.popover(isPresented: modifier doesn't work on Mac Catalyst when attached to the item in the toolbar. The app crashes on button click, when trying to present the popover.
iOS 26 RC (macOS 26 RC)
Feedback ID - FB20145491
import SwiftUI
struct ContentView: View {
@State private var isPresented: Bool = false
var body: some View {
NavigationStack {
Text("Hello, world!")
.toolbar {
ToolbarItem(placement: .automatic) {
Button(action: {
self.isPresented.toggle()
}) {
Text("Toggle popover")
}
.popover(isPresented: $isPresented) {
Text("Hello, world!")
}
}
}
}
}
}
#Preview {
ContentView()
}
SwiftUI
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Hello,
I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed.
This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected.
Looking at the console on my Mac I found this log:
Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050
Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful.
Thanks!
Try this simple code:
import SwiftUI
import StoreKit
struct ReviewView: View {
@Environment(\.requestReview) var requestReview
var body: some View {
Button("Leave a review") {
requestReview()
}
}
}
When the Review Alert shows, the "Not Now" button is disabled for some reason!? It was always tappable in all iOS versions that I remember. And there is no way to opt out, unless the user taps on the stars first. Is it a bug or a feature?
Thanks for looking into it!
I have a SwiftUI recursive list, created with the (children:) initializer, just like it's shown in the code example here: https://developer.apple.com/documentation/SwiftUI/List#Creating-hierarchical-lists
I would like this tree view to be searchable (i.e a user enters a query into a text field and it searches the entire tree at all levels). Displaying a search result which is not at the top level would require its parents to be programmatically expanded.
How to programmatically expand certain levels of such a list?
The top toolbar looks fine, but in the bottom toolbar, one of the layers is stretched into a capsule shape instead of an ellipse.
Is this intended?
I’m facing an issue in our native iOS app that occurs specifically on iOS 26.1 (not observed on any lower versions). When I update a @State field value, the UI does not reflect the change as expected.
The @State variable updates internally, but the view does not re-render.
This behaviour started after upgrading to iOS 26.1.
Works fine on iOS 26.0 and earlier versions.
Has anyone else encountered this issue or found a workaround? Any insights or suggestions would be greatly appreciated.
I'm trying to revamp the player into a floating style like Apple music. I use tabViewBottomAccessory with tabBarMinimizeBehavior. At the time, I noticed an issue that tabViewBottomAccessory would not automatically collapse when the scroll area was small (but still exceeded the screen height). tabViewBottomAccessory can only be automatically collapsed when the scroll area is large enough. Below is the simplest demo.
I'm not sure if it's intentional or if it's a bug. Besides, I wonder if we can control it programmatically(expanded/inline)?
struct ContentView: View {
var body: some View {
TabView {
Tab("Numbers", systemImage: "number.circle") {
List {
// 200 works well, but 20 not
ForEach(0..<200) { index in
Text("\(index)")
}
}
}
}
.tabBarMinimizeBehavior(.onScrollDown)
.tabViewBottomAccessory {
HStack {
Text("SwiftUI Demo App")
}
}
}
}
Hello,
I'm thinking about how to improve my main tvOS app flow, naively I want to do something like this:
import Combine
import SwiftUI
enum AppState {
case login, onboarding, main
}
class AppStateManager {
let appStatePublisher = PassthroughSubject<AppState, Never>()
func updateState(_ appState: AppState)
}
struct tvOSApp: App {
private var appState: AppState = .login
private let appStateManager = AppStateManager()
var body: some Scene {
WindowGroup {
ZStack {
switch appState {
case .login:
LoginView()
case .onboarding:
OnboardingView()
case .main:
MainView()
}
}
.onReceive(appStateManager.appStatePublisher) {
self.appState = $0
}
}
}
}
So basically, MainView, OnboardingView and LoginView would be the main navigation views of my app, and the appStateManager would be a dependency passed to each of these views and allowing me to update the currently displayed view in the app. (of course I could use an Environment object instead for a 100% SwiftUI solution).
I was wondering, however, if there is a better way to do this, instead of switching in a ZStack, maybe with WindowGroup/Window/Scenes?
Thank you for your help!
Environment
visionOS 26.1, Xcode 26.1.1
Problem
When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit.
Steps
WindowGroup opens ImmersiveSpace in .onAppear
User clicks X to close window
.onDisappear fires but async cleanup cancelled
ImmersiveSpace remains active, user trapped
Expected
ImmersiveSpace dismissed when window closes
Actual
ImmersiveSpace remains active
Code
.onAppear {
Task {
await openImmersiveSpace(id: "VideoCallMainCamera")
}
}
.onDisappear {
Task {
await dismissImmersiveSpace() // Gets cancelled
}
}
What I've Tried
Task in .onDisappear ❌
scenePhase monitoring ❌
High priority Task ❌
.restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup)
Question
What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
Hi Team,
How do I prevent screenshots using SwiftUI. I was using this solution on UIKit:
extension UIView {
func makeSecure() {
DispatchQueue.main.async {
let protectedView = UIView()
self.superview?.addSubview(protectedView)
// constraints...
let secureView = SecureView()
self.superview?.addSubview(secureView)
// constraints...
secureView.addSecureSubview(self)
// constraints...
}
}
}
class SecureView: UIView {
private lazy var secureField: UIView = {
var secureField: UIView = UIView()
// ...
if let secureContainer = SecureField().secureContainer {
secureField = secureContainer
}
...
return secureField
}()
required init() { ... }
}
Is it posible to do the same thing using SwiftUI. Do we have an example? What would you recommend when we work with confidencial information in SwiftUI like bank account information?
Thanks in advance!
Hello there!
I wanted to give a native scrolling mechanism for the Swift Charts Graph a try and experiment a bit if the scenario that we try to achieve might be possible, but it seems that the Swift Charts scrolling performance is very poor.
The graph was created as follows:
X-axis is created based on a date range,
Y-axis is created based on an integer values between moreless 0-320 value.
the graph is scrollable horizontally only (x-axis),
The time range (x-axis) for the scrolling content was set to one year from now date (so the user can scroll one year into the past as a minimum visible date (.chartXScale).
The X-axis shows 3 hours of data per screen width (.chartXVisibleDomain).
The data points for the graph are generated once when screen is about to appear so that the Charts engine can use it (no lazy loading implemented yet).
The line data points (LineMark views) consist of 2880 data points distributed every 5 minutes which simulates - two days of continuous data stream that we want to present. The rest of the graph displays no data at all.
The performance result:
The graph on the initial loading phase is frozen for about 10-15 seconds until the data appears on the graph.
Scrolling is very laggy - the CPU usage is 100% and is unacceptable for the end users.
If we show no data at all on the graph (so no LineMark views are created at all) - the result is similar - the empty graph scrolling is also very laggy.
Below I am sharing a test code:
@main
struct ChartsTestApp: App {
var body: some Scene {
WindowGroup {
ContentView()
Spacer()
}
}
}
struct LineDataPoint: Identifiable, Equatable {
var id: Int
let date: Date
let value: Int
}
actor TestData {
func generate(startDate: Date) async -> [LineDataPoint] {
var values: [LineDataPoint] = []
for i in 0..<(1440 * 2) {
values.append(
LineDataPoint(
id: i,
date: startDate.addingTimeInterval(
TimeInterval(60 * 5 * i) // Every 5 minutes
),
value: Int.random(in: 1...100)
)
)
}
return values
}
}
struct ContentView: View {
var startDate: Date {
return endDate.addingTimeInterval(-3600*24*30*12) // one year into the past from now
}
let endDate = Date()
@State var dataPoints: [LineDataPoint] = []
var body: some View {
Chart {
ForEach(dataPoints) { item in
LineMark(
x: .value("Date", item.date),
y: .value("Value", item.value),
series: .value("Series", "Test")
)
}
}
.frame(height: 200)
.chartScrollableAxes(.horizontal)
.chartYAxis(.hidden)
.chartXScale(domain: startDate...endDate) // one year possibility to scroll back
.chartXVisibleDomain(length: 3600 * 3) // 3 hours visible on screen
.onAppear {
Task {
dataPoints = await TestData().generate(startDate: startDate)
}
}
}
}
I would be grateful for any insights or suggestions on how to improve it or if it's planned to be improved in the future.
Currently, I use UIKit CollectionView where we split the graph into smaller chunks of the graph and we present the SwiftUI Chart content in the cells, so we use the scrolling offered there. I wonder if it's possible to use native SwiftUI for such a scenario so that later on we could also implement some kind of lazy loading of the data as the user scrolls into the past.
The Widget Image display on iOS26 transparency mode is blank
Both of these writing methods show blank Spaces. Is there a problem with my code or a bug in the system?
The current compilation environment is Xcode Version 16.3 (16E140) iOS26.0
in this great talk https://developer.apple.com/videos/play/wwdc2023/10111/ the code references usdz models to replace hands. e.g assets/gloves/LeftGlove_v001.usdz. Are these models available to download to explain rigging and how to make hand models (ideally in Blender )
Are the glove assets used in the sample from wwdc2023-10111 available somewhere?
Thanks
Hi everyone,
I'm currently working on a native macOS app (built with SwiftUI) and I'm trying to implement Password AutoFill functionality so users can use their saved credentials from Keychain or third-party password managers.
I've gone through Apple's documentation, WWDC sessions, and sample code, but I've noticed that the resources primarily focus on iOS and web implementations. There's very limited guidance specifically for macOS.
I've set up:
Associated Domains entitlement with the webcredentials: service
The apple-app-site-association file on my server
TextField with .textContentType(.username) and SecureField with .textContentType(.password)
However, I'm still not seeing the expected AutoFill behavior on macOS like I would on iOS.
Has anyone successfully implemented Password AutoFill on a native macOS app? Are there any macOS-specific considerations or additional steps required that differ from iOS?
Any guidance, sample code, or pointers to documentation I might have missed would be greatly appreciated.
Hi. I have an iOS application with multiple input fields. I have to design an experience such that whenever the user presses enter key on a textfield, it should move focus to the next input field.
Similarly, consider a stack of 3 textfields, I want to cycle the focus as and when the user presses up/down arrow keys.
Other platforms like Android, have this feature out-of-the-box. I wanted to understand if iOS also supports this kind of behavior.
I know how to manually code such UX, but just wanted to confirm whether there is some inherent feature like on android which i can leverage?
Thanks.
I'm using SwiftUI WebView and this error happens when app becomes inactive, the webview changes to blank, and will be in this state all along even if reopen a new webview. When I switch back to WKWebview, everything works fine.
environment Xcode 26.1(17B55) on macOS 15.7.1
Error acquiring assertion: <Error Domain=RBSServiceErrorDomain Code=1 "((target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.rendering AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.networking AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.webcontent))" UserInfo={NSLocalizedFailureReason=((target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.rendering AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.networking AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.webcontent))}>
this is the code, pretty simple, in load() function i just call page.load().
WebView(vm.page)
.onAppear {
Task {
await vm.load()
}
}
I am trying the simplest use of attachment in realityKit and get Contextual closure type @MainActor, @Sendable (inout RealityViewCameraContent) async -> void expects 1 argument, but 2 were used in closure body.
Also i get cannot find Attachment in scope
I'm using a custom modifier called AutoSheetDetentModifier to automatically size a sheet based on its content.
On iOS 26, it works as expected: the content height is measured correctly and the sheet shrinks to match that height.
However, on iOS 16, 17 and 18, the same code doesn’t work. The content height is still measured, but the sheet does not reduce its height. Instead, the sheet remains larger and the content appears vertically centered. (Note that content() includes ScrollView)
public struct AutoSheetDetentModifier: ViewModifier {
@State private var height: CGFloat = 380 // default value to avoid bouncing
public func body(content: Content) -> some View {
content
.modifier(MeasureHeightViewModifier(height: $height))
.presentationDetents([.height(height)])
}
}
public struct MeasureHeightViewModifier: ViewModifier {
@Binding var height: CGFloat
public func body(content: Content) -> some View {
content
.fixedSize(horizontal: false, vertical: true)
.background(
GeometryReader { geo -> Color in
DispatchQueue.main.async {
height = geo.size.height
}
return Color.clear
}
)
}
}
extension View {
public func applyAutoSheetDetent() -> some View {
self
.modifier(AutoSheetDetentModifier())
}
}
public var body: some View {
VStack {
header()
content() // includes ScrollView
footer()
}
.background(Color.customGray)
.applyAutoSheetDetent()
}
func content() -> some View {
ScrollView {
VStack {
ForEach(items) { item in
itemRow(item)
}
}
}
.frame(maxHeight: UIScreen.main.bounds.height * 0.7)
}
Screenshot from iOS 26 (working as expected):
Screenshot from iOS 18 (not working):
How can I make .presentationDetents(.height) shrink the sheet correctly on iOS 16–18, the same way it does on iOS 26?
It has been two years since I wrote my a SwiftUI app, and I wanted to start again in Xcode 26. I can no longer see the attributes inspector when I select an element in the canvas. This was an Xcode feature that was very helpful as I am still a novice. Has this feature been deprecated in Xcode 26? And if not, please help explain how I can find and use it.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Interface Builder
Xcode
SwiftUI