Widgets & Live Activities

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Discuss how to manage and implement Widgets & Live Activities.

WidgetKit Documentation

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Live Activity: no value in pushTokenUpdates and pushToStartTokenUpdates not called after app restart
When running application after installation I get a value in pushTokenUpdates and also the call to pushToStartTokenUpdates returns with the token value. But, if I kill the app and restart it again, there is no value in pushTokenUpdates and the call to pushToStartTokenUpdates does not return. Am I suppose to use the push to start token from the previous application run? is there a different solution?
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3w
Unable to open new live activities after opening 5 live activities and clearing them
After opening 5 live activities using live activity push-to-start push notifications, I clear them from lock screen. From this point forward I am unable to open new live activities. Device log shows: Could not create a new activity from push notification: ActivityKit.ActivityAuthorizationError.targetMaximumExceeded How can I handle such use case? shouldn't the count of opened live activities be reduced once the user clears the live activities? is this a bug?
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Interactive Widget with SwiftData Not Triggering iCloud Sync
Hello everyone, I'm developing an app for iOS 18 using SwiftData, with iCloud synchronization enabled. My app also includes an interactive widget that allows users to mark tasks as complete, similar to Apple's Reminders widget. I'm facing a specific issue with how iCloud sync is triggered when changes are made from the widget. My Setup: Xcode 16 Swift 6 / iOS 18 SwiftData with iCloud Sync enabled. An interactive widget using App Intents to modify the SwiftData model. What's working correctly: App to Widget (Same Device): If I mark a task as complete in the main app, the widget on the same device updates instantly. Widget to App (Same Device): If I mark a task as complete using the interactive widget, the main app on the same device reflects this change immediately. App to App (Across Devices): If I make a change in the app on my iPhone, it syncs correctly via iCloud and appears in the app on my iPad. The Problem: The synchronization issue occurs specifically when an action is initiated from the widget and needs to be reflected on other devices, or when a change from another device needs to be reflected in the widget. Widget Change Not Syncing to Other Devices: If I mark a task as complete in the widget on my iPhone, the change does not sync to my iPad. The task on the iPad only updates after I manually open the main app on the iPhone. Remote Change Not Syncing to Widget: Similarly, if I mark a task as complete in the app on my iPad, the widget on my iPhone does not update to show this change. The widget only refreshes with the correct state after I open the main app on the iPhone. It seems that the widget's AppIntent correctly modifies the local SwiftData store, but this action isn't triggering the necessary background process to push the changes to iCloud. The sync only seems to happen when the main app, with its active ModelContainer, is brought to the foreground. My goal is for any change made in the widget to be reflected across all of the user's devices in near real-time, without requiring them to launch the main app to initiate the sync. Is there a specific API I need to call from my AppIntent to force a SwiftData sync, or a project capability I might be missing to allow the widget extension to trigger iCloud pushes? Any help or guidance would be greatly appreciated. Thank you!
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3w
push notification-driven Live activity decoding fail
My start live activity CURL is not starting my live activity and I keep getting a decoding failure even though my curl matches my content state so my live activity is not starting. heres my CURL --header "apns-topic: MuscleMemory.KimchiLabs.com.push-type.liveactivity" \ --header "apns-push-type: liveactivity" \ --header "apns-priority: 10" \ --header "authorization: bearer eyJhbGciOiJFUzI1NiIsImtpZCI6IjI4MjVTNjNEV0IifQ.eyJpc3MiOiJMOTZYUlBCSzQ2IiwiaWF0IjoxNzU3NDYwMzQ2fQ.5TGvDRk5ZYLsvncjKwXIZYN78X88v5lCwX4fRvfl1QXjwv8tOtO2uoId27LQahXA3zqjruu_2YoOfqEtrppKXQ" \ --data '{ "aps": { "timestamp": '"$(date +%s)"', "event": "start", "content-state": { "plain_text": "hello world", "userContentPage": ["hello world"] }, "alert": { "sound": "chime.aiff" } }, "attributes-type": "KimchiKit.DynamicRepAttributes", "attributes": {} }' \ --http2 https://api.sandbox.push.apple.com/3/device/802fe7b4066e26b51ede7188a7077a9603507a0fa6ee8ffda946a864e75aa139602861538d6fb12100afbe9a3338d6c7c799d947dfacb2ee835f0339ecdc3165c9ed7e54839f5a3b89b76a011f5826cc and here is my content state public struct ContentState: Codable, Hashable { public var plainText: String public var userContentPage: [String] public enum CodingKeys: String, CodingKey { case plainText = "plain_text" case userContentPage } public init(plainText: String, userContentPage: [String]) { self.plainText = plainText self.userContentPage = userContentPage } } public init() {} }
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AppIntentConfiguration WatchOS & iOS inconsistent
I'm having problems with my released app with iOS & WatchOS 26 support. I've added AppIntentConfiguration support in the WatchOS app such that users can configure the complication. My complications also support multiple families and so I have slightly different configuration options available if its in the .accessoryRectangular slot or the .accessoryCircular one. This works fine on Apple Watch when editing the Watch face. Here you can then select the configuration options fine and they are correct for the different variants. However on iOS when configuring in the Apple Watch app on iPhone, the different complication size is ignored and the same configuration options are offered meaning they are wrong for one of them. I created a sample project, here is the app intent code: struct TestWidgetConfigurationIntent: AppIntent, WidgetConfigurationIntent { static var title: LocalizedStringResource = "New Widgets with Configuration" static var description = IntentDescription("Lots of stuff.") static var isDiscoverable: Bool { return false} init() {} func perform() async throws -> some IntentResult { return .result() } @Parameter(title: "Enable More Detail", default: true) var moreDetail: Bool @Parameter(title: "Enable Other Parameter", default: true) var otherParameter: Bool static var parameterSummary: some ParameterSummary { When(widgetFamily: .equalTo, .accessoryRectangular) { Summary("Test Info") { \.$moreDetail \.$otherParameter } } otherwise : { Summary("Test Info") { \.$moreDetail } } } } In WatchOS you get the correct configuration options: In iOS you do not, you get the same configuration option regardless of which family size you select: This could be a bug so I've filed feedback FB20328319. Otherwise if anyone has insights, it would be very appreciated. This is all tested on the current iOS 26.0 and WatchOS 26.0 versions. Thanks!
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1d
The Flashlight Burnout
Often times myself and others have left flashlight on by accident. Burning it out for sometime of being in pocket or left on table the light stays on the whole time because of just not realizing it was on. The front of phone shows flashlight icon is white when light is on, but this is not good enough! The icon needs to be a bright red or some other color so user can see that the light is actually still on. This would help alot , ty
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privacySensitive on lockScreen does not seem to work...
Documentation seems to say that privacySensitive is supposed to redact on the lockScreen. I've disabled "Allow Access when locked" for "Lock Screen Widgets" just in case. It does not work for me. If I add "redacted(reason:) into the view hierarchy it redacts all the content all the time including on the home screen. I've read articles. I gone through a lot of documentation. None of them seem to give the magic formula for redacting sensitive content on the lock screen. I'm using iOS 18.7 on a real iPhone 14 Pro Max.
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Unable to activate ActiveKit
Appears during code compilation Provisioning profile "iOS Team Provisioning Profile: ..*" doesn't include the com.apple.developer.ActivityKit entitlement, Has anyone encountered or resolved a similar issue where the ActiveKit feature was not found in the developer's identifier, despite not being activated in the developer's system?
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Unable to activate ActivityKit
Appears during code compilation Provisioning profile "iOS Team Provisioning Profile: ..*" doesn't include the com.apple.developer.ActivityKit entitlement, Has anyone encountered or resolved a similar issue where the ActiveKit feature was not found in the developer's identifier, despite not being activated in the developer's system?
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2d
App Intent Parameter (AppEntity) not registering
I'm currently testing this on a physical device (12 Pro Max, iOS 26). Through shortcuts, I know for a fact that I am able to successfully trigger the perform code to do what's needed. In addition, if I just tell siri the phrase without my unit parameter, and it asks me which unit, I am able to, once again, successfully call my perform. The problem is any of my phrases that I include my unit, it either just opens my application, or says "I can't understand" Here is my sample code: My Entity: import Foundation import AppIntents struct Unit: Codable, Identifiable { let nickname: String let ipAddress: String let id: String } struct UnitEntity: AppEntity { static var typeDisplayRepresentation: TypeDisplayRepresentation { TypeDisplayRepresentation( name: LocalizedStringResource("Unit", table: "AppIntents") ) } static let defaultQuery = UnitEntityQuery() // Unique Identifer var id: Unit.ID // @Property allows this data to be available to Shortcuts, Siri, Etc. @Property var name: String // By not including @Property, this data is NOT used for queries. var ipAddress: String var displayRepresentation: DisplayRepresentation { DisplayRepresentation( title: "\(name)" ) } init(Unit: Unit) { self.id = Unit.id self.ipAddress = Unit.ipAddress self.name = Unit.nickname } } My Query: struct UnitEntityQuery: EntityQuery { func entities(for identifiers: [UnitEntity.ID]) async throws -> [UnitEntity] { print("[UnitEntityQuery] Query for IDs \(identifiers)") return UnitManager.shared.getUnitUnits() .map { UnitEntity(Unit: $0) } } func suggestedEntities() async throws -> [UnitEntity] { print("[UnitEntityQuery] Request for suggested entities.") return UnitManager.shared.getUnitUnits() .map { UnitEntity(Unit: $0) } } } UnitsManager: class UnitManager { static let shared = UnitManager() private init() {} var allUnits: [UnitEntity] { getUnitUnits().map { UnitEntity(Unit: $0) } } func getUnitUnits() -> [Unit] { guard let jsonString = UserDefaults.standard.string(forKey: "UnitUnits"), let data = jsonString.data(using: .utf8) else { return [] } do { return try JSONDecoder().decode([Unit].self, from: data) } catch { print("Error decoding units: \(error)") return [] } } func contactUnit(unit: UnitEntity) async -> Bool { // Do things here... } } My AppIntent: import AppIntents struct TurnOnUnit: AppIntent { static let title: LocalizedStringResource = "Turn on Unit" static let description = IntentDescription("Turn on an Unit") static var parameterSummary: some ParameterSummary { Summary("Turn on \(\.$UnitUnit)") } @Parameter(title: "Unit Unit", description: "The Unit Unit to turn on") var UnitUnit: UnitEntity func perform() async throws -> some IntentResult & ProvidesDialog { //... My code here } } And my ShortcutProvider: import Foundation import AppIntents struct UnitShortcuts: AppShortcutsProvider { static var appShortcuts: [AppShortcut] { AppShortcut( intent: TurnOnUnit(), phrases: [ "Start an Unit with \(.applicationName)", "Using \(.applicationName), turn on my \(\.$UnitUnit)", "Turn on my \(\.$UnitUnit) with \(.applicationName)", "Start my \(\.$UnitUnit) with \(.applicationName)", "Start \(\.$UnitUnit) with \(.applicationName)", "Start \(\.$UnitUnit) in \(.applicationName)", "Start \(\.$UnitUnit) using \(.applicationName)", "Trigger \(\.$UnitUnit) using \(.applicationName)", "Activate \(\.$UnitUnit) using \(.applicationName)", "Volcano \(\.$UnitUnit) using \(.applicationName)", ], shortTitle: "Turn on unit", systemImageName: "bolt.fill" ) } }
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22h
Adding a custom widget to the Capture group in Control Center
I noticed that with iOS 18, when adding a widget to the Control Center, there is now some "grouping system". I'm interested in the Capture group, which contains native widgets from Apple as well as third party apps like Instagram and Blackmagic cam, widgets in this group open the camera. My widget also opens the camera in my app, how can I add it to this group?
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2d
Live Activity Start Token not generating after certain days of usage for non Production builds
Live Activity Start Token not generating after certain days of usage. We have implemented Live Activity feature where the initial activity is launched by our backend. But to start that first live activity I need push to start token which is generating for few days but all of sudden after certain days it stops generating. Currently we are in development phase so we test it on multiple devices and multiple time we are doing install and uninstall. STEPS TO REPRODUCE Install the app Start token gets generated which is sent to our server After certain duration server sends the first live activity using that token user opens the app then we receive the updated token and send that token to server server uses that updated token to further update the live activity. All this works fine. But after a week of usage we are observing that we stop getting start token from APNS. Not sure where exactly the thing is breaking. We have tried with different devices and different bundle identifiers but behaviour is same for all. func generateStartToken() { Task.detached { [weak self] in guard let self else { return } await self.observeActivityPushTokenAndState() for await data in ActivityKit.Activity<LiveActivityAttribute>.pushToStartTokenUpdates { let token = data.map { String(format: "%02x", $0) }.joined() print("Activity Start token: ", token) } } } func observeActivityPushTokenAndState() { Task.detached { for await activity in ActivityKit.Activity<LiveActivityAttribute>.activityUpdates { Task { for await tokenData in activity.pushTokenUpdates { let updatedToken = tokenData.map { String(format: "%02x", $0) }.joined() print("Activity Update token: ", updatedToken) } } Task { for await content in activity.contentUpdates { let updatedContent = content.state print("Activity Updated: ", updatedContent) } } } } }
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Apr ’25
AccessibilityNode not working in Unity?
Hi, I have a class project I am working on (with a due date tomorrow, unfortunately RIP to me). But I have made my project about adding accessibility to a Unity game. I've successfully added apple unity core and accessibility plugins to my project, and my project builds. But I have simple text nodes and buttons and they aren't accessible with voiceover once I build/export my game and test. I am only building for MacOS right now (for the assignment). I don't have too much experience with Unity, but I am relatively experienced with accessibility (even formerly an intern and contractor at Apple for accessibility). So I wonder if I am just using Unity incorrectly? Perhaps I've done something to my build process (or haven't done something I should)? I've attached a photo of what my dev environment looks like in Unity, I've focused a text node (on the left) and on the right are my AccessibilityNode settings. Any help would be awesome, even if I don't make my deadline tomorrow... :*( Project repo is here, if it is helpful: https://github.com/frankelavsky/PGD_final_project Thanks!
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Apr ’25
Strange Live Activity Occurrence Behavior
I am seeing a really weird behavior with Live Activities. The Live Activity is always appearing on the simulator. However the Live Activity is only appearing on my physical device when there is no other widget in the widget bundle shown below. @main struct HoerspielWidgetsBundle: WidgetBundle { var body: some Widget { // Uncomment the line below and the Live Activity will no longer appear // UpNextWidget() PlaybackLiveActivity() } } Annotating that var with @WidgetBundle has no effect. There are no logs indicating an error, the function to request a Live Activity does not throw and the status of the activity is active. Both the widget and the Live Activity are working fine otherwise. NSSupportsLiveActivities is set to true in the correct Info.plist file. I am not running any beta software and the physical iPhone is on the newest version (iOS 18.5). Using the template when adding a new target in Xcode, I was able to set up a similar app where the Live Activity works as expected. I am really at a loss here which additional information I should provide or how this issue can be resolved. Thank you for your help.
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May ’25
Location streaming onto Live Activity
Hello forum, I want to keep my app running in the background after user swaps up, for the purpose of workout tracking. start up the task and continuously receipt GPS updates process the location data show the data on a live activity Two examples Strava paddlelogger Question: Does this mean, these two apps would just pause when the .backgroundTimeRemaining becomes 0? How does a workout app "work" in background mode, do I need to handle budget running out?
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Jun ’25
SwiftData changes made in widget via AppIntent are not reflected in main app until full relaunch
Hi, I’m using SwiftData with an @Observable DatabaseManager class that is shared between my app and a widget. This class is located inside a Swift package and looks roughly like this: public final class DatabaseManager { public static let shared = DatabaseManager() private init() { let groupID = "group.com.yourcompany.myApp" let config = ModelConfiguration(groupContainer: .identifier(groupID)) let c = try! ModelContainer(for: MyModel.self, configurations: config) self.container = c self.modelContext = c.mainContext } public private(set) var container: ModelContainer public private(set) var modelContext: ModelContext } In the main app, I inject the container and context like this: struct MyApp: App { var body: some Scene { WindowGroup { ContentView() .modelContainer(DatabaseManager.shared.container) .modelContext(DatabaseManager.shared.modelContext) } } } Both the widget and the main app import the same package, and both use DatabaseManager.shared for reading and writing objects. The problem: When the widget updates an object using an AppIntent, the change is not reflected in the main app unless I fully terminate and relaunch it. If I just bring the app back to the foreground, it still shows stale data. Is there a recommended way to make the main app observe or reload SwiftData changes that were made in the widget (via the same shared app group and container)? I’m already using .modelContainer(...) and .modelContext(...) in the app, and everything else works fine — it’s just the syncing that doesn’t happen unless I force-relaunch the app. Thanks!
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228
Jul ’25
Can We Display Screen Time Data in WidgetKit?
Hello, I am trying to create a Home Screen widget for iOS that displays device usage statistics — similar to the built-in Screen Time widget Apple provides. The goal is to show the average device usage for a specified period (daily, weekly, or monthly) and optionally include a comparison with the previous period. I noticed that Apple’s own Screen Time widget presents such information. However, after reviewing the public documentation, I could not find any available API that allows a developer to create a similar experience. To explore possible alternatives, I implemented a SwiftUI view inside a com.apple.deviceactivityui.report-extension using the Family Controls and Device Activity frameworks. The view works fine within the main app and the report extension context, but when I attempted to use the same view in a WidgetKit extension, I received an error at runtime. This suggests that views from com.apple.deviceactivityui.report-extension are not usable inside widgets, which I understand may be due to sandboxing or limitations of how the extension points are designed. So far, I’ve found no way to access cumulative or average usage data (screen time, app usage, etc.) from system APIs that can be shown in a widget context. My understanding is that Family Controls and Device Activity frameworks allow observing ongoing activity and building usage reports inside the app, but do not provide access to the same historical or summarized data that Apple’s own widgets display. Could you please confirm: Whether there is any supported way to access average device usage (screen time) data for use in a widget? If not, is this an intentional limitation due to privacy concerns, or is there a roadmap for exposing such APIs in the future? Are there any APIs or entitlements that could allow similar functionality via WidgetKit? Thank you for your time and support. Best regards,
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141
Jul ’25
New push notifications for widgets seem too limited for actual production-level apps
I was very excited to see the addition of push notifications for widgets. However upon further inspection, the way it is implemented seems too limiting for real life apps. I have an app for time tracking with my own backend. The app syncs with my backend in the main executable (main target). My widgets are more lightweight as they only access data in the shared app container, but they don't perform sync with the server directly to avoid race conditions with the main app. I was under the impression that the general direction of the platform is to be doing most things in the main app target (also App Intents work that way for the most part), so the fact that the WidgetPushHandler just calls the widget's method to reload the timeline is very unfortunate. In an ideal scenario I also need the main app to be 'woken up' to perform the sync with the server, and once that's done I'd update the widget's timeline and where I would just read data from the shared app container. So, my questions are: What is the recommended way of updating the widgets when this push notification arrives in the case that the main app target needs to perform the sync first? Is there any way how to detect that the method func timeline(for configuration: InteractiveTrackingWidgetConfigurationAppIntent, in context: Context) was called as a result of the push notification being received? Can I somehow schedule a background task from the widget's reloadTimeline() function? How can I get the push token later, in case that I don't save it right away the first time the WidgetPushHandler's pushTokenDidChange() is called? Thank you for your work on this and hopefully for your answers. FB19356256
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Sep ’25