I use the following bit of code to snapshot a View as a UIImage, but it's causing a memory leak:
extension View {
@ViewBuilder func snapshot(trigger: Bool, onComplete: @escaping (UIImage) -> ()) -> some View {
self.modifier(SnapshotModifier(trigger: trigger, onComplete: onComplete))
}
}
fileprivate struct SnapshotModifier: ViewModifier {
var trigger: Bool
var onComplete: (UIImage) -> ()
@State private var view: UIView = .init(frame: .zero)
func body(content: Content) -> some View {
content
.background(ViewExtractor(view: view))
.compositingGroup()
.onChange(of: trigger) {
generateSnapshot()
}
}
private func generateSnapshot() {
if let superView = view.superview?.superview {
let render = UIGraphicsImageRenderer(size: superView.bounds.size)
let image = render.image { _ in
superView.drawHierarchy(in: superView.bounds, afterScreenUpdates: true)
}
onComplete(image)
}
}
}
fileprivate struct ViewExtractor: UIViewRepresentable {
var view: UIView
func makeUIView(context: Context) -> UIView {
view.backgroundColor = .clear
return view
}
func updateUIView(_ uiView: UIView, context: Context) {
// No process
}
}
Taking the snapshot is triggered like this:
struct ContentView: View {
@State private var triggerSnapshot: Bool = false
var body: some View {
Button("Press to snapshot") {
triggerSnapshot = true
}
TheViewIWantToSnapshot()
.snapshot(trigger: triggerSnapshot) { image in
// Save the image; you don't have to do anything here to get the leak.
}
}
}
I'm not the best at Instruments, and this is what the Leaks template produces. There are no method names, just memory addresses:
Is this leak in an internal iOS library, is there something wrong with Instruments, or am I missing something obvious in my code?
Thanks.
UIKit
RSS for tagConstruct and manage graphical, event-driven user interfaces for iOS or tvOS apps using UIKit.
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We are using UIKit to provide accessibility in our app for our iOS users. Our app majorly contains documents/books that user can read.
Issue: The issue is VoiceOver is skipping the lines given to it when there are some leading spaces in it. We have observed this issue in different languages. This is only happening for line granularity, other granularities seems to be working as expected.
Implementation:
We are using below API's to provide line content to voice over.
UIAccessibilityReadingContent
- accessibilityPageContent
- accessibilityFrameForLineNumber
- accessibilityContentForLineNumber
We are creating UIAccessibilityElement objects to pass to VoiceOver and each UIAccessibilityElement implements UIAccessibilityReadingContent to provide readable content.
We also use below APIs to cross element boundaries for all granular navigations.
accessibilityNextTextNavigationElement
accessibilityPreviousTextNavigationElement
We want to know whether skipping the line when provided with leading spaces is expected or a bug in UIKit.
Hi,
I am running iOS Simulator on iOS 26 and I am trying to change unselectedItemTintColor of UITabBarItem in my TabBarViewController but it did not work when I tried following ways:
Setting an iconColor through UITabBarAppearance() class
Setting unselected item tint color like tabBar.unselectedItemTintColor = .black
As an example attached file, I would like to set Settings tab's item color (icon + title) with different one when it is unselected.
Hello, I’m trying to present my custom SwiftUI dialog with text field in UIKit with modalPresentationStyle = .overFullScreen, but it leads to the UI being completely frozen once I select the TextField and memory constantly leaking. The minimal reproducible code is:
class ModalBugViewController: UIViewController {
var hostingController: UIHostingController<Content>!
struct Content: View {
@State private var text = ""
var body: some View {
ZStack {
Color.black.opacity(0.5).ignoresSafeArea()
VStack {
TextField("Test", text: $text)
.textFieldStyle(.roundedBorder)
.padding()
}
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .clear
hostingController = UIHostingController(rootView: Content())
addChild(hostingController)
view.addSubview(hostingController.view)
hostingController.view.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
hostingController.view.topAnchor.constraint(equalTo: view.topAnchor),
hostingController.view.bottomAnchor.constraint(equalTo: view.bottomAnchor),
hostingController.view.leadingAnchor.constraint(equalTo: view.leadingAnchor),
hostingController.view.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
hostingController.didMove(toParent: self)
}
}
And then in UIKit source view:
let viewController = ModalBugViewController()
viewController.modalPresentationStyle = .overFullScreen
present(viewController, animated: true)
The bug is reproducible on iOS 18 - 26.1, even on the simulator, although on iOS 26 it's in landscape mode only.
Is there some workaround for this issue that doesn't involve rewriting the whole dialog in UIKit?
I am experiencing a frustrating bug on iOS 26.1 that makes my app look as if it lacks attention to detail.
Basically, when having a NavigationStack, where the root view has a top-right confirmation bar button item, and a pushed detail view does not have any button in the navigation bar trailing position, upon poping back to the root view, the confirmation bar button item shows a white overlay for about 1-2 seconds before finally disappearing and showing the correct appearance.
Here is the incorrect appearance right after the pop transition:
Eventually after about 1,5 seconds it gets turned back to what it should look like:
Here is the full code that you can use to reliably reproduce this issue on iOS 26.1:
@State private var path: [Int] = []
var body: some View {
NavigationStack(path: $path) {
VStack {
Text("First View")
.font(.title)
}
.navigationDestination(for: Int.self, destination: { param in
Text("Detail View")
.font(.title)
})
.navigationTitle("First")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItemGroup(placement: .confirmationAction) {
Button("Next", role: .confirm, action: {
self.path.append(1)
})
}
}
}
}
}
I submitted a Feedback for it: FB21010613 . Is there anything at all I can do on my end to work around this issue?
I want to scale the Image.
If my Image (or GIF) is 11x33 (width=3 and height=11)
but I want the Image size be 220x660 and how to auto expand the pixel?
the pixel (0,0) in my image will be a 20x20 with same color.
which means the Image(which I want) will has a pixel(0,0) to (20,20) is the same color to the (0,0)
Since iPadOS 26.1 I notice a new annoying bug when changing the dark mode option of the system. The appearance of the UI changes, but no longer for view controllers which are presented as Popover. For these view controllers the method "traitCollectionDidChange()" is still called (though sometimes with a very large delay), but checking the traitCollection property of the view controller in there does no longer return the correct appearance (which is probably why the visual appearance of the popover doesn't change anymore). So if the dark mode was just switched on, traitCollectionDidChange() is called, but the "traitCollection.userInterfaceStyle" property still tells me that the system is in normal mode.
More concrete, traitCollection.userInterfaceStyle seems to be set correctly only(!) when opening the popover, and while the popover is open, it is never updated anymore when the dark mode changes.
This is also visible in the standard Apps of the iPad, like the Apple Maps App: just tap on the "map" icon at the top right to open the "Map mode" view. While the view is open, change the dark mode. All of the Maps App will change its appearance, with the exception of this "Map mode" view.
Does anyone know an easy workaround? Or do I really need to manually change the colors for all popup view controllers whenever the dark mode changes? Using dynamic UIColors won't help, because these rely on the "userInterfaceStyle" property, and this is no longer correct.
Bugreport: FB20928471
I have following code and made it invoke every time when a UIViewController presents another UIViewController through method swizzling. When I try to access the Password management app while input password, these code will be invoked and the presenting VC is instance of UITrackingElementWindowController. It will crash
[presentingVC beginAppearanceTransition:NO animated:NO];
[presentingVC endAppearanceTransition];
From what I understand, you’re meant to pass information like a view model to a content view through its configuration state. What about callbacks (e.g. something like didClickButton)? They aren’t “inputs” into the content configuration like a view model would be, but it feels odd to create and apply a content configuration only to specify callbacks and nothing else.
hello, I have been receiving crash reports on iPadOS 26.1, When UITrackingElementWindowController viewDidDisappear
The feedback associated with this post is: FB20986398 and Exception
Exception
'Cannot remove an observer <PKTextEffectsWindowObserver 0x10854cbe0> for the key path "frame" from <UITextEffectsWindow 0x10827ca00> because it is not registered as an observer.'
#1 0x0000000183529814 in objc_exception_throw ()
#2 0x00000001845065a4 in -[NSObject(NSKeyValueObserverRegistration) _removeObserver:forProperty:] ()
#3 0x00000001845069c8 in -[NSObject(NSKeyValueObserverRegistration) removeObserver:forKeyPath:] ()
#4 0x00000001845068e0 in -[NSObject(NSKeyValueObserverRegistration) removeObserver:forKeyPath:context:] ()
#5 0x00000001cb22e894 in -[PKTextEffectsWindowObserver dealloc] ()
#6 0x000000018beafb28 in _setInteractionView ()
#7 0x000000018d81e8b8 in -[UIView(Dragging) removeInteraction:] ()
#8 0x00000001cb216448 in -[PKTextInputInteraction willMoveToView:] ()
#9 0x000000018beafb1c in _setInteractionView ()
#10 0x000000018d81e8b8 in -[UIView(Dragging) removeInteraction:] ()
#11 0x000000018d5ab094 in -[UIEditingOverlayViewController _removeInteractions] ()
#12 0x000000018cb166a8 in -[UIViewController _setViewAppearState:isAnimating:] ()
#13 0x000000018cb16d70 in __52-[UIViewController _setViewAppearState:isAnimating:]_block_invoke_2 ()
#14 0x000000018cb16c10 in __52-[UIViewController _setViewAppearState:isAnimating:]_block_invoke ()
#15 0x000000018655ef78 in __NSARRAY_IS_CALLING_OUT_TO_A_BLOCK__ ()
#16 0x00000001866b4a24 in -[__NSArrayI enumerateObjectsWithOptions:usingBlock:] ()
#17 0x000000018cb16a44 in -[UIViewController _setViewAppearState:isAnimating:] ()
#18 0x000000018cb1753c in -[UIViewController __viewDidDisappear:] ()
#19 0x000000018cb17638 in -[UIViewController _endAppearanceTransition:] ()
#20 0x000000018ca2401c in __48-[UIPresentationController transitionDidFinish:]_block_invoke ()
#21 0x000000018ca23cd0 in -[UIPresentationController transitionDidFinish:] ()
#22 0x000000018ca2d720 in -[_UICurrentContextPresentationController transitionDidFinish:] ()
#23 0x000000018ca27608 in __77-[UIPresentationController runTransitionForCurrentStateAnimated:handoffData:]_block_invoke.106 ()
#24 0x000000018cb31fec in -[_UIViewControllerTransitionContext completeTransition:] ()
#25 0x000000018d7f09bc in -[UITransitionView notifyDidCompleteTransition:] ()
#26 0x000000018d7f0750 in -[UITransitionView _didCompleteTransition:] ()
#27 0x000000018bf1c2a4 in __UIVIEW_IS_EXECUTING_ANIMATION_COMPLETION_BLOCK__ ()
#28 0x000000018d817960 in -[UIViewAnimationBlockDelegate _didEndBlockAnimation:finished:context:] ()
#29 0x000000018d7f7168 in -[UIViewAnimationState sendDelegateAnimationDidStop:finished:] ()
#30 0x000000018d7f75cc in -[UIViewAnimationState animationDidStop:finished:] ()
#31 0x000000018d7f763c in -[UIViewAnimationState animationDidStop:finished:] ()
#32 0x0000000186fedda4 in run_animation_callbacks ()
#33 0x000000010365e2d0 in _dispatch_client_callout ()
#34 0x000000010367f4c0 in _dispatch_main_queue_drain.cold.5 ()
#35 0x0000000103654778 in _dispatch_main_queue_drain ()
#36 0x00000001036546b4 in _dispatch_main_queue_callback_4CF ()
#37 0x00000001865b42c8 in __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ ()
#38 0x0000000186567b3c in __CFRunLoopRun ()
#39 0x0000000186566a6c in _CFRunLoopRunSpecificWithOptions ()
#40 0x0000000226ee5498 in GSEventRunModal ()
#41 0x000000018bf2aba4 in -[UIApplication _run] ()
#42 0x000000018bed3a78 in UIApplicationMain ()
Scenario: Typing Chinese Zhuyin “ㄨㄤ” and then selecting the candidate word “王”.
On iOS 18, the delegate (textField:shouldChangeCharactersInRange:replacementString:) is called with:
range: {0, 2}
replacementString: "王"
On iOS 26, the delegate (textField:shouldChangeCharactersInRanges:replacementString:) instead provides:
ranges: [{2, 0}]
replacementString: "王"
This results in inconsistent text input handling compared to earlier system versions.
Implement: Limit user input to a maximum of 100 Chinese characters.
- (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
if ([textField markedTextRange]) {
return YES;
}
NSString *changedString = [textField.text stringByReplacingCharactersInRange:range withString:string];
if (changedString.length > 100) {
return NO;
}
return YES;
}
Questions:
Is this an intentional change in iOS 26?
If intentional, what is the recommended way to handle such cases in order to support both iOS 18 and iOS 26 consistently?
Crash in UIKeyboardStateManager when repeatedly switching text input focus in WKWebView (hybrid app)
We’re building a hybrid iOS app using Angular (web) rendered inside a WKWebView, hosted by a native Swift app.
Recently, we encountered a crash related to UIKeyboardStateManager in UIKit when switching between text inputs continuously within an Angular screen.
Scenario
The screen contains several text input fields.
A “Next” button focuses the next input field programmatically.
After about 61 continuous input field changes, the app crashes.
It seems like this may be related to UIKit’s internal keyboard management while switching focus rapidly inside a WebView.
crash stack:
Crashed: com.apple.main-thread
0 WebKit 0xfbdad0 <redacted> + 236
1 UIKitCore 0x10b0548 -[UITextInteractionSelectableInputDelegate _moveToStartOfLine:withHistory:] + 96
2 UIKitCore 0xd0fb38 -[UIKBInputDelegateManager _moveToStartOfLine:withHistory:] + 188
3 UIKitCore 0xa16174 __158-[_UIKeyboardStateManager handleMoveCursorToStartOfLine:beforePublicKeyCommands:testOnly:savedHistory:force:canHandleSelectableInputDelegateCommand:keyEvent:]_block_invoke + 52
4 UIKitCore 0xa36ae4 -[_UIKeyboardStateManager performBlockWithTextInputChangesIgnoredForNonMacOS:] + 48
5 UIKitCore 0xa160f0 -[_UIKeyboardStateManager handleMoveCursorToStartOfLine:beforePublicKeyCommands:testOnly:savedHistory:force:canHandleSelectableInputDelegateCommand:keyEvent:] + 440
6 UIKitCore 0xa07010 -[_UIKeyboardStateManager handleKeyCommand:repeatOkay:options:] + 5760
7 UIKitCore 0xa2fb64 -[_UIKeyboardStateManager _handleKeyCommandCommon:options:] + 76
8 UIKitCore 0xa2fb08 -[_UIKeyboardStateManager _handleKeyCommand:] + 20
9 UIKitCore 0xa30684 -[_UIKeyboardStateManager handleKeyEvent:executionContext:] + 2464
10 UIKitCore 0xa2f95c __42-[_UIKeyboardStateManager handleKeyEvent:]_block_invoke + 40
11 UIKitCore 0x4b9460 -[UIKeyboardTaskEntry execute:] + 208
12 UIKitCore 0x4b92f4 -[UIKeyboardTaskQueue continueExecutionOnMainThread] + 356
13 UIKitCore 0x4b8be0 -[UIKeyboardTaskQueue addTask:breadcrumb:] + 120
14 UIKitCore 0x4a9ed0 -[_UIKeyboardStateManager _setupDelegate:delegateSame:hardwareKeyboardStateChanged:endingInputSessionIdentifier:force:delayEndInputSession:] + 3388
15 UIKitCore 0xfa290 -[_UIKeyboardStateManager setDelegate:force:delayEndInputSession:] + 628
16 UIKitCore 0xf617c -[UIKeyboardSceneDelegate _reloadInputViewsForKeyWindowSceneResponder:force:fromBecomeFirstResponder:] + 1140
17 UIKitCore 0xf5c88 -[UIKeyboardSceneDelegate _reloadInputViewsForResponder:force:fromBecomeFirstResponder:] + 88
18 UIKitCore 0x4fe4ac -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] + 84
19 WebKit 0xfbe708 <redacted> + 100
20 WebKit 0xfbf594 <redacted> + 340
21 WebKit 0x8a33d8 <redacted> + 32
22 WebKit 0x8cee04 <redacted> + 144
23 WebKit 0x1c83f0 <redacted> + 22692
24 WebKit 0x73f40 <redacted> + 264
25 WebKit 0x162c7c <redacted> + 40
26 WebKit 0x1623b4 <redacted> + 1608
27 WebKit 0x73298 <redacted> + 268
28 WebKit 0x72e48 <redacted> + 660
29 JavaScriptCore 0xdb00 WTF::RunLoop::performWork() + 524
30 JavaScriptCore 0xd744 WTF::RunLoop::performWork(void*) + 36
31 CoreFoundation 0xf92c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
32 CoreFoundation 0xf744 __CFRunLoopDoSource0 + 172
33 CoreFoundation 0xf5a0 __CFRunLoopDoSources0 + 232
34 CoreFoundation 0xff20 __CFRunLoopRun + 840
35 CoreFoundation 0x11adc CFRunLoopRunSpecific + 572
36 GraphicsServices 0x1454 GSEventRunModal + 168
37 UIKitCore 0x135274 -[UIApplication _run] + 816
38 UIKitCore 0x100a28 UIApplicationMain + 336
39 APP1 0xa2ed0 main + 21 (AppDelegate.swift:21)
40 ??? 0x1aa889f08 (シンボルが不足しています)
From reviewing the crash log, it appears that the crash occurs inside UIKeyboardStateManager while handling keyboard or cursor updates.
Questions
Has anyone seen this specific crash pattern involving UIKeyboardStateManager?
Are there known UIKit or WebKit bugs related to UIKeyboardStateManager when continuously changing focus between text fields (especially in WKWebView)?
Any insights or workarounds would be greatly appreciated.
Thanks!
All of these issues appear when the search controller is set on the view controller's navigationItem and the search controller's searchBar has its scopeButtonTitles set.
So far the following issues are affecting my app on iOS/iPadOS 26 as of beta 7:
When the scopeBarActivation of UISearchController is set to .onSearchActivation, the preferredSearchBarPlacement of the navigationItem is set to .integratedButton, and the searchBarPlacementAllowsToolbarIntegration is set to false (forcing the search icon to appear in the nav bar), on both iPhones and iPads, the scope buttons never appear. They don't appear when the search is activated. They don't appear when any text is entered into the search bar. FB19771313
I attempted to work around that issue by setting the scopeBarActivation to .manual. I then show the scope bar in the didPresentSearchController delegate method and hide the scope bar in the willDismissSearchController. On an iPhone this works though the display is a bit clunky. On an iPad, the scope bar does appear via the code in didPresentSearchController, but when any scope bar button is tapped, the search controller is dismissed. This happens when the app is horizontally regular. When the app on the iPad is horizontally compact, the buttons work but the search bar's text is not correctly aligned within the search bar. Quite the mess really. I still need to post a bug report for this issue. But if issue 1 above is fixed then I don't need this workaround.
When the scopeBarActivation of UISearchController is set to .onSearchActivation, the preferredSearchBarPlacement of the navigationItem is set to .stacked, and the hidesSearchBarWhenScrolling property of the navigationItem is set to false (always show the search bar), and this is all used in a UITableViewController, then upon initial display of the view controller on an iPhone or iPad, you are unable to tap on the first row of the table view except on the very bottom of the row. The currently hidden scope bar is stealing the touches. If you activate and then cancel the search (making the scope bar appear and then disappear) then you are able to tap on the first row as expected. The initially hidden scope bar also bleeds through the first row of the table. It's faint but you can tell it's not quite right. Again, this is resolved by activating and then canceling the search once. FB17888632
When the scopeBarActivation of UISearchController is set to .onSearchActivation, the preferredSearchBarPlacement of the navigationItem is set to integrated or .integratedButton, and the toolbar is shown, then on iPhones (where the search bar/icon appears in the toolbar) the scope buttons appear (at the top of the screen) the first time the search is activated. But if you cancel the search and then activate it again, the search bar never appears a second (or later) time. On an iPad the search bar/icon appears in the nav bar and you end up with the same issue as #1 above. FB17890125
Issues 3 and 4 were reported against beta 1 and still haven't been fixed. But if issue 1 is resolved on iPhone, iPad, and Mac (via Mac Catalyst), then I personally won't be affected by issues 2, 3, or 4 any more (but of course all 4 issues need to be fixed). And by resolved, I mean that the scope bar appears and disappears when it is supposed to each and every time the search is activated and cancelled (not just the first time). The scope bar doesn't interfere with touch events upon initial display of the view controller. And there are no visual glitches no matter what the horizontal size class is on an iPad.
I really hope the UIKit team can get these resolved before iOS/iPadOS 26 GM.
In our app, there is a UIWindow makeKeyAndVisible crash, and for now, it appears once, crash stack:
the crash detail:
crash.txt
in the RCWindowSceneManager class's makeWindowKeyAndVisible method, we check and set a window's windowScene and makeKeyAndVisible:
public func makeWindowKeyAndVisible(_ window: UIWindow?) {
guard let window else {
return
}
if let currentWindowScene {
if window.windowScene == nil || window.windowScene != currentWindowScene {
window.windowScene = currentWindowScene
}
window.makeKeyAndVisible()
}
}
and I set a break point at a normal no crash flow, the stack is:
why it crash? and how we avoid this, thank you.
This is really odd. If you setup a UISearchController with a preferredSearchBarPlacement of .stacked and you setup the search bar with scope buttons, then when the view controller is initially displayed, the currently hidden scope buttons block touch events from reaching the main view just below the search bar. But once the search is activated and dismissed, then the freshly hidden scope buttons no longer cause an issue.
This is easily demonstrated by putting a UITableViewController in a UINavigationController. Setup the table view to show a few simple rows. Then setup a search controller using the following code:
func setupSearch() {
// Setup a stacked search bar with scope buttons
// Before the search is ever activated, the hidden scope buttons block any touches in the main view controller
// in the area just below the search bar.
// Once the search is activated and dismissed, the problem goes away. It seems that displaying and hiding the
// scope buttons at least once fixes the issue that exists beforehand.
// This issue only exists in iOS/iPadOS 26, not iOS/iPadOS 18 or earlier.
let search = UISearchController(searchResultsController: UIViewController())
search.hidesNavigationBarDuringPresentation = true
search.obscuresBackgroundDuringPresentation = true
search.scopeBarActivation = .onSearchActivation // Ensure button appear immediately
let searchBar = search.searchBar
searchBar.scopeButtonTitles = [ "One", "Two", "Three" ]
self.navigationItem.searchController = search
self.navigationItem.hidesSearchBarWhenScrolling = false // Issue appears even if this is true
self.navigationItem.preferredSearchBarPlacement = .stacked
}
When first shown, before any attempt is made to activate the search, any attempt to tap on the upper 2/3 of the first row in the table view (which is just below the search bar) fails. If you tap on the lower 1/3 of the first row it works fine. If you then activate the search (now the scope buttons appear) and then dismiss the search (now the scope buttons are hidden again), then there is no issue tapping anywhere on the first row of the table. But if you restart the app, the problem starts over again.
This problem happens on any iPhone or iPad, real or simulated, running iOS/iPadOS 26 RC. This is a regression from iOS 18 or earlier.
I have an iPad app that supports multiple scenes.
I discovered some issues with my app's user interface that I would like to tweak based on whether the user has setup multitasking (in iPadOS 26) as "Full Screen Apps" or "Windowed Apps".
Is there any API or way to determine the current iPadOS 26 multitasking setting?
I've looked at UIDevice.current.isMultitaskingSupported and UIApplication.shared.supportsMultipleScenes. Both always return true no matter the user's chosen multitasking choice.
I also looked at UIWindowScene isFullScreen which was always false. I tried to look at UIWindowScene windowingBehaviors but that was always nil.
Starting with iOS 18, UITabBarController no longer updates tab bar item titles when localized strings are changed or reassigned at runtime.
This behavior worked correctly in iOS 17 and earlier, but in iOS 18 the tab bar titles remain unchanged until the app restarts or the view controller hierarchy is reset. This regression appears to be caused by internal UITabBarController optimizations introduced in iOS 18.
Steps to Reproduce
Create a UITabBarController with two or more tabs, each having a UITabBarItem with a title.
Localize the tab titles using NSLocalizedString():
tabBar.items?[0].title = NSLocalizedString("home_tab", comment: "")
tabBar.items?[1].title = NSLocalizedString("settings_tab", comment: "")
Run the app.
Change the app’s language at runtime (without restarting), or manually reassign the localized titles again:
tabBar.items?[0].title = NSLocalizedString("home_tab", comment: "")
tabBar.items?[1].title = NSLocalizedString("settings_tab", comment: "")
Observe that the tab bar titles do not update visually.
Hi,
How to enable multitouch on ARView?
Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either:
Use SwiftUI .simultaneousGesture on top of an ARView representable
Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView
Expected behavior:
ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled.
Here is what I tried, on iOS 26.1 and macOS 26.1:
ARView Multitouch
The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup.
Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI.
import RealityKit
import SwiftUI
struct ARViewMultiTouchView: View {
var body: some View {
ZStack {
ARViewMultiTouchRepresentable()
.ignoresSafeArea()
}
}
}
#Preview {
ARViewMultiTouchView()
}
// MARK: Representable ARView
struct ARViewMultiTouchRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARViewMultiTouch(frame: .zero)
let anchor = AnchorEntity()
arView.scene.addAnchor(anchor)
let boxWidth: Float = 0.4
let boxMaterial = SimpleMaterial(color: .red, isMetallic: false)
let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial])
box.name = "Box"
box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)]))
anchor.addChild(box)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
}
// MARK: ARView
class ARViewMultiTouch: ARView {
required init(frame: CGRect) {
super.init(frame: frame)
/// Enable multi-touch
isMultipleTouchEnabled = true
cameraMode = .nonAR
automaticallyConfigureSession = false
environment.background = .color(.gray)
/// Disable gesture recognizers to not conflict with touch events
/// But it doesn't fix the issue
gestureRecognizers?.forEach { $0.isEnabled = false }
}
required dynamic init?(coder decoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
/// # Problem
/// This should print for every new touch, up to 5 simultaneously on an iPhone (multi-touch)
/// But it only fires for one touch at a time (single-touch)
print("Touch began at: \(touch.location(in: self))")
}
}
}
Multitouch with an Overlay
This setup works, but it doesn't seem right. There must be a solution to make ARView handle multi touch directly, right?
import SwiftUI
import RealityKit
struct MultiTouchOverlayView: View {
var body: some View {
ZStack {
MultiTouchOverlayRepresentable()
.ignoresSafeArea()
Text("Multi touch with overlay view")
.font(.system(size: 24, weight: .medium))
.foregroundStyle(.white)
.offset(CGSize(width: 0, height: -150))
}
}
}
#Preview {
MultiTouchOverlayView()
}
// MARK: Representable Container
struct MultiTouchOverlayRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> UIView {
/// The view that SwiftUI will present
let container = UIView()
/// ARView
let arView = ARView(frame: container.bounds)
arView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
arView.cameraMode = .nonAR
arView.automaticallyConfigureSession = false
arView.environment.background = .color(.gray)
let anchor = AnchorEntity()
arView.scene.addAnchor(anchor)
let boxWidth: Float = 0.4
let boxMaterial = SimpleMaterial(color: .red, isMetallic: false)
let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial])
box.name = "Box"
box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)]))
anchor.addChild(box)
/// The view that will capture touches
let touchOverlay = TouchOverlayView(frame: container.bounds)
touchOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight]
touchOverlay.backgroundColor = .clear
/// Pass an arView reference to the overlay for hit testing
touchOverlay.arView = arView
/// Add views to the container.
/// ARView goes in first, at the bottom.
container.addSubview(arView)
/// TouchOverlay goes in last, on top.
container.addSubview(touchOverlay)
return container
}
func updateUIView(_ uiView: UIView, context: Context) {
}
}
// MARK: Touch Overlay View
/// A UIView to handle multi-touch on top of ARView
class TouchOverlayView: UIView {
weak var arView: ARView?
override init(frame: CGRect) {
super.init(frame: frame)
isMultipleTouchEnabled = true
isUserInteractionEnabled = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let totalTouches = event?.allTouches?.count ?? touches.count
print("--- Touches Began --- (New: \(touches.count), Total: \(totalTouches))")
for touch in touches {
let location = touch.location(in: self)
/// Hit testing.
/// ARView and Touch View must be of the same size
if let arView = arView {
let entity = arView.entity(at: location)
if let entity = entity {
print("Touched entity: \(entity.name)")
} else {
print("Touched: none")
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
let totalTouches = event?.allTouches?.count ?? touches.count
print("--- Touches Cancelled --- (Cancelled: \(touches.count), Total: \(totalTouches))")
}
}
I open this post to bring attention to overlooked UIManagedDocument. It still marked with @MainActor despite the fact that UIDocument is gonna be nonisolated in iOS 26.1.
Here is what we will have with iOS 26.1 (the fix was there since, at least, beta 2):
UIDocument was incorrectly annotated to be main actor only. This has been corrected. As a result you might see new warnings or errors show up in your Swift code using UIDocument. (149990945)
Seems that UIManagedDocument should also have to be corrected the same way. Otherwise, in Swift 6 we will have crashes.
Feedback report for this issue is FB20555456.
Hello,
I'm experiencing a navigation bar positioning issue with my UIKit iPad app on iPadOS 26 (23A340) using Xcode 26 (17A321).
The navigation bar positions under the status bar initially, and after orientation changes to landscape, it positions incorrectly below its expected location. This occurs on both real device (iPad mini A17 Pro) and simulator. My app uses UIKit + Storyboard with a Root Navigation Controller.
A stack overflow post has reproduce the bug event if it's not in the same configuration: https://stackoverflow.com/questions/79752945/xcode-26-beta-6-ipados-26-statusbar-overlaps-with-navigationbar-after-presen
I have checked all safe areas and tried changing some constraints, but nothing works.
Have you encountered this bug before, or do you need additional information to investigate this issue?