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

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NavigationTitle in LiquidGlass style
Hello everyone. I want to do navigationTitle (located on the top side on MacOS system) in LiquidGlass style. now my solution look like: just black rectangle. But i want like this: opacity and LiquidGlass. Like in Photo app in MacOS. Please help me, thank you in advance. My code: struct RootView: View { @Environment(\.horizontalSizeClass) var hSize var body: some View { if hSize == .regular { DesktopLayout() .navigationTitle("title") .toolbarBackground(.ultraThinMaterial, for: .automatic) } else { MobileLayout() } } }
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SwiftUI toolbar with IDs crash since macOS 15
I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15. How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)? FB15513599 import SwiftUI struct ContentView: View { @State private var showEditItem = false var body: some View { VStack { VStack { Text("Instructions to reproduce the crash") .font(.title) .padding() Text(""" 1. Click on "Toggle Item" 2. In the menu go to File > New Window 3. In new window, click on "Toggle Item" """) } .padding() Button { showEditItem.toggle() } label: { Text("Toggle Item") } } .padding() .toolbar(id: "main") { ToolbarItem(id: "new") { Button { } label: { Text("New…") } } if showEditItem { ToolbarItem(id: "edit") { Button { } label: { Text("Edit…") } } } } } }
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How to stop ios 26 glass effect UI in ios app
Hi everyone, I want to avoid the iOS 26 Liquid Glass effect in my app’s UI. While researching, I found the following possible solution: Steps: Go to Info.plist Add the key: UIDesignRequiresCompatibility Type: Boolean Value: YES I have a few questions about this approach: According to the Apple Developer website, this seems to be a temporary solution. How long will this continue to work, and what would be the recommended long-term solution? Which iOS versions does this support (both older and upcoming versions)? If this method is not recommended, is there another way to disable or avoid the glass effect across the entire app without making major UI changes? Any guidance or suggestions would be greatly appreciated. Thank you!
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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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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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Mar ’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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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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747
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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175
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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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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Mar ’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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Feb ’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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Feb ’26
Importing Data into SwiftData in the Background Using ModelActor and @Query
I have an app with fairly typical requirements - I need to insert some data (in my case from the network but could be anything) and I want to do it in the background to keep the UI responsive. I'm using SwiftData. I've created a ModelActor that does the importing and using the debugger I can confirm that the data is indeed being inserted. On the UI side, I'm using @Query and a SwiftUI List to display the data but what I am seeing is that @Query is not updating as the data is being inserted. I have to quit and re-launch the app in order for the data to appear, almost like the context running the UI isn't communicating with the context in the ModelActor. I've included a barebones sample project. To reproduce the issue, tap the 'Background Insert' button. You'll see logs that show items being inserted but the UI is not showing any data. I've tested on the just released iOS 18b3 seed (22A5307f). The sample project is here: https://hanchor.s3.amazonaws.com/misc/SwiftDataBackgroundV2.zip
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6.3k
Feb ’26
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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Feb ’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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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
TimelineView using ExplicitTimelineSchedule ignores last date?
Hi, everyone. I'm trying my first TimelineView with an explicit schedule, but my attempt – and even the simple example from the documentation – doesn't seem to work as documented. Here's what the documentation says an explicit schedule does: The timeline view updates its content on exactly the dates that you specify, until it runs out of dates, after which it stops changing. And it gives this example: let dates = [ Date(timeIntervalSinceNow: 10), // Update ten seconds from now, Date(timeIntervalSinceNow: 12), // and a few seconds later. ] struct MyView: View { var body: some View { TimelineView(.explicit(dates)) { context in Text(context.date.description) } } } There are stipulations about what the view – which always displays some version of its content body – will do given only past or future dates, but it seems clear we should expect the view in this example to redraw at least once after it appears. Here's the rest of the discussion from the documentation with my comments after testing what's stated: If the dates you provide are in the past, the timeline view updates exactly once with the last entry. That seems true, considering the "update" to be the initial draw. If you only provide dates in the future, the timeline view renders with the current date until the first date arrives. Not exactly: it looks the "date" property of the initial render is the (future) date of the first schedule entry, even though it's drawn early. When the first date does arrive, the body closure doesn't seem to be called. Only on the next date, if there is one, is it called again. If you provide one or more dates in the past and one or more in the future, the view renders the most recent past date, refreshing normally on all subsequent dates. That also seems correct, except… … that in every scenario, the final date entry seems to be ignored completely! In other words, unless all date entries are in the past, the Timeline View stops before it runs out of dates. That documented example from the start, which we expect to redraw at least once after it appears? When I test it in a Playground, it appears, but doesn't redraw at all! So, that's my main point of confusion after experimenting with TimelineView for the first time. I can achieve my own goal by appending an extra entry to my explicit schedule – even appending an entry identical to the previous "final" entry seems to work – but naturally that leaves me unclear about why I need to. If anyone can tell me what I'm not understanding, I'd be grateful.
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857
Feb ’26
Rendering Multi-Page PDF with SwiftUI View
I have the following code that renders a one-page PDF: func render() -> URL { let renderer = ImageRenderer(content: pdfView()) let url = URL.documentsDirectory.appending(path: "filename.pdf") renderer.render { size, context in var document = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &document, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() } return url } func pdfView() -> some View { Text("View") } How can this be modified so that it renders a PDF with more than one page?
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683
Feb ’26
NavigationTitle in LiquidGlass style
Hello everyone. I want to do navigationTitle (located on the top side on MacOS system) in LiquidGlass style. now my solution look like: just black rectangle. But i want like this: opacity and LiquidGlass. Like in Photo app in MacOS. Please help me, thank you in advance. My code: struct RootView: View { @Environment(\.horizontalSizeClass) var hSize var body: some View { if hSize == .regular { DesktopLayout() .navigationTitle("title") .toolbarBackground(.ultraThinMaterial, for: .automatic) } else { MobileLayout() } } }
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1
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0
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575
Activity
3w
SwiftUI toolbar with IDs crash since macOS 15
I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15. How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)? FB15513599 import SwiftUI struct ContentView: View { @State private var showEditItem = false var body: some View { VStack { VStack { Text("Instructions to reproduce the crash") .font(.title) .padding() Text(""" 1. Click on "Toggle Item" 2. In the menu go to File > New Window 3. In new window, click on "Toggle Item" """) } .padding() Button { showEditItem.toggle() } label: { Text("Toggle Item") } } .padding() .toolbar(id: "main") { ToolbarItem(id: "new") { Button { } label: { Text("New…") } } if showEditItem { ToolbarItem(id: "edit") { Button { } label: { Text("Edit…") } } } } } }
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7
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3
Views
709
Activity
4w
How to stop ios 26 glass effect UI in ios app
Hi everyone, I want to avoid the iOS 26 Liquid Glass effect in my app’s UI. While researching, I found the following possible solution: Steps: Go to Info.plist Add the key: UIDesignRequiresCompatibility Type: Boolean Value: YES I have a few questions about this approach: According to the Apple Developer website, this seems to be a temporary solution. How long will this continue to work, and what would be the recommended long-term solution? Which iOS versions does this support (both older and upcoming versions)? If this method is not recommended, is there another way to disable or avoid the glass effect across the entire app without making major UI changes? Any guidance or suggestions would be greatly appreciated. Thank you!
Replies
1
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0
Views
387
Activity
4w
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.
Replies
2
Boosts
1
Views
181
Activity
4w
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 } } }
Replies
1
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0
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92
Activity
Mar ’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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0
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0
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57
Activity
Mar ’26
Preview crashes consistency in Xcode 16 beta
In the first Xcode 16 beta, none of my SwiftUI previews work - they all just crash on start up. Has anybody run into this and found a workaround? Have tried all the usual steps of cleaning the project/restarting Xcode.
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30
Boosts
14
Views
12k
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.
Replies
0
Boosts
0
Views
747
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.
Replies
1
Boosts
0
Views
175
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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354
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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78
Activity
Mar ’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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136
Activity
Feb ’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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51
Activity
Feb ’26
Importing Data into SwiftData in the Background Using ModelActor and @Query
I have an app with fairly typical requirements - I need to insert some data (in my case from the network but could be anything) and I want to do it in the background to keep the UI responsive. I'm using SwiftData. I've created a ModelActor that does the importing and using the debugger I can confirm that the data is indeed being inserted. On the UI side, I'm using @Query and a SwiftUI List to display the data but what I am seeing is that @Query is not updating as the data is being inserted. I have to quit and re-launch the app in order for the data to appear, almost like the context running the UI isn't communicating with the context in the ModelActor. I've included a barebones sample project. To reproduce the issue, tap the 'Background Insert' button. You'll see logs that show items being inserted but the UI is not showing any data. I've tested on the just released iOS 18b3 seed (22A5307f). The sample project is here: https://hanchor.s3.amazonaws.com/misc/SwiftDataBackgroundV2.zip
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Activity
Feb ’26
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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72
Activity
Feb ’26
watchOS Smart Stack widget background
A watchOS widget requires you set a container background: .containerBackground(for: .widget) { Color.black } But I see some .accessoryRectangular widgets, on the Smart Stack, using a glass background. From what I know there is no way to set this using .containerBackground. Does anyone know how to do this? Thank you
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4
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179
Activity
Feb ’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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126
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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55
Activity
Feb ’26
TimelineView using ExplicitTimelineSchedule ignores last date?
Hi, everyone. I'm trying my first TimelineView with an explicit schedule, but my attempt – and even the simple example from the documentation – doesn't seem to work as documented. Here's what the documentation says an explicit schedule does: The timeline view updates its content on exactly the dates that you specify, until it runs out of dates, after which it stops changing. And it gives this example: let dates = [ Date(timeIntervalSinceNow: 10), // Update ten seconds from now, Date(timeIntervalSinceNow: 12), // and a few seconds later. ] struct MyView: View { var body: some View { TimelineView(.explicit(dates)) { context in Text(context.date.description) } } } There are stipulations about what the view – which always displays some version of its content body – will do given only past or future dates, but it seems clear we should expect the view in this example to redraw at least once after it appears. Here's the rest of the discussion from the documentation with my comments after testing what's stated: If the dates you provide are in the past, the timeline view updates exactly once with the last entry. That seems true, considering the "update" to be the initial draw. If you only provide dates in the future, the timeline view renders with the current date until the first date arrives. Not exactly: it looks the "date" property of the initial render is the (future) date of the first schedule entry, even though it's drawn early. When the first date does arrive, the body closure doesn't seem to be called. Only on the next date, if there is one, is it called again. If you provide one or more dates in the past and one or more in the future, the view renders the most recent past date, refreshing normally on all subsequent dates. That also seems correct, except… … that in every scenario, the final date entry seems to be ignored completely! In other words, unless all date entries are in the past, the Timeline View stops before it runs out of dates. That documented example from the start, which we expect to redraw at least once after it appears? When I test it in a Playground, it appears, but doesn't redraw at all! So, that's my main point of confusion after experimenting with TimelineView for the first time. I can achieve my own goal by appending an extra entry to my explicit schedule – even appending an entry identical to the previous "final" entry seems to work – but naturally that leaves me unclear about why I need to. If anyone can tell me what I'm not understanding, I'd be grateful.
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857
Activity
Feb ’26
Rendering Multi-Page PDF with SwiftUI View
I have the following code that renders a one-page PDF: func render() -> URL { let renderer = ImageRenderer(content: pdfView()) let url = URL.documentsDirectory.appending(path: "filename.pdf") renderer.render { size, context in var document = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &document, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() } return url } func pdfView() -> some View { Text("View") } How can this be modified so that it renders a PDF with more than one page?
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683
Activity
Feb ’26