With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.
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RSS for tagExplore the art and science of app design. Discuss user interface (UI) design principles, user experience (UX) best practices, and share design resources and inspiration.
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Hello,
I have used CPPointOfInterestTemplate for displaying data and as user scrolls using the up/down arrow, I do not see any change in the map. Is there a way to highlight the POIs as the user scrolls through the list?
I need to use the map controls and zoom to check the markers on the map. Is it possible to set the zoom level of the map in CarPlay?
Pls suggest on the above queries
As someone who genuinely appreciated the Liquid Glass effect introduced in iOS 26 Beta 1–2, I am deeply disappointed by its reduction in Beta 3. Liquid Glass wasn’t just eye candy it gave iOS a unique identity, futuristic feel, and a visual soul.
Now, the UI looks flat, generic, and indistinguishable from other platforms. I feel Apple is stepping back from a bold vision due to readability complaints that could’ve been solved with an option or toggle not by removing the whole design language.
Please consider restoring the full Liquid Glass look, or at least offer a toggle so users who believe in Apple’s design language can choose it. Don’t let this innovation fade because of short-term complaints.
I noticed a discrepancy between the Material specifications for tvOS on the Developer page and the naming in the Design Resources (Sketch files). Which one should we consider authoritative?
https://developer.apple.com/design/human-interface-guidelines/materials
Hi all,
I wanted to check whether the NFC bottom-sheet UI shown by iOS during an NFC reading session can be customized.
We have a Figma design (attached) for how the sheet should look, but we are not sure whether iOS allows modifying the default NFC UI.
Is UI customization supported, or is the bottom sheet fully controlled by the system?
Thanks in advance.
What type of licensing does it apply for the usage of FONT_FAMILY='System' in Apple/iOS app?
I am creating a Generate note app but I don't see the text in the button when I applied the MeshGradient. I removed the Mesh Gradient and text is there. Need some help to find the issue. I am new to app Development and I am learning how to use it. Below is the code:
import SwiftUI
struct ContentView: View {
@State private var inputText: String = ""
@State private var isLoading: Bool = false
var body: some View {
ZStack {
Color(.systemGray6).edgesIgnoringSafeArea(.all)
VStack (spacing: 20) {
Text("Generate Notes")
.font(.title)
.fontWeight(.bold)
.frame(maxWidth: .infinity, alignment: .leading)
Text("Transform your thoughts into well-structured notes using artificial intelligence.")
.font(.subheadline)
.foregroundStyle(.secondary)
.frame(maxWidth: .infinity, alignment: .leading)
TextEditor(text: $inputText)
.frame(height: 200)
.padding()
.background(RoundedRectangle(cornerRadius: 16)
.fill(Color(.systemGray6)))
Button(action: {}) {
HStack {
if isLoading {
ProgressView()
.tint(.white)
} else {
Image(systemName: "sparkles")
}
Text(isLoading ? "Generating..." : "Generate Notes")
}
.padding()
.frame(maxWidth: .infinity)
.background(
MeshGradient(width: 3, height: 3, points: [
.init(0, 0), .init(0.5, 0), .init(1, 0),
.init(0, 0.5), .init(0.5, 0.5), .init(1, 0.5),
.init(0, 1), .init(0.5, 1), .init(1, 1)
], colors: [
.blue, .purple, .indigo,
.orange, .white, .blue,
.yellow, .green, .mint
])
)
.mask(
RoundedRectangle(cornerRadius: 16)
.stroke(lineWidth: 16)
.blur(radius: 8)
)
.overlay(
RoundedRectangle(cornerRadius: 16)
.stroke(.white, lineWidth: 1)
.blur(radius: 1)
.blendMode(.overlay)
)
.background(.black)
.foregroundColor(.white)
.cornerRadius(16)
.background(
RoundedRectangle(cornerRadius: 16)
.stroke(.black.opacity(0.5), lineWidth: 1)
)
.shadow(color: .black.opacity(0.15), radius: 20, x: 0, y: 20)
.shadow(color: .black.opacity(0.1), radius: 15, x: 0, y: 15)
}
.disabled(isLoading || inputText.isEmpty)
Spacer()
}
.padding(32)
.background(Color(.systemBackground))
.cornerRadius(44)
.shadow(color: .black.opacity(0.1), radius: 20, x:0, y:10)
}
}
}
#Preview {
ContentView()
}
Hi everyone,
I’m having trouble getting the new glassEffect() modifier to render correctly in SwiftUI.
No matter what I try, it just appears as a solid white background (instead of translucent glass). This happens both in Beta 1 and Beta 2.
My setup: • Mac mini (M4 chip) • macOS 26 Beta 2 (Tahoe) • Xcode 26 Beta 2 • Samsung Odyssey G9 57” monitor (super ultrawide) • Using Preview in SwiftUI, I use IOS 26 Beta 2 (not the Simulator)
Even when I use Apple’s default demo code like:
Text("Hello World") .padding() .glassEffect()
Hey there,
I redesigned my apps icons for Liquid Glass in the icon composer app. I have to say it's been a pleasure to use and my icons look stunning when rendered in the icon composer app, whatever rendering mode and context I've been testing.
But once in a developer release on my device (iOS 26 beta 3), the rendering is very disappointing. They look blurry, very far from what icon composer is showing.
I would like to know whether I have a design issue, or if the current state of the beta release is known to not render icon properly. I'm kind of panicking :)
Hi,
Does the iPad Playgrounds app act completely the same way as a MacBook Playground?
I am developing my app on a 2020 MacBook Air M1 using Swift Playgrounds. However, since the testing is going to be done on an iPad Swift Playgrounds, I was worried if my playground would work, since it relies heavily on the screen size etc.
My app runs completely perfect on MacBook Playrgounds, but doesn't work on the iPad simulator on Xcode.
In the clock app when making an alarm for myself to wake up, I found this bug where If you swipe left On an alarm without deleting it and then Swipe right it does a goofy visual glitch where it teleports to the top of your screen.
Will the draw (animation) functionality of SF Symbols be available when symbols are cut/pasted into a Keynote presentation? Better yet, will the draw tools from SF Symbols 7 be available in Keynote for objects created in Keynote?
I downloaded iOS 26 beta 3. I was very happy with how it turned out, but when I activated Siri, I noticed the rainbow pulsing glow that bordered the phone was missing, and all that was left was the original Siri bubble. I was very disappointed, does anyone know how to get this back? I loved that design feature.
When we are going to have a real analog clock option on the lock screen. If an apple watch can do it surely its not that difficult. For someone who uses a clock to tell what time it isn't as opposed to what time it is, i’m constantly having to convert a digital image where the image of hands on a dial is so much easier. Surely this isnt because someone has forgotten how to read a clock
Development environment:
Simulator: iOS 26 beta 3 iPhone 16 (for testing)
Simulator 2: iPadOS 26 beta 3 iPad Air 13 inch (M3) (for testing)
Connected Device: iPadOS 26 beta 3 iPad Pro 11 inch (M4) (for testing)
Dev Device: macOS Tahoe 26 beta 3 Macbook Air
When using the NavigationSplitView element, the sidebar has a built-in panel toggle button.
However, when I click the toggle button to toggle the sidebar section in SwiftUI 26 on both simulator 2 and the connected device, it has a slight animation glitch before going back to normal. What's going on?
This is my code for the specific view that has the NavigationSplitView (and all views are connected through TabViews):
RecordsPage.swift
Here are image references:
When I clicked the toggle:
After 1~2 seconds:
These images are in the state of the panel being hidden.
Hi there
I have developed an offline algorithm for calculating tides, which works based on the built-in database of tidal stations in some regions. The algorithm works correctly and the results match the real data.
I would like to receive and add moon data from Weather Kit to the algorithm for performance improvement experiments. What requirements do I need to apply to the application so that I can use data from Weather Kit in my algorithm ?
I’m developing an app that includes a navigation bar with a centered title and a single right bar button item. I’ve noticed that when both the navigation bar title and the right bar button item’s title are relatively long, the navigation bar title becomes hidden.
This issue only occurs on iOS 26. When running the same code on iOS 18, the layout behaves as expected, with both elements visible.
Has anyone else experienced this behavior on iOS 26? Is this a known layout change or a possible bug?
Bonjour à tous, je voudrais savoir comment avance mon dossier sur les applications que j’ai créé,comment puis-je faire? Et sinon quelqu’un connaît-il la Durée exacte quand APPLE envoie le code de vérification pour mes applicationà!???
In the past, we had a red badge without a number on the app icon. We want to bring it back. Please provide instructions.
Why?
Why stop there? (Why not ipod.and.imacg3? applenewton.and.vision.pro?)
I get why the older ipod symbols exist but these new pairings are odd.
If anyone ever sees these restricted symbols in the wild, or even just someone using a Vision Pro and an iPod (Touch) together in a way that's not contrived, please do let me know!