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

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tabBarMinimizeBehavior not working if subview has TabView with .tabViewStyle(.page)
We are using a TabView as the TabBarController in our app for main navigation. On one of the tabs we have a view that consists of a TabView with .tabViewStyle(.page) in order to scroll horizontally between pages inside of that specific tab. The .tabBarMinimizeBehavior(.onScrollDown) works on all the other TabItem views, but for this one it does not recognise any vertical scrolling in any of the pages, in order to minimize the TabBar. I believe this is a bug? If we don't wrap the views inside the TabView with .page style, we are able to get the expected behaviour using the tabBarMinimizeBehavior. Please let us know if this is going to be fixed in a future iOS 26 beta release.
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230
Jul ’25
Liquid Glass Error
Hello everyone. I'm getting an error in my code and I don't know why. Can someone explain it to me? import SwiftUI struct ContentView: View{ var body: some View{ VStack { Button {} label: { Text("Click Me") } .buttonStyle(.glass) .frame(width: 200, height: 200) } } } The error is as follows: Reference to member 'glass' cannot be resolved without a contextual type Thanks for your help
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317
Jul ’25
How to replicate Mail toolbar
The toolbar in the the Mail app uses seems to force a .soft scrollEdgeEffectStyle, however I can't seem to reproduce this. Even when putting .scrollEdgeEffectStyle(.soft, for: .top) all over my code, a NavigationSplitView seems to force a "classic" toolbar. Example, top is the mail app, bottom is my swiftUI app:
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155
Jul ’25
Huge UI difference between Simulator and Real Device
Hi everyone, I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned. Both screenshots are from the exact same screen and time. First is simulator, second is iPhone. Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings? Thanks in advance!
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283
Jul ’25
Swift UI の 日時表示の.timerでのコロン(:)のユニコードについて
I'm currently exploring ways to update a widget's display independently of the timeline mechanism. While researching, I came across this thread and started experimenting with the approach: https://developer.apple.com/forums/thread/720640 As part of the implementation, I'm attempting to render a 00:00-style time string using a single custom font glyph via .timer. However, I noticed that the colon character used in .timer doesn't appear to be the standard Unicode 0x003A (colon). It seems to be a different character entirely. Does anyone happen to know exactly which character this colon is? Any insights would be appreciated.
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69
Jul ’25
Mergeable libraries mess with Xcode 26 beta 3
H there! I'm new to mergeable libraries, so sorry if I missed anything obvious. We have some really huge projects with mergeable libraries that started failing to build with Xcode 26 beta 3. After doing some research I managed to create a very small project where I was able to reproduce the issues. The project just contains a SwiftUI app and a framework. The framework includes just a class that is used from a SwiftUI view included in the app. Problems I found the following: Default configuration (no mergeable libraries) Everything works as expected Automatic mergeable libraries In this case I just set Create Merged Binary to Automatic. In this case: the application can be properly built and run in the simulator the SwiftUI preview stops working with the following report: == PREVIEW UPDATE ERROR: FailedToAnalyzeBuiltTargetDescription: Could not analyze the built target description for MLibTestCase to create the preview. buildableName: MLibTestCase ================================== | UnrecognizedLinkerArguments: Unrecognized linker arguments | | arguments: -no_merge_framework | Manual mergeable libraries In this case I set: Create Merged Binary to Automatic in the app target Build Mergeable Library to Yes in the library target and I get exactly the same result as above. But if in addition I set: MAKE_MERGEABLE to YES as a User-Defined setting in the library target now things gets really worse, as: linking no longer works, failing with the following error: duplicate symbol '_relinkableLibraryClassesCount' in: [...]/Build/Products/Debug-iphonesimulator/MLib.framework/MLib bundle-file duplicate symbol '_relinkableLibraryClasses' in: [...]/Build/Products/Debug-iphonesimulator/MLib.framework/MLib bundle-file ld: 2 duplicate symbols the SwiftUI preview fails, but now due to the error mentioned above: == PREVIEW UPDATE ERROR: SchemeBuildError: Failed to build the scheme “MLibTestCase” linker command failed with exit code 1 (use -v to see invocation) Conclusions, thoughts and doubts After watching the WWDC session on mergeable libraries and reading the corresponding Apple documentation I got the feeling that Xcode would automatically manage mergeable libraries in both Debug and Release configurations, doing different things, but after performing this experiment with Xcode 26 beta 3 I'm no longer convinced that this is the case. Anyway, our projects seemed to be working properly until Xcode 26 beta 2, using the last mentioned settings, this is, manual merged binary, with frameworks including the build mergeable library and MAKE_MERGEABLE settings. In addition, the symbols causing the duplication error seem to be synthesized by the linker in the case of mergeable libraries, so it's weird to get this error related with something that the linker is supposed to manage automatically. And don't forget that Unrecognized linker argument... So: Has Xcode 26 beta 3 changed the way mergeable libraries are treated and configured, or is this a bug? In case this is not a bug, are we now supposed to provide different settings for Debug and Release builds? (I could create a merged binary only in the Release configuration, but again, we didn't have to do this before this Xcode version)
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200
Jul ’25
Replacement for ToolbarItems with .bottomBar placement in iOS 26 TabView?
Prior to iOS 26, ToolbarItems with .bottomBar placement were convenient for tab-specific frequent actions. With iOS 26’s new tab layering now obscuring such ToolbarItems, it’s unclear whether .tabViewBottomAccessory is the intended replacement or if another pattern (like persistent floating buttons) is encouraged instead. What’s the recommended way to support quick, tab-specific actions under the new system? I’ve tried conditionally rendering a .tabViewBottomAccessory based on the active tab, but this causes a crash, which I’ve reported as FB18479195.
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365
Jul ’25
SwiftUI APIs for macOS app
What are the SwiftUI equivalent of NSSplitViewController.automaticallyAdjustsSafeAreaInsets NSToolbarItem.style These were introduced in the WWDC 2025 session named "Build an AppKit app with the new design". Jeff introduced only the AppKit API's while there was no mention of SwiftUI API
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Jul ’25
SwiftUI List scroll indicator stutters, does not call `onAppear` or `onDisappear` consistently in iOS 16
My team has been debugging problems with the SwiftUI List component this week. We have found that it's performance is sub-optimal on iOS 16. You can see a simple grid of images, the scroll indicator stutters when scrolling down: Now compare it to what happens when we use a ScrollView with a LazyVStack: (An error occurred while uploading my second image, but pretend you see a scroll indicator moving smoothly down the side of the screen). You can see the scroll indicator moves smoothly without issue. We also found that the ScrollView combined with a LazyVStack properly calls onDisappear, which enables us to call a cancel method on the async image loading code that we use for our individual cells in this example. Though in a previous question, it was asserted that onDisappear cannot be reliably expected to be called in a List, I do not feel that answer is correct or proper behavior. Is this a bug, or is this expected behavior on a List? This is the cell that is being rendered: struct UserGridCell: View {   let stackId: String   let user: ProfileGridCellUIModel   let userGridCellType: UserGridCellType   @State var labelFrame: CGRect = .zero       private var isOnlineAcessibilityValue: String {     return user.isOnline == true ? "" : ""   }       init(stackId: String,      user: ProfileGridCellUIModel,      userGridCellType: UserGridCellType   ) {           self.stackId = stackId     self.user = user     self.userGridCellType = userGridCellType   }   var body: some View {     GeometryReader { containerGeometry in       ZStack(alignment: .bottom) {         HStack(spacing: 4) {                       let statusAccentColor: Color = .red                                   Circle()             .frame(width: 8, height: 8)             .foregroundColor(statusAccentColor)                       Text(String(user.remoteId) ?? "")             .lineLimit(1)             .foregroundColor(.black)             .overlay(GeometryReader { textGeometry in               Text("").onAppear {                 self.labelFrame = textGeometry.frame(in: .global)               }             })         }         .frame(maxWidth: .infinity, alignment: .bottomLeading)         .padding(.leading, 8)         .padding(.trailing, 8)         .padding(.bottom, 8)       }       .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .bottom)       .contentShape(Rectangle())       .accessibilityLabel(Text(user.name ?? ""))       .accessibilityValue(isOnlineAcessibilityValue)     }     .background(       ZStack {         AsyncProfileImage(request: URLRequest(url: URL(string: "https://picsum.photos/id/\(100 + user.remoteId)/200/300")!))       }         .accessibilityHidden(true)     )     .overlay(       RoundedRectangle(cornerRadius: 4)         .stroke(.red, lineWidth: user.hasAnyUnreadMessages ? 4 : 0)     )     .cornerRadius(4)   } } This is the code that renders each cell: struct ProfileGrid: View {   public static var AspectRatio: CGFloat = 0.75   @Environment(\.horizontalSizeClass) var horizontalSizeClass   @Environment(\.redactionReasons) private var reasons   private let stacks: [ProfileGridStackUIModel]   public init(stacks: [ProfileGridStackUIModel]   ) {     self.stacks = stacks   }       var body: some View {     let columnCount: Int = 3           // If you use a list, you will get the stutter. If you use what you see below, // it will render properly.     ScrollView {       LazyVStack {         ForEach(stacks, id: \.self) { stack in           Grid(stack: stack, columns: columnCount)         }       }     }     .buttonStyle(PlainButtonStyle())     .listStyle(PlainListStyle())   }       @ViewBuilder private func Grid(stack: ProfileGridStackUIModel, columns: Int) -> some View {     let chunks = stride(from: 0, to: stack.profiles.count, by: columns).map {       Array(stack.profiles[$0..<min($0 + columns, stack.profiles.count)])     }                   ForEach(chunks, id: \.self) { chunk in       GridRow(chunk: chunk, stack: stack, columns: columns)         .listRowInsets(EdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0))     }   }       @ViewBuilder private func GridRow(chunk: [ProfileGridCellUIModel], stack: ProfileGridStackUIModel, columns: Int) -> some View {     let emptyElements = columns - chunk.count     HStack(spacing: 8) {       ForEach(chunk) { user in         UserGridCell(stackId: "id",                user: user,                userGridCellType: .grid)         .aspectRatio(ProfileGrid.AspectRatio, contentMode: .fill)       }               if emptyElements > 0 {         ForEach(0..<emptyElements, id: \.self) { _ in           Rectangle()             .foregroundColor(Color.clear)             .contentShape(Rectangle())             .frame(maxWidth: .infinity)             .aspectRatio(ProfileGrid.AspectRatio, contentMode: .fill)         }       }     }   } }
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2.2k
Jul ’25
focusable modifier does not work on Ventura
It works on Monterey, but not work on Ventura. struct ContentView: View { @FocusState private var focus: FocusableElement? @FocusedValue(\.focusedElement) var focusElement var body: some View { VStack(spacing: 30) { HStack { GroupBox { Circle() .focusable() .focused($focus, equals: .circle) .focusedValue(\.focusedElement, .circle) .frame(width: 100, height: 100) .padding() Text(focus == .circle ? "Selected" : "Not selected") } .onTapGesture { focus = .circle } GroupBox { Rectangle() .focusable() .focused($focus, equals: .rectangle) .focusedValue(\.focusedElement, .rectangle) .frame(width: 100, height: 100) .padding() Text(focus == .rectangle ? "Selected" : "Not selected") } } .onTapGesture { focus = .rectangle } Text("Focused Element: \(focusElement?.rawValue ?? "None")") } .padding() .frame(width: 500, height: 300) } } enum FocusableElement: Equatable, Hashable { case rectangle case circle } enum Selection: String, Hashable { case none case rectangle case circle } extension FocusedValues { struct FocusedElement: FocusedValueKey { typealias Value = Selection } var focusedElement: FocusedElement.Value? { get { self[FocusedElement.self] } set { self[FocusedElement.self] = newValue } } } struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() } }
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Jul ’25
.commandsRemoved() does not work for the first scene.
.commandsRemoved() does not work for the Window and WindowGroup scenes if it’s the primary group (first one). Then I tried to add new menu using the code .commands {       CommandGroup(replacing: .newItem) {           Button("New Document") {               newDocument { TestDocument() }           }           .keyboardShortcut("n") } But app crashed with error " Expected subclass override" The test app is a document-based app, with a welcome window using the new Window scene.
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1.1k
Jul ’25
Pushing a UIHostingController has delayed toolbar items and title transitions
For over five years, this persistent issue has affected all platforms, and despite submitting numerous feedback reports, my concerns have remained unaddressed. When utilizing a UIHostingController within a UINavigationController, the toolbar items and title defined in the SwiftUI view manifest with a substantial delay. This delay is particularly noticeable with the introduction of Liquid Glass, resulting in a jarring transition. Although I had nearly lost hope, the issue was resolved in iOS 26 beta 3 when the push occurs from within a UISplitViewController. However, the problem persists outside of this context. Ultimately, this issue hinders my ability to develop high-quality applications and restricts my use of SwiftUI within my UIKit project for similar purposes. I sincerely hope that this issue can be resolved, enabling me to fully rely on SwiftUI in my project. Please prioritize this matter and make the necessary changes that were already made in UISplitViewController. This feedback has all the details and a sample project. FB14000542 Before the push: During the push: A second after the push finishes:
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Jul ’25
TabView + NavigationStack + ScrollView navigationTitle bug
Hello there! I've been struggline with this thing for a two days now, and seems like it's a bug in SwiftUI. Navigation title is jumping on top of the ScrollView's content when switching tabs in TabView. Steps to reproduce: Scroll one tab to the bottom so that the large title is hidden and the floating toolbar appears. Go to another tab in the tab bar. Go back to the initial tab (it is still scrolled), and press the current tab button again to scroll to the top. The navigation title will glitch and be on top of the content. The animation fixes if you scroll again manually. Video: https://share.cleanshot.com/PFCSKMlH Code (simplified): import SwiftData import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { TabsContentView() } } } // ... struct TabsContentView: View { enum Tab { case library, profile } @State private var selectedTab: Tab = .library var body: some View { TabView(selection: $selectedTab) { NavigationStack { YourLibraryList() .navigationTitle("Your Library") } .tabItem { Label("Library", systemImage: "tray.fill") } .tag(Tab.library) NavigationStack { VStack { Spacer() Text("Profile") .font(.largeTitle) .foregroundColor(Color.theme.text) Text("Manage your account and preferences here") .font(.body) .foregroundColor(Color.theme.mutedForeground) .multilineTextAlignment(.center) .padding(.horizontal) Spacer() } .navigationTitle("Explore") } .tabItem { Label("Profile", systemImage: "person.fill") } .tag(Tab.profile) } .toolbarBackground(.ultraThinMaterial, for: .tabBar) .toolbarBackground(.visible, for: .tabBar) } } // ... struct YourLibraryList: View { var body: some View { ScrollView { VStack(spacing: 12) { ForEach(1 ... 20, id: \.self) { number in RoundedRectangle(cornerRadius: 12) .fill(Color.blue.opacity(0.1)) .stroke(Color.blue, lineWidth: 1) .frame(height: 60) .overlay( Text("\(number)") .font(.title2) .fontWeight(.semibold) .foregroundColor(.blue) ) } } .padding(.horizontal) } } }
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Jul ’25
Liquid glass: UIPageViewController inside UITabbarController adding blur effect always in iOS26
When using UIPageViewController inside a UITabBarController on iOS 26 with Liquid Glass adoption, visiting the PageViewController tab applies a blur effect to the navigation bar and tab bar even though the current child view controller of the pageView is not scrollable and does not reach behind these bars. Questions: Is this the expected behavior that the pageview's internal scroll view causes the bars to blur regardless of the page view's child content’s scrollability? If so, is there an official way to make the blur effect appear only when the pageview's current child view controller actually scrolls behind the navigation bar or tab bar, and not in static cases? Tried the same in SwiftUI using TabView and TabView with page style. Facing the same issue there as well. Sample screenshots for reference, Sample SwiftUI code, struct TabContentView: View { var body: some View { TabView { // First Tab: Paging View PagingView() .tabItem { Label("Pages", systemImage: "square.fill.on.square.fill") } // Second Tab: Normal View NavigationStack { ListView() } .tabItem { Label("Second", systemImage: "star.fill") } // Third Tab: Normal View PageView(color: .blue, text: "Page 3") .tabItem { Label("Third", systemImage: "gearshape.fill") } } .ignoresSafeArea() } } struct PagingView: View { var body: some View { TabView { PageView(color: .red, text: "Page 1") PageView(color: .green, text: "Page 2") PageView(color: .blue, text: "Page 3") } .tabViewStyle(.page) // Enables swipe paging .indexViewStyle(.page(backgroundDisplayMode: .always)) .ignoresSafeArea()// Dots indicator } }
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252
Jul ’25
Best Option for Programmatically Scrolling Long Dynamic Text
Hello! I am trying to create an iOS app that is based around a very large, vertically scrolling text view. The text is broken up into many sections, and the user should be able to press buttons in the navigation, which programmatically scroll to those sections. The user can also change the font size in a settings menu. It should generally keep the user's spot when resizing fonts or rotating the screen (from portrait to landscape). The problem I've been having is that no method of lazy text loading allows accurate enough navigation, and the text is too long to calculate the whole UI all at once. Here's my process in trying to find a solution: My app is built in SwiftUI, so I started with a ScrollView and a LazyVStack, and I used .scrollPosition() and bound it to an Int?. It worked pretty well for most scroll locations both on screen and far off the screen, but when I programmatically scroll to a location that is off the screen but not very far off, it completely misses. So, I investigated UIKit, and found that UITextView was a much better fit for the way I wanted to present the long text. I could also programmatically navigate by storing the NSRange of each section. I tried to use scrollRangeToVisible(), but for long distance it would scroll so that the desired section was just below the viewport and thus off screen. Then I tried to use UITextView's textLayoutManager.textViewportLayoutController.relocateViewport() to send it to the correct NSTextRange, it would not jump all the way, but instead would do nothing until I tried to scroll again and it would jump slightly forward. I tried to use textViewportLayoutController.layoutViewport() after the jump, and that fixed the glitch when scrolling, but it still did not jump to the correct place, only slightly forward. Then, I looked into TextKit 2 and the way it worked to try to find a solution. From what I can tell, it seems that to affect the NSTextViewportLayoutController without having to rewrite it, I need an NSTextViewportLayoutControllerDelegate, but the delegate required me to manually lay out the views, and in all the examples I've seen that use a custom NSTextViewportLayoutControllerDelegate, they wrote their own custom text view instead of using the default UITextView. I started looking into writing a custom text view so I can get the programmatic scroll to work consistently. However, it felt like, from a maintainability standpoint, it would probably be best to stick with what Apple has already implemented. For now, I found a workaround that scrolls consistently. Here is the code: if let start = self.textView.position(from: self.textView.beginningOfDocument, offset: desiredLineRange.location) { let location = textView.caretRect(for: start) self.textView.setContentOffset(CGPoint(x: 0, y: location.origin.y), animated: false) } if let start = self.textView.position(from: self.textView.beginningOfDocument, offset: desiredLineRange.location) { let location = textView.caretRect(for: start) self.textView.setContentOffset(CGPoint(x: 0, y: location.origin.y), animated: false) } It does the job, because the first time it gets close enough, and the second time it gets to the precise location, but it just feels like a bit of a hack to run the same code twice. I was wondering if anyone knows what I could be doing wrong and if Apple provides any solutions for this? (Also, all my UIKit navigation attempts ran inside an @objc func, which I passed using button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside). Just so you know in case it may be a problem with the way Swift and UIKit handle concurrency/parallel tasks). Thank you!
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255
Jul ’25
Significant scrolling lag when using .focused modifier in large LazyVStack/LazyHStack on tvOS
Summary: When using the new .focused modifier to track focus within a large LazyVStack or LazyHStack, we observe a major frame-rate drop and stuttering on Apple TV (1st and 2nd generation). Steps to Reproduce: Create a LazyVStack (or LazyHStack) displaying a substantial list of data models (e.g., 100+ GroupData items). Attach the .focused(::) modifier to each row, binding to an @FocusState variable of the same model type. Build and run on an Apple TV device or simulator. Scroll through the list using the remote. static func == (lhs: GroupData, rhs: GroupData) -> Bool { lhs.id == rhs.id } var id: String var name: String var subName: String var subGroup: [GroupData] = [] var logo: URL? } struct TestView: View { @FocusState var focusedGroup: GroupData? let groupsArr: [GroupData] var body: some View { ScrollView { LazyVStack { ForEach(groupsArr, id: \.id) { group in Button { } label: { GroupTestView(group: group) } .id(group.id) .focused($focusedGroup, equals: group) } } } } } struct GroupTestView: View { let group: GroupData var body: some View { HStack { KFImage.url(group.logo) .placeholder { Image(systemName: "photo") .opacity(0.2) .imageScale(.large) } .resizable() .scaledToFit() .frame(width: 70) VStack { Text(group.name) Text(group.subName) } } } } Expected Behavior Scrolling remains smooth (60 fps) regardless of list size. Focus updates without introducing visible lag. Observed Behavior Frame rate drops significantly when .focused is applied. Scrolling becomes visibly laggy, especially on older Apple TV hardware. Even when binding an @FocusState<String?> (storing only the id), performance improves slightly but remains suboptimal. Workarounds Tried Switched to @FocusState of type String to track only the ID of each group, this has helped but there is still a big performance decrease. Minimised view-body complexity and removed other modifiers. Verified that excluding .focused entirely restores smooth scrolling. Any guidance or suggestions would be greatly appreciated.
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Jul ’25
Unable to Drag 3D Model(Entity) in visionOS when UITextView Is in the Background
I'm running into an issue in Xcode when working on a visionOS app. Whenever I try to drag a 3D model entity in my scene, the drag gesture doesn't work if there's a UITextView (or SwiftUI TextEditor) in background of the 3D entity. It seems like the UITextView is intercepting the gesture or preventing the drag interaction from reaching the 3D content. Interestingly, when the 3D entity is placed infront of the ScrollView, the drag works as expected. Has anyone else experienced this behavior? Is this a known limitation or a bug in the current tooling? Any workarounds or fixes would be appreciated. Thanks!
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219
Jul ’25
iOS 26 beta: Section headers no longer show translucent background when pinned with .listStyle(.plain)
Hi everyone, I've noticed a significant change in the visual behavior of List section headers between iOS 18 and iOS 26 beta that I'd like to clarify. Current Behavior: iOS 18 and earlier: Section headers with .listStyle(.plain) display with a translucent material background (regular material with blur effect) when pinned to the top during scrolling iOS 26 beta: Section headers with .listStyle(.plain) appear with a transparent/clear background even when pinned to the top Sample Code: struct ContentView: View { var body: some View { NavigationStack { List(1 ..< 5) { headerIndex in Section { ForEach(1...5, id: \.self) { rowIndex in HStack { Text("Row \(rowIndex)") .frame(height: 40) .padding(.horizontal) .background(Color.blue) Spacer() Image(systemName: "chevron.right") .foregroundStyle(.secondary) .font(.title3) } } } header: { Text("Header \(headerIndex)") .frame(height: 44) } .listRowSeparator(.hidden) } .listStyle(.plain) .clipped() } } } Questions: Is this change in header background behavior for .plain list style intentional in iOS 26? If so, what's the recommended way to maintain the previous material background appearance when headers are pinned? Should this be filed as feedback if it's unintended behavior? Testing Environment: Xcode 26.0 beta 3 (17A5276g) iOS 26 beta (23A5287g) vs iOS 18.5 Tested on simulator The translucent header background when pinned was quite useful for maintaining readability over scrolling content, so I'm hoping to understand if this is the new expected behavior or if there's a way to preserve the previous appearance. Any insights would be greatly appreciated! iOS 18.5 iOS 26 Beta
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230
Jul ’25
tabBarMinimizeBehavior not working if subview has TabView with .tabViewStyle(.page)
We are using a TabView as the TabBarController in our app for main navigation. On one of the tabs we have a view that consists of a TabView with .tabViewStyle(.page) in order to scroll horizontally between pages inside of that specific tab. The .tabBarMinimizeBehavior(.onScrollDown) works on all the other TabItem views, but for this one it does not recognise any vertical scrolling in any of the pages, in order to minimize the TabBar. I believe this is a bug? If we don't wrap the views inside the TabView with .page style, we are able to get the expected behaviour using the tabBarMinimizeBehavior. Please let us know if this is going to be fixed in a future iOS 26 beta release.
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0
Boosts
3
Views
230
Activity
Jul ’25
Liquid Glass Error
Hello everyone. I'm getting an error in my code and I don't know why. Can someone explain it to me? import SwiftUI struct ContentView: View{ var body: some View{ VStack { Button {} label: { Text("Click Me") } .buttonStyle(.glass) .frame(width: 200, height: 200) } } } The error is as follows: Reference to member 'glass' cannot be resolved without a contextual type Thanks for your help
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1
Boosts
0
Views
317
Activity
Jul ’25
How to replicate Mail toolbar
The toolbar in the the Mail app uses seems to force a .soft scrollEdgeEffectStyle, however I can't seem to reproduce this. Even when putting .scrollEdgeEffectStyle(.soft, for: .top) all over my code, a NavigationSplitView seems to force a "classic" toolbar. Example, top is the mail app, bottom is my swiftUI app:
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0
Boosts
0
Views
155
Activity
Jul ’25
Huge UI difference between Simulator and Real Device
Hi everyone, I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned. Both screenshots are from the exact same screen and time. First is simulator, second is iPhone. Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings? Thanks in advance!
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1
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0
Views
283
Activity
Jul ’25
SwiftUI Search Bar and Scope Filters
Dear All, Recent updates in SwiftUI allow to add scope bars just beneath the search bar. Those are limited in space, though. How does one implement a scrollable filter as is seen in the Apple’s own Developer app?
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1
Boosts
2
Views
1.4k
Activity
Jul ’25
Swift UI の 日時表示の.timerでのコロン(:)のユニコードについて
I'm currently exploring ways to update a widget's display independently of the timeline mechanism. While researching, I came across this thread and started experimenting with the approach: https://developer.apple.com/forums/thread/720640 As part of the implementation, I'm attempting to render a 00:00-style time string using a single custom font glyph via .timer. However, I noticed that the colon character used in .timer doesn't appear to be the standard Unicode 0x003A (colon). It seems to be a different character entirely. Does anyone happen to know exactly which character this colon is? Any insights would be appreciated.
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0
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0
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69
Activity
Jul ’25
Mergeable libraries mess with Xcode 26 beta 3
H there! I'm new to mergeable libraries, so sorry if I missed anything obvious. We have some really huge projects with mergeable libraries that started failing to build with Xcode 26 beta 3. After doing some research I managed to create a very small project where I was able to reproduce the issues. The project just contains a SwiftUI app and a framework. The framework includes just a class that is used from a SwiftUI view included in the app. Problems I found the following: Default configuration (no mergeable libraries) Everything works as expected Automatic mergeable libraries In this case I just set Create Merged Binary to Automatic. In this case: the application can be properly built and run in the simulator the SwiftUI preview stops working with the following report: == PREVIEW UPDATE ERROR: FailedToAnalyzeBuiltTargetDescription: Could not analyze the built target description for MLibTestCase to create the preview. buildableName: MLibTestCase ================================== | UnrecognizedLinkerArguments: Unrecognized linker arguments | | arguments: -no_merge_framework | Manual mergeable libraries In this case I set: Create Merged Binary to Automatic in the app target Build Mergeable Library to Yes in the library target and I get exactly the same result as above. But if in addition I set: MAKE_MERGEABLE to YES as a User-Defined setting in the library target now things gets really worse, as: linking no longer works, failing with the following error: duplicate symbol '_relinkableLibraryClassesCount' in: [...]/Build/Products/Debug-iphonesimulator/MLib.framework/MLib bundle-file duplicate symbol '_relinkableLibraryClasses' in: [...]/Build/Products/Debug-iphonesimulator/MLib.framework/MLib bundle-file ld: 2 duplicate symbols the SwiftUI preview fails, but now due to the error mentioned above: == PREVIEW UPDATE ERROR: SchemeBuildError: Failed to build the scheme “MLibTestCase” linker command failed with exit code 1 (use -v to see invocation) Conclusions, thoughts and doubts After watching the WWDC session on mergeable libraries and reading the corresponding Apple documentation I got the feeling that Xcode would automatically manage mergeable libraries in both Debug and Release configurations, doing different things, but after performing this experiment with Xcode 26 beta 3 I'm no longer convinced that this is the case. Anyway, our projects seemed to be working properly until Xcode 26 beta 2, using the last mentioned settings, this is, manual merged binary, with frameworks including the build mergeable library and MAKE_MERGEABLE settings. In addition, the symbols causing the duplication error seem to be synthesized by the linker in the case of mergeable libraries, so it's weird to get this error related with something that the linker is supposed to manage automatically. And don't forget that Unrecognized linker argument... So: Has Xcode 26 beta 3 changed the way mergeable libraries are treated and configured, or is this a bug? In case this is not a bug, are we now supposed to provide different settings for Debug and Release builds? (I could create a merged binary only in the Release configuration, but again, we didn't have to do this before this Xcode version)
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200
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Jul ’25
Replacement for ToolbarItems with .bottomBar placement in iOS 26 TabView?
Prior to iOS 26, ToolbarItems with .bottomBar placement were convenient for tab-specific frequent actions. With iOS 26’s new tab layering now obscuring such ToolbarItems, it’s unclear whether .tabViewBottomAccessory is the intended replacement or if another pattern (like persistent floating buttons) is encouraged instead. What’s the recommended way to support quick, tab-specific actions under the new system? I’ve tried conditionally rendering a .tabViewBottomAccessory based on the active tab, but this causes a crash, which I’ve reported as FB18479195.
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365
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Jul ’25
SwiftUI APIs for macOS app
What are the SwiftUI equivalent of NSSplitViewController.automaticallyAdjustsSafeAreaInsets NSToolbarItem.style These were introduced in the WWDC 2025 session named "Build an AppKit app with the new design". Jeff introduced only the AppKit API's while there was no mention of SwiftUI API
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Jul ’25
SwiftUI List scroll indicator stutters, does not call `onAppear` or `onDisappear` consistently in iOS 16
My team has been debugging problems with the SwiftUI List component this week. We have found that it's performance is sub-optimal on iOS 16. You can see a simple grid of images, the scroll indicator stutters when scrolling down: Now compare it to what happens when we use a ScrollView with a LazyVStack: (An error occurred while uploading my second image, but pretend you see a scroll indicator moving smoothly down the side of the screen). You can see the scroll indicator moves smoothly without issue. We also found that the ScrollView combined with a LazyVStack properly calls onDisappear, which enables us to call a cancel method on the async image loading code that we use for our individual cells in this example. Though in a previous question, it was asserted that onDisappear cannot be reliably expected to be called in a List, I do not feel that answer is correct or proper behavior. Is this a bug, or is this expected behavior on a List? This is the cell that is being rendered: struct UserGridCell: View {   let stackId: String   let user: ProfileGridCellUIModel   let userGridCellType: UserGridCellType   @State var labelFrame: CGRect = .zero       private var isOnlineAcessibilityValue: String {     return user.isOnline == true ? "" : ""   }       init(stackId: String,      user: ProfileGridCellUIModel,      userGridCellType: UserGridCellType   ) {           self.stackId = stackId     self.user = user     self.userGridCellType = userGridCellType   }   var body: some View {     GeometryReader { containerGeometry in       ZStack(alignment: .bottom) {         HStack(spacing: 4) {                       let statusAccentColor: Color = .red                                   Circle()             .frame(width: 8, height: 8)             .foregroundColor(statusAccentColor)                       Text(String(user.remoteId) ?? "")             .lineLimit(1)             .foregroundColor(.black)             .overlay(GeometryReader { textGeometry in               Text("").onAppear {                 self.labelFrame = textGeometry.frame(in: .global)               }             })         }         .frame(maxWidth: .infinity, alignment: .bottomLeading)         .padding(.leading, 8)         .padding(.trailing, 8)         .padding(.bottom, 8)       }       .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .bottom)       .contentShape(Rectangle())       .accessibilityLabel(Text(user.name ?? ""))       .accessibilityValue(isOnlineAcessibilityValue)     }     .background(       ZStack {         AsyncProfileImage(request: URLRequest(url: URL(string: "https://picsum.photos/id/\(100 + user.remoteId)/200/300")!))       }         .accessibilityHidden(true)     )     .overlay(       RoundedRectangle(cornerRadius: 4)         .stroke(.red, lineWidth: user.hasAnyUnreadMessages ? 4 : 0)     )     .cornerRadius(4)   } } This is the code that renders each cell: struct ProfileGrid: View {   public static var AspectRatio: CGFloat = 0.75   @Environment(\.horizontalSizeClass) var horizontalSizeClass   @Environment(\.redactionReasons) private var reasons   private let stacks: [ProfileGridStackUIModel]   public init(stacks: [ProfileGridStackUIModel]   ) {     self.stacks = stacks   }       var body: some View {     let columnCount: Int = 3           // If you use a list, you will get the stutter. If you use what you see below, // it will render properly.     ScrollView {       LazyVStack {         ForEach(stacks, id: \.self) { stack in           Grid(stack: stack, columns: columnCount)         }       }     }     .buttonStyle(PlainButtonStyle())     .listStyle(PlainListStyle())   }       @ViewBuilder private func Grid(stack: ProfileGridStackUIModel, columns: Int) -> some View {     let chunks = stride(from: 0, to: stack.profiles.count, by: columns).map {       Array(stack.profiles[$0..<min($0 + columns, stack.profiles.count)])     }                   ForEach(chunks, id: \.self) { chunk in       GridRow(chunk: chunk, stack: stack, columns: columns)         .listRowInsets(EdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0))     }   }       @ViewBuilder private func GridRow(chunk: [ProfileGridCellUIModel], stack: ProfileGridStackUIModel, columns: Int) -> some View {     let emptyElements = columns - chunk.count     HStack(spacing: 8) {       ForEach(chunk) { user in         UserGridCell(stackId: "id",                user: user,                userGridCellType: .grid)         .aspectRatio(ProfileGrid.AspectRatio, contentMode: .fill)       }               if emptyElements > 0 {         ForEach(0..<emptyElements, id: \.self) { _ in           Rectangle()             .foregroundColor(Color.clear)             .contentShape(Rectangle())             .frame(maxWidth: .infinity)             .aspectRatio(ProfileGrid.AspectRatio, contentMode: .fill)         }       }     }   } }
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Jul ’25
WebKit for SwiftUI: Observations
Is the new Observations API for WebPage not available in Beta 1 as demoed in the WWDC video? I get this error even though Observation is imported.
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Jul ’25
focusable modifier does not work on Ventura
It works on Monterey, but not work on Ventura. struct ContentView: View { @FocusState private var focus: FocusableElement? @FocusedValue(\.focusedElement) var focusElement var body: some View { VStack(spacing: 30) { HStack { GroupBox { Circle() .focusable() .focused($focus, equals: .circle) .focusedValue(\.focusedElement, .circle) .frame(width: 100, height: 100) .padding() Text(focus == .circle ? "Selected" : "Not selected") } .onTapGesture { focus = .circle } GroupBox { Rectangle() .focusable() .focused($focus, equals: .rectangle) .focusedValue(\.focusedElement, .rectangle) .frame(width: 100, height: 100) .padding() Text(focus == .rectangle ? "Selected" : "Not selected") } } .onTapGesture { focus = .rectangle } Text("Focused Element: \(focusElement?.rawValue ?? "None")") } .padding() .frame(width: 500, height: 300) } } enum FocusableElement: Equatable, Hashable { case rectangle case circle } enum Selection: String, Hashable { case none case rectangle case circle } extension FocusedValues { struct FocusedElement: FocusedValueKey { typealias Value = Selection } var focusedElement: FocusedElement.Value? { get { self[FocusedElement.self] } set { self[FocusedElement.self] = newValue } } } struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() } }
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Jul ’25
.commandsRemoved() does not work for the first scene.
.commandsRemoved() does not work for the Window and WindowGroup scenes if it’s the primary group (first one). Then I tried to add new menu using the code .commands {       CommandGroup(replacing: .newItem) {           Button("New Document") {               newDocument { TestDocument() }           }           .keyboardShortcut("n") } But app crashed with error " Expected subclass override" The test app is a document-based app, with a welcome window using the new Window scene.
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Jul ’25
Pushing a UIHostingController has delayed toolbar items and title transitions
For over five years, this persistent issue has affected all platforms, and despite submitting numerous feedback reports, my concerns have remained unaddressed. When utilizing a UIHostingController within a UINavigationController, the toolbar items and title defined in the SwiftUI view manifest with a substantial delay. This delay is particularly noticeable with the introduction of Liquid Glass, resulting in a jarring transition. Although I had nearly lost hope, the issue was resolved in iOS 26 beta 3 when the push occurs from within a UISplitViewController. However, the problem persists outside of this context. Ultimately, this issue hinders my ability to develop high-quality applications and restricts my use of SwiftUI within my UIKit project for similar purposes. I sincerely hope that this issue can be resolved, enabling me to fully rely on SwiftUI in my project. Please prioritize this matter and make the necessary changes that were already made in UISplitViewController. This feedback has all the details and a sample project. FB14000542 Before the push: During the push: A second after the push finishes:
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165
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Jul ’25
TabView + NavigationStack + ScrollView navigationTitle bug
Hello there! I've been struggline with this thing for a two days now, and seems like it's a bug in SwiftUI. Navigation title is jumping on top of the ScrollView's content when switching tabs in TabView. Steps to reproduce: Scroll one tab to the bottom so that the large title is hidden and the floating toolbar appears. Go to another tab in the tab bar. Go back to the initial tab (it is still scrolled), and press the current tab button again to scroll to the top. The navigation title will glitch and be on top of the content. The animation fixes if you scroll again manually. Video: https://share.cleanshot.com/PFCSKMlH Code (simplified): import SwiftData import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { TabsContentView() } } } // ... struct TabsContentView: View { enum Tab { case library, profile } @State private var selectedTab: Tab = .library var body: some View { TabView(selection: $selectedTab) { NavigationStack { YourLibraryList() .navigationTitle("Your Library") } .tabItem { Label("Library", systemImage: "tray.fill") } .tag(Tab.library) NavigationStack { VStack { Spacer() Text("Profile") .font(.largeTitle) .foregroundColor(Color.theme.text) Text("Manage your account and preferences here") .font(.body) .foregroundColor(Color.theme.mutedForeground) .multilineTextAlignment(.center) .padding(.horizontal) Spacer() } .navigationTitle("Explore") } .tabItem { Label("Profile", systemImage: "person.fill") } .tag(Tab.profile) } .toolbarBackground(.ultraThinMaterial, for: .tabBar) .toolbarBackground(.visible, for: .tabBar) } } // ... struct YourLibraryList: View { var body: some View { ScrollView { VStack(spacing: 12) { ForEach(1 ... 20, id: \.self) { number in RoundedRectangle(cornerRadius: 12) .fill(Color.blue.opacity(0.1)) .stroke(Color.blue, lineWidth: 1) .frame(height: 60) .overlay( Text("\(number)") .font(.title2) .fontWeight(.semibold) .foregroundColor(.blue) ) } } .padding(.horizontal) } } }
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282
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Jul ’25
Liquid glass: UIPageViewController inside UITabbarController adding blur effect always in iOS26
When using UIPageViewController inside a UITabBarController on iOS 26 with Liquid Glass adoption, visiting the PageViewController tab applies a blur effect to the navigation bar and tab bar even though the current child view controller of the pageView is not scrollable and does not reach behind these bars. Questions: Is this the expected behavior that the pageview's internal scroll view causes the bars to blur regardless of the page view's child content’s scrollability? If so, is there an official way to make the blur effect appear only when the pageview's current child view controller actually scrolls behind the navigation bar or tab bar, and not in static cases? Tried the same in SwiftUI using TabView and TabView with page style. Facing the same issue there as well. Sample screenshots for reference, Sample SwiftUI code, struct TabContentView: View { var body: some View { TabView { // First Tab: Paging View PagingView() .tabItem { Label("Pages", systemImage: "square.fill.on.square.fill") } // Second Tab: Normal View NavigationStack { ListView() } .tabItem { Label("Second", systemImage: "star.fill") } // Third Tab: Normal View PageView(color: .blue, text: "Page 3") .tabItem { Label("Third", systemImage: "gearshape.fill") } } .ignoresSafeArea() } } struct PagingView: View { var body: some View { TabView { PageView(color: .red, text: "Page 1") PageView(color: .green, text: "Page 2") PageView(color: .blue, text: "Page 3") } .tabViewStyle(.page) // Enables swipe paging .indexViewStyle(.page(backgroundDisplayMode: .always)) .ignoresSafeArea()// Dots indicator } }
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252
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Jul ’25
Best Option for Programmatically Scrolling Long Dynamic Text
Hello! I am trying to create an iOS app that is based around a very large, vertically scrolling text view. The text is broken up into many sections, and the user should be able to press buttons in the navigation, which programmatically scroll to those sections. The user can also change the font size in a settings menu. It should generally keep the user's spot when resizing fonts or rotating the screen (from portrait to landscape). The problem I've been having is that no method of lazy text loading allows accurate enough navigation, and the text is too long to calculate the whole UI all at once. Here's my process in trying to find a solution: My app is built in SwiftUI, so I started with a ScrollView and a LazyVStack, and I used .scrollPosition() and bound it to an Int?. It worked pretty well for most scroll locations both on screen and far off the screen, but when I programmatically scroll to a location that is off the screen but not very far off, it completely misses. So, I investigated UIKit, and found that UITextView was a much better fit for the way I wanted to present the long text. I could also programmatically navigate by storing the NSRange of each section. I tried to use scrollRangeToVisible(), but for long distance it would scroll so that the desired section was just below the viewport and thus off screen. Then I tried to use UITextView's textLayoutManager.textViewportLayoutController.relocateViewport() to send it to the correct NSTextRange, it would not jump all the way, but instead would do nothing until I tried to scroll again and it would jump slightly forward. I tried to use textViewportLayoutController.layoutViewport() after the jump, and that fixed the glitch when scrolling, but it still did not jump to the correct place, only slightly forward. Then, I looked into TextKit 2 and the way it worked to try to find a solution. From what I can tell, it seems that to affect the NSTextViewportLayoutController without having to rewrite it, I need an NSTextViewportLayoutControllerDelegate, but the delegate required me to manually lay out the views, and in all the examples I've seen that use a custom NSTextViewportLayoutControllerDelegate, they wrote their own custom text view instead of using the default UITextView. I started looking into writing a custom text view so I can get the programmatic scroll to work consistently. However, it felt like, from a maintainability standpoint, it would probably be best to stick with what Apple has already implemented. For now, I found a workaround that scrolls consistently. Here is the code: if let start = self.textView.position(from: self.textView.beginningOfDocument, offset: desiredLineRange.location) { let location = textView.caretRect(for: start) self.textView.setContentOffset(CGPoint(x: 0, y: location.origin.y), animated: false) } if let start = self.textView.position(from: self.textView.beginningOfDocument, offset: desiredLineRange.location) { let location = textView.caretRect(for: start) self.textView.setContentOffset(CGPoint(x: 0, y: location.origin.y), animated: false) } It does the job, because the first time it gets close enough, and the second time it gets to the precise location, but it just feels like a bit of a hack to run the same code twice. I was wondering if anyone knows what I could be doing wrong and if Apple provides any solutions for this? (Also, all my UIKit navigation attempts ran inside an @objc func, which I passed using button.addTarget(self, action: #selector(buttonTapped), for: .touchUpInside). Just so you know in case it may be a problem with the way Swift and UIKit handle concurrency/parallel tasks). Thank you!
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255
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Jul ’25
Significant scrolling lag when using .focused modifier in large LazyVStack/LazyHStack on tvOS
Summary: When using the new .focused modifier to track focus within a large LazyVStack or LazyHStack, we observe a major frame-rate drop and stuttering on Apple TV (1st and 2nd generation). Steps to Reproduce: Create a LazyVStack (or LazyHStack) displaying a substantial list of data models (e.g., 100+ GroupData items). Attach the .focused(::) modifier to each row, binding to an @FocusState variable of the same model type. Build and run on an Apple TV device or simulator. Scroll through the list using the remote. static func == (lhs: GroupData, rhs: GroupData) -> Bool { lhs.id == rhs.id } var id: String var name: String var subName: String var subGroup: [GroupData] = [] var logo: URL? } struct TestView: View { @FocusState var focusedGroup: GroupData? let groupsArr: [GroupData] var body: some View { ScrollView { LazyVStack { ForEach(groupsArr, id: \.id) { group in Button { } label: { GroupTestView(group: group) } .id(group.id) .focused($focusedGroup, equals: group) } } } } } struct GroupTestView: View { let group: GroupData var body: some View { HStack { KFImage.url(group.logo) .placeholder { Image(systemName: "photo") .opacity(0.2) .imageScale(.large) } .resizable() .scaledToFit() .frame(width: 70) VStack { Text(group.name) Text(group.subName) } } } } Expected Behavior Scrolling remains smooth (60 fps) regardless of list size. Focus updates without introducing visible lag. Observed Behavior Frame rate drops significantly when .focused is applied. Scrolling becomes visibly laggy, especially on older Apple TV hardware. Even when binding an @FocusState<String?> (storing only the id), performance improves slightly but remains suboptimal. Workarounds Tried Switched to @FocusState of type String to track only the ID of each group, this has helped but there is still a big performance decrease. Minimised view-body complexity and removed other modifiers. Verified that excluding .focused entirely restores smooth scrolling. Any guidance or suggestions would be greatly appreciated.
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Jul ’25
Unable to Drag 3D Model(Entity) in visionOS when UITextView Is in the Background
I'm running into an issue in Xcode when working on a visionOS app. Whenever I try to drag a 3D model entity in my scene, the drag gesture doesn't work if there's a UITextView (or SwiftUI TextEditor) in background of the 3D entity. It seems like the UITextView is intercepting the gesture or preventing the drag interaction from reaching the 3D content. Interestingly, when the 3D entity is placed infront of the ScrollView, the drag works as expected. Has anyone else experienced this behavior? Is this a known limitation or a bug in the current tooling? Any workarounds or fixes would be appreciated. Thanks!
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219
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Jul ’25
iOS 26 beta: Section headers no longer show translucent background when pinned with .listStyle(.plain)
Hi everyone, I've noticed a significant change in the visual behavior of List section headers between iOS 18 and iOS 26 beta that I'd like to clarify. Current Behavior: iOS 18 and earlier: Section headers with .listStyle(.plain) display with a translucent material background (regular material with blur effect) when pinned to the top during scrolling iOS 26 beta: Section headers with .listStyle(.plain) appear with a transparent/clear background even when pinned to the top Sample Code: struct ContentView: View { var body: some View { NavigationStack { List(1 ..< 5) { headerIndex in Section { ForEach(1...5, id: \.self) { rowIndex in HStack { Text("Row \(rowIndex)") .frame(height: 40) .padding(.horizontal) .background(Color.blue) Spacer() Image(systemName: "chevron.right") .foregroundStyle(.secondary) .font(.title3) } } } header: { Text("Header \(headerIndex)") .frame(height: 44) } .listRowSeparator(.hidden) } .listStyle(.plain) .clipped() } } } Questions: Is this change in header background behavior for .plain list style intentional in iOS 26? If so, what's the recommended way to maintain the previous material background appearance when headers are pinned? Should this be filed as feedback if it's unintended behavior? Testing Environment: Xcode 26.0 beta 3 (17A5276g) iOS 26 beta (23A5287g) vs iOS 18.5 Tested on simulator The translucent header background when pinned was quite useful for maintaining readability over scrolling content, so I'm hoping to understand if this is the new expected behavior or if there's a way to preserve the previous appearance. Any insights would be greatly appreciated! iOS 18.5 iOS 26 Beta
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Jul ’25