. View .onAppear @Environment(.scenePhase) .inactive App onChange(of: @Environment(.scenePhase)): .active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: .@Environment(.scenePhase) .active In WatchOS 26, this is now: WKApplicationDelegate applicationDidFinishLaunching in WKApplicationState .inactive. WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .inactive. App onChange(of: @Environment(.scenePhase)): .active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. View .onAppear @Environment(.scenePhase) .active When resuming from the background in WatchOS 11: App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .background. App onReceive(.willEnterForegroundNotification): WKApplicationState(rawValue: 2) View .onChange of: .@Environment(.scenePhase) inactive App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: .@Environment(.scenePhase) active The resume from background process in WatchOS 26 is baffling and seems like it must be a bug: App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillEnterForeground in WKApplicationState .background. App onReceive(.willEnterForegroundNotification): WKApplicationState(rawValue: 2) App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) active App onChange(of: @Environment(.scenePhase)): inactive WKApplicationDelegate applicationWillResignActive in WKApplicationState .active. App onReceive(.willResignActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) inactive App onChange(of: @Environment(.scenePhase)): active WKApplicationDelegate applicationDidBecomeActive in WKApplicationState .active. App onReceive(.didBecomeActiveNotification): WKApplicationState(rawValue: 0) View .onChange of: @Environment(.scenePhase) active The app becomes active, then inactive, then active again. The issues with these undocumented changes are: It is undocumented. If you relied on the previous process, this change can break your app. A view no longer receives .onChange of: .@Environment(.scenePhase) .active state change during the launch process. This bizarre applicationWillEnterForeground - applicationDidBecomeActive - applicationWillResignActive - applicationDidBecomeActive process on app resume does not match the documented process and is just...strange. Is this new process what is intended? Is it a bug? Can an Apple engineer explain this new App resume from background process and why the View is created slightly later in the App launch process, so it does not receive the .onChange of @Environment(.scenePhase) message? In contrast, the iOS 26 app lifecycle has not changed, and the iOS 18/26 app lifecycle closely follows the watchOS 11 app lifecycle (or watchOS 11 closely mimics iOS 18/26 with the exception that watchOS does not have a SceneDelegate).
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240
Activity
Nov ’25
TabView Background Color
Hello I'm trying to use a TabView inside of the Sidebar in a NavigationSplitView. I'm wanting to use .listStyle(.sidebar) in order to get the Liquid Glass effect. However I can not find a way to remove the background of the TabView without changing the behavior of the TabView itself to paging with .tabViewStyle(.page) NavigationSplitView { TabView( selection: .constant("List") ) { Tab(value: "List") { List { Text("List") } } } } detail: { } Note: I wanting change the background of the TabView container itself. Not the TabBar.
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141
Activity
Nov ’25
Missing Context menu items in Xcode 26 on a fresh project
When following the official SwiftUI Tutorial "Landmarks", I should be able to Cmd-Ctrl-Click an element of a preview in Selectable mode to view a list of options. But Xcode shows only one option (Embed). Furthermore, if I try to type anything the popover breaks completely and grows in length infinitely. I am not sure whether this is a bug, or I missed something when installing Xcode, or both
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347
Activity
Nov ’25
gesture(LongPressGesture()) issue with scroll view
I've being playing aground with long press gesture in scroll view and noticed gesture(LongPressGesture()) doesn't seem to work with scroll view's scrolling which doesn't seem to be the intended behavior to me. Take the following example: the blue rectangle is modified with onLongPressGesture and the red rectangle is modified with LongPressGesture (_EndedGesture<LongPressGesture> to be specific). ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture() .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } If you start scrolling from either of the rectangles (that is, start scrolling with your finger on either of the rectangles), the ScrollView will scroll. However, if LongPressGesture is modified with either onChanged or .updating, ScrollView won't respond to scroll if the scroll is started from red rectangle. Even setting the maximumDistance to 0 won't help. As for its counter part onLongPressGesture, even though onPressingChanged to onLongPressGesture, scrolling still works if it's started from onLongPressGesture modified view. ScrollView { Rectangle() .fill(.blue) .frame(width: 200, height: 200) .onLongPressGesture { print("onLongPressGesture performed") } onPressingChanged: { _ in print("onLongPressGesture changed") } .overlay { Text("onLongPressGesture") } Rectangle() .fill(.red) .frame(width: 200, height: 200) .gesture(LongPressGesture(maximumDistance: 0) // scroll from the red rectangle won't work if I add either `updating` or `onChanged` but I put both here just to demonstrate // you will need to add `@GestureState private var isPressing = false` to your view body .updating($isPressing) { value, state, transaction in state = value print("gesture updating") } .onChanged { value in print("gesture changed") } .onEnded { _ in print("gesture ended") }) .overlay { Text("gesture(LongPressGesture)") } } This doesn't seem right to me. I would expect the view modified by LongPressGesture(), no matter if the gesture has onChanged or updating, should be able to start scroll in a scroll view, just like onLongPressGesture. I observed this behavior in a physical device running iOS 26.1, and I do not know the behavior on other versions.
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88
Activity
Nov ’25
Extra unwanted space in main window
Hi there! I'm having this issue with my main windows. I'm having a big space on top of that without any logic explanation (at least for my poor knowledge). Using the code below I'm getting this Windows layout: Does anybody have any guidance on how to get out that extra space at the beginning? Thanks a lot! import SwiftUI import SwiftData #if os(macOS) import AppKit #endif // Helper to access and control NSWindow for size/position persistence #if os(macOS) struct WindowAccessor: NSViewRepresentable { let onWindow: (NSWindow) -> Void func makeNSView(context: Context) -> NSView { let view = NSView() DispatchQueue.main.async { if let window = view.window { onWindow(window) } } return view } func updateNSView(_ nsView: NSView, context: Context) { DispatchQueue.main.async { if let window = nsView.window { onWindow(window) } } } } #endif @main struct KaraoPartyApp: App { @StateObject private var songsModel = SongsModel() @Environment(\.openWindow) private var openWindow var body: some Scene { Group { WindowGroup { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 900, height: 700) // Configure window to eliminate title bar space window.titleVisibility = .hidden window.titlebarAppearsTransparent = true window.styleMask.insert(.fullSizeContentView) } #endif ContentView() .environmentObject(songsModel) } .windowToolbarStyle(.unifiedCompact) .windowResizability(.contentSize) .defaultSize(width: 1200, height: 900) .windowStyle(.titleBar) #if os(macOS) .windowToolbarStyle(.unified) #endif WindowGroup("CDG Viewer", id: "cdg-viewer", for: CDGWindowParams.self) { $params in if let params = params { ZStack { #if os(macOS) WindowAccessor { window in window.minSize = NSSize(width: 600, height: 400) // Restore window frame if available let key = "cdgWindowFrame" let defaults = UserDefaults.standard if let frameString = defaults.string(forKey: key) { let frame = NSRectFromString(frameString) if window.frame != frame { window.setFrame(frame, display: true) } } else { // Open CDG window offset from main window if let mainWindow = NSApp.windows.first { let mainFrame = mainWindow.frame let offsetFrame = NSRect(x: mainFrame.origin.x + 60, y: mainFrame.origin.y - 60, width: 800, height: 600) window.setFrame(offsetFrame, display: true) } } // Observe frame changes and save NotificationCenter.default.addObserver(forName: NSWindow.didMoveNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } NotificationCenter.default.addObserver(forName: NSWindow.didEndLiveResizeNotification, object: window, queue: .main) { _ in let frameStr = NSStringFromRect(window.frame) defaults.set(frameStr, forKey: key) } } #endif CDGView( cancion: Cancion( title: params.title ?? "", artist: params.artist ?? "", album: "", genre: "", year: "", bpm: "", playCount: 0, folderPath: params.cdgURL.deletingLastPathComponent().path, trackName: params.cdgURL.deletingPathExtension().lastPathComponent + ".mp3" ), backgroundType: params.backgroundType, videoURL: params.videoURL, cdfContent: params.cdfContent.flatMap { String(data: $0, encoding: .utf8) }, artist: params.artist, title: params.title ) } } else { Text("No se pudo abrir el archivo CDG.") } } .windowResizability(.contentSize) .defaultSize(width: 800, height: 600) WindowGroup("Metadata Editor", id: "metadata-editor") { MetadataEditorView() .environmentObject(songsModel) } .windowResizability(.contentSize) .defaultSize(width: 400, height: 400) WindowGroup("Canciones DB", id: "canciones-db") { CancionesDBView() } .windowResizability(.contentSize) .defaultSize(width: 800, height: 500) WindowGroup("Importar canciones desde carpeta", id: "folder-song-importer") { FolderSongImporterView() } .windowResizability(.contentSize) .defaultSize(width: 500, height: 350) } .modelContainer(for: Cancion.self) // Add menu command under Edit .commands { CommandGroup(replacing: .pasteboard) { } CommandMenu("Edit") { Button("Actualizar Metadatos") { openWindow(id: "metadata-editor") } .keyboardShortcut(",", modifiers: [.command, .shift]) } CommandMenu("Base de Datos") { Button("Ver Base de Datos de Canciones") { openWindow(id: "canciones-db") } .keyboardShortcut("D", modifiers: [.command, .shift]) } } } init() { print("\n==============================") print("[KaraoParty] Nueva ejecución iniciada: \(Date())") print("==============================\n") } }
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69
Activity
Nov ’25
iOS 26.1 and tabViewBottomAccessory
Apparently now with iOS 26.1 if you have .tabViewBottomAccessory { } you get a pill shape floater all the time. That was not like that in 26.0.
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300
Activity
Nov ’25
SwiftUI Map menu / chrome placement — three approaches (overlay, ZStack + safeAreaPadding, safeAreaInset): which one is best practice?
Hi everyone, I’m building a full-screen Map (MapKit + SwiftUI) with persistent top/bottom chrome (menu buttons on top, session stats + map controls on bottom). I have three working implementations and I’d like guidance on which pattern Apple recommends long-term (gesture correctness, safe areas, Dynamic Island/home indicator, and future compatibility). Version 1 — overlay(alignment:) on Map Idea: Draw chrome using .overlay(alignment:) directly on the map and manage padding manually. Map(position: $viewModel.previewMapCameraPosition, scope: mapScope) { UserAnnotation { UserLocationCourseMarkerView(angle: viewModel.userCourse - mapHeading) } } .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .overlay(alignment: .top) { mapMenu } // manual padding inside .overlay(alignment: .bottom) { bottomChrome } // manual padding inside Version 2 — ZStack + .safeAreaPadding Idea: Place the map at the back, then lay out top/bottom chrome in a VStack inside a ZStack, and use .safeAreaPadding(.all) so content respects safe areas. ZStack(alignment: .top) { Map(...).ignoresSafeArea() VStack { mapMenu Spacer() bottomChrome } .safeAreaPadding(.all) } Version 3 — .safeAreaInset on the Map Idea: Make the map full-bleed and then reserve top/bottom space with safeAreaInset, letting SwiftUI manage insets Map(...).ignoresSafeArea() .mapStyle(viewModel.mapType.mapStyle) .mapControls { MapUserLocationButton().mapControlVisibility(.hidden) MapCompass().mapControlVisibility(.hidden) MapPitchToggle().mapControlVisibility(.hidden) MapScaleView().mapControlVisibility(.hidden) } .safeAreaInset(edge: .top) { mapMenu } // manual padding inside .safeAreaInset(edge: .bottom) { bottomChrome } // manual padding inside Question I noticed: Safe-area / padding behavior – Version 2 requires the least extra padding and seems to create a small but partial safe-area spacing automatically. – Version 3 still needs roughly the same manual padding as Version 1, even though it uses safeAreaInset. Why doesn’t safeAreaInset fully handle that spacing? Rotation crash (Metal) When using Version 3 (safeAreaInset + ignoresSafeArea), rotating the device portrait↔landscape several times triggers a Metal crash: failed assertion 'The following Metal object is being destroyed while still required… CAMetalLayer Display Drawable' The same crash can happen with Version 1, though less often. I haven’t tested it much with Version 2. Is this a known issue or race condition between Map’s internal Metal rendering and view layout changes? Expected behavior What’s the intended or supported interaction between safeAreaInset, safeAreaPadding, and overlay when embedding persistent chrome inside a SwiftUI Map? Should safeAreaInset normally remove the need for manual padding, or is that by design?
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114
Activity
Nov ’25
Matching launch image with with background image
The document-based SwiftUI example app (https://developer.apple.com/documentation/swiftui/building-a-document-based-app-with-swiftui) doesn't specify a launch image. It would seem per the HIG that the "pinkJungle" background in the app would be a decent candidate for a launch image, since it will be in the background when the document browser comes up. However when specifying it as the UIImageName, it is not aligned the same as the background image. I'm having trouble figuring out how it should be aligned to match the image. The launch image seems to be scaled up a bit over scaledToFill. I suppose a launch storyboard might make this more explicit, but I still should be able to do it without one. This is the image when displayed as the launch image: and this is how it's rendered in the background right before the document browser comes up:
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53
Activity
Nov ’25
MenuBarExtra with .window style: .onHover modifier doesn't work on macOS 26 Tahoe
List { Text("ITEM 1") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 1") Text("ITEM 2") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 2") Text("ITEM 3") .onHover(perform: { hovering in debugPrint("hovering: ", hovering) }) .help("ITEM 3") } .fixedSize(horizontal: false, vertical: true) .frame(maxHeight: 200) } Hello everyone!!! Considering the snippet above, seems like the onHover action, including help modifiers, doesn't work for the elements of a List, on macOS Tahoe. The situation changes using a ScrollView embedding a LazyVStack, or disabling Liquid Glass from the info plist, so my guess is that the new Liquid Glass style has something to do with this issue though I didn't find any clue about it. Does anyone have any idea? Maybe there's a layer above that doesn't allow to trigger the onHover modifier? Thanks in advance for your help!
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194
Activity
Nov ’25
Navigation bar fade breaks when using .ignoresSafeArea() on inverted ScrollViews in iOS 26
I’m seeing a strange visual bug in iOS 26 when building chat-style UIs that use an inverted ScrollView or List (via .rotationEffect(.radians(.pi)) and .scaleEffect(x: -1, y: 1)) to anchor messages at the bottom. When I add .ignoresSafeArea() to let the chat bleed behind the navigation bar - the new navigation bar fade (that subtle top-to-bottom gradient Apple added in iOS 26) behaves incorrectly. Instead of fading from the top of the screen toward the nav bar, it fades upward from the bottom of the view, effectively covering the entire screen with the gradient. This only happens when the view is inverted. If I remove .ignoresSafeArea(), the fade looks correct — but then my chat no longer extends behind the nav bar. It looks like the fade effect is being applied in the transformed coordinate space of the inverted scroll view rather than in visual screen space. I haven’t found a reliable workaround besides disabling the fade (which isn’t really possible). Has anyone found a proper solution or a modifier that prevents the fade inversion when using flipped ScrollViews? Would love to know if Apple is aware of this or if there’s a hidden API for disabling that fade effect. I have made a report about this in Feedback Assistant: FB20540755
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203
Activity
Nov ’25