In reference to this webpage, I'm turning my iPad to an iBeacon device.
class BeaconViewModel: NSObject, ObservableObject, CBPeripheralManagerDelegate {
private var peripheralManager: CBPeripheralManager?
private var beaconRegion: CLBeaconRegion?
private var beaconIdentityConstraint: CLBeaconIdentityConstraint?
//private var beaconCondition: CLBeaconIdentityCondition?
override init() {
super.init()
if let uuid = UUID(uuidString: "abc") {
beaconIdentityConstraint = CLBeaconIdentityConstraint(uuid: uuid, major: 123, minor: 456)
beaconRegion = CLBeaconRegion(beaconIdentityConstraint: beaconIdentityConstraint!, identifier: "com.example.myDeviceRegion")
peripheralManager = CBPeripheralManager(delegate: self, queue: nil, options: nil)
}
}
func peripheralManagerDidUpdateState(_ peripheral: CBPeripheralManager) {
switch peripheral.state {
case .poweredOn:
startAdvertise()
case .poweredOff:
peripheralManager?.stopAdvertising()
default:
break
}
}
func startAdvertise() {
guard let beaconRegion = beaconRegion else { return }
let peripheralData = beaconRegion.peripheralData(withMeasuredPower: nil)
peripheralManager?.startAdvertising(((peripheralData as NSDictionary) as! [String: Any]))
}
func stopAdvertise() {
peripheralManager?.stopAdvertising()
}
}
In Line 10, I'm using CLBeaconidentityConstraint to constrain the beacon. Xcode says that this class is deprecated and suggests that we use CLBeaconIdentityCondition. But if I try to use it, Xcode says
Cannot find type 'CLBeaconIdentityCondition' in scope
I've just updated Xcode to 16.4. I still get the same error. So how do we use CLBeaconIdentityCondition to constrain the beacon? My macOS version is Sequoia 15.5. Thanks.
SwiftUI
RSS for tagProvide views, controls, and layout structures for declaring your app's user interface using SwiftUI.
Posts under SwiftUI tag
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Hi there,
I’m developing a watchOS app using SwiftUI, and I want to allow users to interact with the map using the panning gesture and also drop waypoints by long pressing anywhere on the map—just like in the built-in Apple Maps app on watchOS, where a long press drops a pin and panning still works seamlessly.
However, with SwiftUI’s Map, any attempt to attach a gesture other than .onTapGesture (such as LongPressGesture or DragGesture) seems to block the built-in map interactions, making panning impossible.
Is there a supported approach to detect long press gestures anywhere on the map while still allowing all standard map interactions (as seen in Apple Maps on watchOS)? Or is this something only possible with private APIs or internal access?
Any guidance or best practices would be greatly appreciated!
Thank you!
Hello!
We encountered a very intermittent crash with our application starting with devices running iOS 18.4. We have a screen that can display a long list of products in 2 states (expanded or collapsed) based off of a boolean if the user has interacted with that product yet.
With this list, we very intermittently encounter a crash when we
scroll like crazy up and down the list
search the list quickly (search is performed each character change and list is filtered)
Our project has iOS 17.0 as a minimum deployment target, and is Swift 6 enabled. Again, this started happening only with iOS 18.4, and is still visible (handful of occurrences each week).
The crash report seems to be very internal to SwiftUI/Obj-c runtime.
5895AC17-6886-4070-BC80-8912E8394BDB.crash
Any insights would be greatly appreciated!
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue.
Have a TabView and each tab has a RealityView.
Have a root view and detail view connected via a push navigation, both root and detail have a RealityView.
In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great.
Is this a known simulator issue or I did something bad?
Hello, I'm working on an SwiftUI iOS app that shows a list of timers. When the timer is up then I pop up an alert struct. The user hits "ok" to dismiss the alert. I am trying to include an alarm sound using AVFoundation. I can get the sounds to play if I change the code to play when a button clicks so I believe I have the url path correct. But I really want it to play during the alert pop up. I have not been able to find examples where this is done using an alert so I suspect I need a custom view but thought I'd try the alert route first. Anyone try this before?
@State var audioPlayer: AVAudioPlayer?
.alert(isPresented: $showAlarmAlert) {
playSound() -- Calls AVFoundation
return Alert(title: Text("Time's Up!"))
}
func playSound() {
let alertSoundPath = Bundle.main.url(forResource: "classicAlarm", withExtension: "mp3")!
do {
audioPlayer = try AVAudioPlayer(contentsOf: alertSoundPath)
audioPlayer?.play()
}
catch {
appData.logger.debug("Error playing sound: \(alertSoundPath)")
}
}
Hey there! I'd love to know if theres a way where you can animate items between ZStack and VStacks? Just like the native iOS notifications on the Lockscreen stack at the bottom and if tapped, they convert from a Stack to a List - I have a list with items, displayed in a VStack, and I make the list collapsable when swiping down, where the items stack behind eachother with a progresisve reduction in opacity & scale, but I havent figured out a way to animate the items between the list and the stack - where you can visually see items starting to overlap and stack ontop of eachother when collapsing the list.
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit.
Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally.
Can anyone please add some suggestions to fix this.
My app works perfectly the first time it is used but when returning to the start after playing the game and playing another it does some random things.
I figure it is because the app still retains the previous game in it’s memory allocation?
My question is, what is the best way programmatically to have an app start fresh and not have to quit it and open it again?
I'm using the SwiftUI view SubscriptionStoreView (https://developer.apple.com/documentation/storekit/subscriptionstoreview/) with a subscription group that has 2 subscriptions. I set up a free trial offer in App Store Connect (https://developer.apple.com/help/app-store-connect/manage-subscriptions/set-up-introductory-offers-for-auto-renewable-subscriptions/). The storekit file in Xcode is synced with the App Store.
In debug build, this works and appears correctly, showing the free trial offer:
But in release build, the free trial offer is not shown:
The code is very simple:
SubscriptionStoreView(productIDs: [
"[PRODUCT ID FOR ANNUAL SUBSCRIPTION]",
"[PRODUCT ID FOR BIMONTHLY SUBSCRIPTION]"
])
Does anyone have a solution? Thank you.
(Xcode 16.3, macOS 15.5, iOS 18.5)
I have screen in my app that can represented by following layout, I would like this screen to be possible to navigate with full keyboard access but there is unexpected behavior:
Path:
Tap "Tab" on keyboard -> whole scrollview is targeted and inside the first button1 is selected.
Arrow down -> selection changes to button3
Arrow up -> selection changes back to button1
So button2 is always skipped, there is no way to navigate to it by arrows left/right.
Using Tab+F and searching "button2", button2 is correctly selected, so it's selectable but for some reason not findable by going through elements.
Putting empty text in Text views cause buttons to be vertically aligned and then everything works correctly but it is not an option.
public struct BugReportView: View {
public var body: some View {
ScrollView {
VStack(spacing: .zero) {
Button("button1", action: { })
HStack {
Text("some text")
Text("some text2")
Button("button2", action: { })
}
Button("button3", action: { })
}
}
}
}
I have an ongoing activity in progress.
Think of:
a delivery in progress
house internet reboot in progress
some water / electricity / internet / tv outage.
(food) order processing
I want to show a persistent toast message above the tab bar, across all tabs and screens across the app. It could take 15 minutes until the activity is finished.
Obviously there's a challenge of:
accessibility
content overlaying with each other
extra engineering effort.
What we've thought of doing is:
Option1: show a toast message, but when a modal is presented then it presents on top of the toast message. The toast message no longer updates itself. Once the modal is finished, then the toast message re-appears and continues to update.
Option2: keep the toast message across all tabs and modals and work through the challenges mentioned
Question:
What are some other design approaches that could be taken to persist an ongoing activity (much like 'Live Activity', but just across the app when it's in foreground) or what are some design reasons that the two options considered are bad?
Hey folks
I'm trying to use .onDrop() on a view that needs to accept files. This works fine, I specify a supportedContentTypes of [.fileURL] and it works great.
I got a request to add support for dragging the macOS screenshot previews into my app and when I looked at it, they aren't available as a URL, only an image, so I changed my array to [.fileURL, .image].
As soon as I did that, I noticed that dragging any image file, even from Finder, calls my onDrop() closure with an NSItemProvider that only knows how to give me an image, with no suggestedName.
Am I missing something here? I had been under the impression that:
The order of my supportedContentTypes indicates which types I prefer (although I now can't find this documented anywhere)
Where an item could potentially vend multiple UTTypes, the resulting NSItemProvider would offer up the union of types that both it, and I, support.
If it helps, I put together a little test app which lets you select which UTTypes are in supportedContentTypes and then when a file is dragged onto it, it'll tell you which content types are available - as far as I can tell, it's only ever one, and macOS strongly prefers to send me an image vs a URL.
Is there anything I can do to convince it otherwise?
So I'm dealing with a really obtuse crash that appears to be a stack overflow in an internal SwiftUI code path creating a Color.Resolved. I haven't found anyone one else with this issue online, and I cannot get it to reproduce on my own device. Interestingly enough, it is only happening on 1 device in the field (according to XCode crash logs).
Here are some lines from the crashed thread. You can see that my code is never called, and it appears to be starting in some Array equality check checking the equality of colors (which I can't think of anywhere in my app I am doing anyway).
You can see from this trace here that it appears to be a recursive call through Color.Resolved and NSColor.withColorAppearance. I don't have any idea how to solve this, but it keeps happening with at least one in-the-field device across multiple app updates.
So my whole app is open source on github at https://github.com/msdrigg/roam, but I don't even use NSColor explicitly anywhere except for here which doesn't match the stack trace.
I also tried changing the accent color of the app with defaults write com.msdrigg.roam AppleAccentColor -integer 1 to see if that somehow caused the crash, but my app opened up totally fine (and respected the change). Besides this, the only places I think I could be using dynamic colors is I when define an AccentColor and a WidgetBackground color for my app using xcassets, and then I use these colors from SwiftUI. In most of my app I stick to the system colors (Color.gray and such).
Thread 0 Crashed:
0 libsystem_pthread.dylib 0x000000018601213c ___chkstk_darwin + 60
1 CoreFoundation 0x0000000186108434 -[NSArray isEqualToArray:] + 52 (NSArray.m:454)
2 AppKit 0x000000018a21fcd4 -[NSCoreUICatalogColor resolvedCUINamedColorForAppearance:] + 164 (NSColor.m:5057)
3 AppKit 0x0000000189c32cd4 -[NSCoreUICatalogColor resolvedColor] + 48 (NSColor.m:5148)
4 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410)
5 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149)
6 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14)
7 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0)
8 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156)
9 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0)
10 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12)
11 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0)
12 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408)
13 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142)
14 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151)
15 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288)
16 SwiftUICore 0x0000000222435e30 Color.resolve(in:) + 72 (Color.swift:87)
17 SwiftUI 0x00000001b53b1c88 closure #1 in NSColor.init(_:) + 196 (AppKitColorConversions.swift:124)
18 SwiftUI 0x00000001b4542714 thunk for @escaping @callee_guaranteed (@guaranteed NSAppearance) -> (@owned NSColor) + 56 (<compiler-generated>:0)
19 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410)
//// ... Repeating for 500 lines
500 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149)
501 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14)
502 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0)
503 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156)
504 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0)
505 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12)
506 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0)
507 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408)
508 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142)
509 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151)
510 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288)
full-log.crash
Description
I've encountered an issue with NavigationSplitView on visionOS when using a refreshable ScrollView or List in the detail view.
The Problem:
When implementing pull-to-refresh in the detail view of a NavigationSplitView, the ProgressView disappears and generates this warning:
Trying to convert coordinates between views that are in different UIWindows, which isn't supported. Use convertPoint:fromCoordinateSpace: instead.
I discovered that if the detail view includes a .navigationTitle(), the ProgressView remains visible and works correctly!
Below is a minimal reproducible example showing this behavior. When you run this code, you'll notice:
The sidebar refreshable works fine
The detail refreshable works only when .navigationTitle("Something") is present
Remove the navigationTitle and the detail view's refresh indicator disappears
minimal Demo
import SwiftUI
struct MinimalRefreshableDemo: View {
@State private var items = ["Item 1", "Item 2", "Item 3"]
@State private var detailItems = ["Detail 1", "Detail 2", "Detail 3"]
@State private var selectedItem: String? = "Item 1"
var body: some View {
NavigationSplitView {
List(items, id: \.self, selection: $selectedItem) { item in
Text(item)
}
.refreshable {
items = ["Item 1", "Item 2", "Item 3"]
}
.navigationTitle("Chat")
} detail: {
List {
ForEach(detailItems, id: \.self) { item in
Text(item)
.frame(height: 100)
.frame(maxWidth: .infinity)
}
}
.refreshable {
detailItems = ["Detail 1", "Detail 2", "Detail 3"]
}
.navigationTitle("Something")
}
}
}
#Preview {
MinimalRefreshableDemo()
}
Is this expected behavior? Has anyone else encountered this issue or found a solution that doesn't require adding a navigation title?
I am working with a simple SwiftUI List and I want to enable functionality that allows files and images to be dropped onto the List from outside the app. There is an onInsert modifier with List that allows for this, but I found that it works on macOS, but not when running the same view on iOS.
I have sample code that I can't seem to post on this forum because it keeps giving me a validation error about "This post contains sensitive language". Maybe this will work:
Code to reproduce issue
Is there anything I can do to make this work on iOS?
The following runtime warning is emitted by Xcode when using the manageSubscriptionsSheet with an ObservableObject:
\ContentViewModel.isPresented is isolated to the main actor. Accessing it via Binding from a different actor will cause undefined behaviors, and potential data races; This warning will become a runtime crash in a future version of SwiftUI.
Publishing changes from background threads is not allowed; make sure to publish values from the main thread (via operators like receive(on:)) on model updates.
This minimal sample project reproduces the issue:
class ContentViewModel: ObservableObject {
@Published var isPresented = false
func didTapButton() { self.isPresented = true }
}
struct ContentView: View {
@ObservedObject var viewModel: ContentViewModel
var body: some View {
Button("Tap me") { self.viewModel.didTapButton() }
.manageSubscriptionsSheet(isPresented: self.$viewModel.isPresented)
}
}
Reproduced on:
Xcode 16.2
Xcode 16.3 beta
both with a simulator and a real device.
This doesn't happen when using @Observable.
Project structure is:
App target + widget extension + widget intent extension
All share a common appgroup group.com.x.y and all file handling is done using
FileManager.default.containerURL(forSecurityApplicationGroupIdentifier: "group.com.x.y")
so that only the shared container is used.
Using the Main app target, a font "Chewy-Regular.ttf" is downloaded and saved to the shared AppGroup container.
Font can now be loaded via
CTFontManagerRegisterFontsForURL
and displayed in a Main App Text view
Text("Testing...").font(Font.custom("Chewy-Regular", size: 20))
Now add a Widgetkit widget instance that uses this font.
In 'getTimeLine() and getSnapShot() of IntentTimelineProvider we load the font again via CTFontManagerRegisterFontsForURL (this needs to happen again probably because widget runs in a separate process from the main app?).
On simulator, the widget will show the correct font.
BUT
On iPhone7 real device, the widget will show the 'redacted placeholder view'. It seems that something is crashing.
I see in the device console :
error 14:39:07.567120-0800 chronod No configuration found for configured widget identifier: D9BF75EE-4A04-441A-8C85-1507F7ECE379
fault 14:39:07.625600-0800 widgetxExtension -[EXSwiftUI_Subsystem beginUsing:withBundle:] unexpectedly called multiple times.
error 14:39:07.672733-0800 chronod Encountered an error reading the view archive for &lt;private&gt;; error: &lt;private&gt;
error 14:39:07.672799-0800 chronod [co.appevolve.onewidget.widgetx:widgetx:small:1536744920620481560@148.0/148.0/20.2] reload: could not decode view
error 14:39:07.674984-0800 kernel Sandbox: chronod(2128) deny(1) file-read-metadata /private/var/mobile/Containers/Shared/AppGroup/9B524570-1765-4C24-9E0C-15BC3982F0DC/downloadedFonts/Chewy/Chewy-Regular.ttf
error 14:39:07.675762-0800 kernel Sandbox: chronod(2128) deny(1) file-read-data /private/var/mobile/Containers/Shared/AppGroup/9B524570-1765-4C24-9E0C-15BC3982F0DC/downloadedFonts/Chewy/Chewy-Regular.ttf
error 14:39:07.708914-0800 chronod [u 8D2C83B3-A6CB-432E-A9D4-9BC8F7056B10:m (null)] [&lt;private&gt;(&lt;private&gt;)] Connection to plugin invalidated while in use.
fault 14:39:07.710284-0800 widgetxExtension -[EXSwiftUI_Subsystem beginUsing:withBundle:] unexpectedly called multiple times.
error 14:39:07.803468-0800 chronod Encountered an error reading the view archive for &lt;private&gt;; error: &lt;private&gt;
It seems that it's a permission issue, and the textview can't access the font file it needs when the widget is rendering.
Notes:
1) Font is definitely registered because I can see them in
for fontFamily in UIFont.familyNames {
for fontName in UIFont.fontNames(forFamilyName: fontFamily) {
print(fontName)
&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;...
in both the Main App target and the Widget Extension target
2) If I make make the font part of the app bundle and add to 'Fonts provided by application' , the are loaded absolutely fine in the Main App and the Widget on simulator and iPhone 7 real device.
3) I do see this error sometimes in the Widget extension target log, don't know if it's related.
widgetxExtension[1385:254599] [User Defaults] Couldn't read values in CFPrefsPlistSource&lt;0x28375b880&gt; (Domain: group.co.appevolve.onewidget, User: kCFPreferencesAnyUser, ByHost: Yes, Container: (null), Contents Need Refresh: Yes): Using kCFPreferencesAnyUser with a container is only allowed for System Containers, detaching from cfprefsd
4) I suspected something to do with app groups, so I tried to copy the font into the Widget Extension container and load from there, but had the same result.
Please help! Thank you.
Topic:
App & System Services
SubTopic:
Widgets & Live Activities
Tags:
iOS
WidgetKit
Typography
SwiftUI
I'm running into a crash when trying to delete an item from a list that's loaded using SwiftData. The app works fine when selecting or displaying the data, but the moment I confirm a deletion, it crashes with this error:
SwiftData/ModelSnapshot.swift:46: Fatal error: A ModelSnapshot must be initialized with a known-keys dictionary
This happens right after I delete an item from the list using modelContext.delete(). I’ve double-checked that the item exists and is valid, and I'm not sure what I'm doing wrong. The data is loaded using @Query and everything seems normal until deletion.
For further information, I have tried this on a new IOS project where I have one super Model class with a cascading relationship on a child class. When trying to delete the parent class while connected to one or more children, it still gives me the error.
The same thing is happening with my original project. Class A has a relationship (cascading) with Class B. Attempting to delete Class A while there are relationships with Class B throws this error.
If anyone has experienced this or knows what causes it, please let me know. I’m not even sure where to start debugging this one.
Thanks in advance!
I have an app that uses RealityKit and ARKit, which includes some capturing features (to capture and image with added Entities). I have a navigationLink that allows the user to see the gallery of the images he has taken.
When launching the App, the rotation animation of the ARView happens smoothly, the navigationBar transitions from one orientation to another with the ARView keeping it's orientation.
However, when I go to the galeryView to see the images and go back to the root view where the ARView is, the rotation animation of the ARView changed:
When transitioning from one orientation to another, the ARView is flipped by 90° before transitioning to the new orientation.
The issue is shown in this gif (https://i.stack.imgur.com/IOvCx.gif)
Any idea why this happens and how I could resolve it without locking the App's orientation changes?
Thanks!
Hello,
In the recent update i installed of Mac and Xcode. After working out the initial problem of Simulator runtimes not found, I created a new project with new problem where When i switch to a different file, or Hide and Show Canvas again it just resets to its size (approx. 50%) of Editor. The current solution is to Pin it and it stays there with right size (No matter which file - with any extension - to switch from or to then).
I tried deleting Derived Data folder, Rebooting Mac, Reintsalled Xcode (When Simulator Runtime not found problem) but the problem is there.
I also tried trait property but fixedLayout do not work with iOS.