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Shouldn't SwiftUI only re-renders if var is used on view?
Why is the SwiftUI re-render the UI event if the view does not use the counter like in the example bellow...shouldn't SwiftUI framework be smart enough to detect that?? import SwiftUI class ViewModel: ObservableObject { @Published var counter: Int = 0 // Not used in the view's body @Published var displayText: String = "Hello" // Used in the view's body } struct ContentView: View { @StateObject private var viewModel = ViewModel() var body: some View { VStack { Text(viewModel.displayText) // Depends on displayText } .onChange(of: viewModel.counter) { newValue in print("Counter changed to: \(newValue)") } } } Is there any solution more elegant without using Publishers??
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212
Jun ’25
CGContext PDF/A intents
let dic : [AnyHashable:Any] = [ kCGPDFXRegistryName: "http://www.color.org" as CFString, kCGPDFXOutputConditionIdentifier: "FOGRA43" as CFString, kCGPDFContextOutputIntent: "GTS_PDFX" as CFString, kCGPDFXOutputIntentSubtype: "GTS_PDFX" as CFString, kCGPDFContextCreateLinearizedPDF: "" as CFString, kCGPDFContextCreatePDFA: "" as CFString, kCGPDFContextAuthor: "Placeholder" as CFString, kCGPDFContextCreator: "Placeholder" as CFString ] Hello, Now I would like to export my PDF's as PDF/A. In my opinion, there is also the right option for this under Core Graphics. Unfortunately, the documentation does not show what is 'kCGPDFContextCreatePDFA' or 'kCGPDFContextLinearizedPDF' for a stringvalue is required. What I have already tried: GTS_PDFA1 , PDF/A-1, true as CFString. (Above my CFDictionary. ...Author e.g are working perfectly.) In the Finder you can see these two options, which I would also like to implement in my app. Thank you in advance!
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231
Jun ’25
iBeacon with CLMonitor Slow
The other day I was playing with iBeacon and found out that CLBeaconIdentityConstraint will be deprecated after iOS 18.5. So I've written code with BeaconIdentityCondition in reference to this Apple's sample project. import Foundation import CoreLocation let monitorName = "BeaconMonitor" @MainActor public class BeaconViewModel: ObservableObject { private let manager: CLLocationManager static let shared = BeaconViewModel() public var monitor: CLMonitor? @Published var UIRows: [String: [CLMonitor.Event]] = [:] init() { self.manager = CLLocationManager() self.manager.requestWhenInUseAuthorization() } func startMonitoringConditions() { Task { print("Set up monitor") monitor = await CLMonitor(monitorName) await monitor!.add(getBeaconIdentityCondition(), identifier: "TestBeacon") for identifier in await monitor!.identifiers { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } for try await event in await monitor!.events { guard let lastEvent = await monitor!.record(for: event.identifier)?.lastEvent else { continue } if event.state == lastEvent.state { continue } UIRows[event.identifier] = [event] UIRows[event.identifier]?.append(lastEvent) } } } func updateRecords() async { UIRows = [:] for identifier in await monitor?.identifiers ?? [] { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } } func getBeaconIdentityCondition() -> CLMonitor.BeaconIdentityCondition { CLMonitor.BeaconIdentityCondition(uuid: UUID(uuidString: "abc")!, major: 123, minor: 789) } } It works except that my sample app can take as long as 90 seconds to see event changes. You would get an instant update with an fashion (CLBeacon and CLBeaconIdentityConstraint). Is there anything that I can do to see changes faster? Thanks.
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126
Jun ’25
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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136
Jun ’25
Issue with Animations Blocking Taps in UIView Toasts (SwiftUI + Separate UIWindow)
Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue I ran into an unexpected issue when presenting a UIView-based toast inside a separate UIWindow in a SwiftUI app. Specifically, when animations are applied to the toast view (UIToastView), the tap gesture no longer works. To help identify the root cause, I created a minimal reproducible example (MRE) with under 500 lines of code, demonstrating the behavior: Demo GIF: Screen Recording Code Repo: ToastDemo What I Tried: Using a separate UIWindow to present the toast overlay. Adding a tap gesture directly to the UIView. Referencing related solutions: A Blog Post explaining UIWindow usage in SwiftUI - https://www.fivestars.blog/articles/swiftui-windows (Sorry, Apple Dev Forum will not allow a link to this) A Stack Overflow thread on handling touch events in multiple windows. Problem Summary: When animations are involved (fade in, slide up), taps on the toast are not recognized. Without animations, taps work as expected. UIWindow setup seems correct, so I’m wondering if animation effects are interfering with event propagation. I could potentially work around this by restructuring the touch handling, but I'd love insight from the community on why this happens, or if there’s a cleaner fix. Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue
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Jun ’25
Fatal error: Duplicate keys of type 'AnyHashable2' were found in a Dictionary.
I have encountered the following error and reduced my code to the minimum necessary to reliably reproduce this error. Fatal error: Duplicate keys of type 'AnyHashable2' were found in a >Dictionary. This usually means either that the type violates Hashable's >requirements, or that members of such a dictionary were mutated after insertion. It occurs when instances of a swiftdata model are inserted (the error occurs reliably when inserting five or more instances. Fewer insertions seems to make the error either more rare or go away entirely) and a Picker with .menu pickerStyle is present. Any of the following changes prevents the error from occuring: adding id = UUID() to the Item class removing .tag(item) in the picker content using any pickerStyle other than .menu using an observable class instead of a swiftdata class I would greatly appreciate if anyone knows what exactly is going on here. Tested using XCode Version 16.4 (16F6), iPhone 16 Pro iOS 18.5 Simulator and iPhone 15 Pro iOS 18.5 real device. import SwiftUI import SwiftData @Model class Item { var name: String init(name: String) { self.name = name } } struct DuplicateKeysErrorView: View { @Environment(\.modelContext) private var modelContext @Query(sort: \Item.name) private var items: [Item] @State var selection: Item? = nil var body: some View { List { Picker("Picker", selection: $selection) { Text("Nil").tag(nil as Item?) ForEach(items) { item in Text(item.name).tag(item) } } .pickerStyle(.menu) Button("Add 5 items") { modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) } } .onAppear { try! modelContext.delete(model: Item.self) } } } #Preview { DuplicateKeysErrorView() .modelContainer(for: Item.self) }
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Jun ’25
Constraining Beacon with CLBeaconIdentityCondition
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.
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Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
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!
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178
Jun ’25
SwiftUI internal crash when interacting with long list quickly
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!
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Jun ’25
iOS Simulator can only render 1 RealityView
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?
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Jun ’25
Alert structure and playing sound
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)") } }
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Jun ’25
Animating items between a VStack and a ZStack?
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.
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161
May ’25
Live activity widget not updated locally after server update
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.
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May ’25
Clearing an app’s memory, data etc.
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?
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May ’25
SubscriptionStoreView not showing free trial offer in release build
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)
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May ’25
SwiftUI Full keyboard access doesn't navigate through every button on screen
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: { }) } } } }
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May ’25
Design Challenges with persistent toast message
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?
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May ’25
onDrop() modifier with multiple UTTypes giving the least helpful one?
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?
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May ’25
Shouldn't SwiftUI only re-renders if var is used on view?
Why is the SwiftUI re-render the UI event if the view does not use the counter like in the example bellow...shouldn't SwiftUI framework be smart enough to detect that?? import SwiftUI class ViewModel: ObservableObject { @Published var counter: Int = 0 // Not used in the view's body @Published var displayText: String = "Hello" // Used in the view's body } struct ContentView: View { @StateObject private var viewModel = ViewModel() var body: some View { VStack { Text(viewModel.displayText) // Depends on displayText } .onChange(of: viewModel.counter) { newValue in print("Counter changed to: \(newValue)") } } } Is there any solution more elegant without using Publishers??
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2
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212
Activity
Jun ’25
CGContext PDF/A intents
let dic : [AnyHashable:Any] = [ kCGPDFXRegistryName: "http://www.color.org" as CFString, kCGPDFXOutputConditionIdentifier: "FOGRA43" as CFString, kCGPDFContextOutputIntent: "GTS_PDFX" as CFString, kCGPDFXOutputIntentSubtype: "GTS_PDFX" as CFString, kCGPDFContextCreateLinearizedPDF: "" as CFString, kCGPDFContextCreatePDFA: "" as CFString, kCGPDFContextAuthor: "Placeholder" as CFString, kCGPDFContextCreator: "Placeholder" as CFString ] Hello, Now I would like to export my PDF's as PDF/A. In my opinion, there is also the right option for this under Core Graphics. Unfortunately, the documentation does not show what is 'kCGPDFContextCreatePDFA' or 'kCGPDFContextLinearizedPDF' for a stringvalue is required. What I have already tried: GTS_PDFA1 , PDF/A-1, true as CFString. (Above my CFDictionary. ...Author e.g are working perfectly.) In the Finder you can see these two options, which I would also like to implement in my app. Thank you in advance!
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1
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0
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231
Activity
Jun ’25
iBeacon with CLMonitor Slow
The other day I was playing with iBeacon and found out that CLBeaconIdentityConstraint will be deprecated after iOS 18.5. So I've written code with BeaconIdentityCondition in reference to this Apple's sample project. import Foundation import CoreLocation let monitorName = "BeaconMonitor" @MainActor public class BeaconViewModel: ObservableObject { private let manager: CLLocationManager static let shared = BeaconViewModel() public var monitor: CLMonitor? @Published var UIRows: [String: [CLMonitor.Event]] = [:] init() { self.manager = CLLocationManager() self.manager.requestWhenInUseAuthorization() } func startMonitoringConditions() { Task { print("Set up monitor") monitor = await CLMonitor(monitorName) await monitor!.add(getBeaconIdentityCondition(), identifier: "TestBeacon") for identifier in await monitor!.identifiers { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } for try await event in await monitor!.events { guard let lastEvent = await monitor!.record(for: event.identifier)?.lastEvent else { continue } if event.state == lastEvent.state { continue } UIRows[event.identifier] = [event] UIRows[event.identifier]?.append(lastEvent) } } } func updateRecords() async { UIRows = [:] for identifier in await monitor?.identifiers ?? [] { guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue } UIRows[identifier] = [lastEvent] } } func getBeaconIdentityCondition() -> CLMonitor.BeaconIdentityCondition { CLMonitor.BeaconIdentityCondition(uuid: UUID(uuidString: "abc")!, major: 123, minor: 789) } } It works except that my sample app can take as long as 90 seconds to see event changes. You would get an instant update with an fashion (CLBeacon and CLBeaconIdentityConstraint). Is there anything that I can do to see changes faster? Thanks.
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1
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126
Activity
Jun ’25
Grid right to left
Hi, I’d like to display items in a grid from right to left. Like the image: Is this possible with a grid? What would be the best approach in terms of performance?
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1
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0
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100
Activity
Jun ’25
RealityKit/ARKit Memory Not Fully Released After AR Session Cleanup
Hi, I'm developing a SwiftUI app using RealityKit and ARKit for an AR measuring feature. I’ve noticed that after navigating away from my AR view and performing extensive cleanup (including removing all anchors/entities, pausing the ARSession, and nil-ing out all references), memory usage remains elevated and sometimes grows with repeated AR sessions. Each time I enter and exit the AR view, memory increases The memory does not return to the baseline after cleanup, even though all custom objects are deallocated. Are there best practices beyond what I’ve described to ensure all ARKit/RealityKit resources are released after an AR session?
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0
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136
Activity
Jun ’25
Issue with Animations Blocking Taps in UIView Toasts (SwiftUI + Separate UIWindow)
Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue I ran into an unexpected issue when presenting a UIView-based toast inside a separate UIWindow in a SwiftUI app. Specifically, when animations are applied to the toast view (UIToastView), the tap gesture no longer works. To help identify the root cause, I created a minimal reproducible example (MRE) with under 500 lines of code, demonstrating the behavior: Demo GIF: Screen Recording Code Repo: ToastDemo What I Tried: Using a separate UIWindow to present the toast overlay. Adding a tap gesture directly to the UIView. Referencing related solutions: A Blog Post explaining UIWindow usage in SwiftUI - https://www.fivestars.blog/articles/swiftui-windows (Sorry, Apple Dev Forum will not allow a link to this) A Stack Overflow thread on handling touch events in multiple windows. Problem Summary: When animations are involved (fade in, slide up), taps on the toast are not recognized. Without animations, taps work as expected. UIWindow setup seems correct, so I’m wondering if animation effects are interfering with event propagation. I could potentially work around this by restructuring the touch handling, but I'd love insight from the community on why this happens, or if there’s a cleaner fix. Edit: Well this is embarassing. It looks like I didn't research this thoroughly enough, animations block UIVIew tap events. I found a solution by using DispatchQueue
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2
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134
Activity
Jun ’25
Fatal error: Duplicate keys of type 'AnyHashable2' were found in a Dictionary.
I have encountered the following error and reduced my code to the minimum necessary to reliably reproduce this error. Fatal error: Duplicate keys of type 'AnyHashable2' were found in a >Dictionary. This usually means either that the type violates Hashable's >requirements, or that members of such a dictionary were mutated after insertion. It occurs when instances of a swiftdata model are inserted (the error occurs reliably when inserting five or more instances. Fewer insertions seems to make the error either more rare or go away entirely) and a Picker with .menu pickerStyle is present. Any of the following changes prevents the error from occuring: adding id = UUID() to the Item class removing .tag(item) in the picker content using any pickerStyle other than .menu using an observable class instead of a swiftdata class I would greatly appreciate if anyone knows what exactly is going on here. Tested using XCode Version 16.4 (16F6), iPhone 16 Pro iOS 18.5 Simulator and iPhone 15 Pro iOS 18.5 real device. import SwiftUI import SwiftData @Model class Item { var name: String init(name: String) { self.name = name } } struct DuplicateKeysErrorView: View { @Environment(\.modelContext) private var modelContext @Query(sort: \Item.name) private var items: [Item] @State var selection: Item? = nil var body: some View { List { Picker("Picker", selection: $selection) { Text("Nil").tag(nil as Item?) ForEach(items) { item in Text(item.name).tag(item) } } .pickerStyle(.menu) Button("Add 5 items") { modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) modelContext.insert(Item(name: UUID().uuidString)) } } .onAppear { try! modelContext.delete(model: Item.self) } } } #Preview { DuplicateKeysErrorView() .modelContainer(for: Item.self) }
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195
Activity
Jun ’25
How to use `.focusedSceneObject()` with @Observable?
According to docs, .focusedObject() usage should be moved to .focusedValue() when migrating to @Observable, but there is no .focusedSceneValue() overload that accepts Observable like with .focusedValue(). So how are we supposed migrate .focusedSceneObject() to @Observable?
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922
Activity
Jun ’25
Constraining Beacon with CLBeaconIdentityCondition
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.
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262
Activity
Jun ’25
Long press gesture on SwiftUI's Map View (watchOS)
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!
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1
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178
Activity
Jun ’25
SwiftUI internal crash when interacting with long list quickly
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!
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3
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204
Activity
Jun ’25
iOS Simulator can only render 1 RealityView
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?
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165
Activity
Jun ’25
Alert structure and playing sound
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)") } }
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4
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179
Activity
Jun ’25
Animating items between a VStack and a ZStack?
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.
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0
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161
Activity
May ’25
Live activity widget not updated locally after server update
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.
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163
Activity
May ’25
Clearing an app’s memory, data etc.
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?
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6
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0
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276
Activity
May ’25
SubscriptionStoreView not showing free trial offer in release build
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)
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138
Activity
May ’25
SwiftUI Full keyboard access doesn't navigate through every button on screen
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: { }) } } } }
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0
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3
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397
Activity
May ’25
Design Challenges with persistent toast message
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?
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253
Activity
May ’25
onDrop() modifier with multiple UTTypes giving the least helpful one?
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?
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4
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225
Activity
May ’25