Looking at the UIDesignRequiresCompatibility documentation, watchOS is not listed among the supported platforms. When added to the project, it is also being ignored, resulting in Liquid Glass design. It is possible to opt-out from Liquid Glass design temporarily. Is that just an oversight for Apple Watch please?
Explore 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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Ever since Xcode Version 26.0.1 I cannot for the life of me make my buttons rectangular. They are all capsule (or oval) shaped. My interface was designed for square buttons but no matter what I do the issue stays the same. This is what I have (it's fairly barebones but would have worked before I believe):
@IBOutlet weak var PagesInterface: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
PagesInterface.layer.cornerRadius = 0
PagesInterface.layer.masksToBounds = true
}
I would like to propose a design enhancement for future iPhone models: using the existing bottom-right antenna line (next to the power button area) as a capacitive “volume control zone” that supports swipe gestures.
Today this line is a structural antenna break, but it is also located exactly where the thumb naturally rests when holding the phone in one hand. With a small embedded capacitive/force sensor, the user could slide their finger along this zone to control volume without reaching for the physical buttons.
Why this makes sense:
• Perfect ergonomic thumb position in both portrait and landscape
• One-handed volume adjustment becomes easier for large-screen devices
• Silent and frictionless vs. clicking buttons (useful in meetings / night mode)
• Consistent with Apple’s recent move toward contextual hardware input (Action Button, Capture Button, Vision Pro gestures)
The interaction model would be:
• Swipe up → increase volume
• Swipe down → decrease volume
• (Optional) long-press haptic = mute toggle
This could also enhance accessibility, especially for users with reduced hand mobility who struggle to press mechanical buttons on tall devices.
Technically, this would be similar to the Capture Button (capacitive + pressure layers), but linear instead of pressure-based. It does not replace physical buttons, it complements them as a silent gesture-based alternative.
Thank you for considering this as a future interaction refinement for iPhone hardware design.
I’m not a developer - I’m just trying to find out where to post a question I have that might relate to iOS 26.
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.
Hello everyone,
I’m looking for some advice or shared experiences regarding an app rejection under App Store Review Guideline 4.3(b) – Design – Spam.
Our app was rejected and, after an appeal to the App Review Board, Apple maintained that the app “duplicates the content and functionality of similar apps in a saturated category.” We strongly disagree with this classification and are struggling to understand how Guideline 4.3(b) has been applied in our case.
The app was developed as an original product:
Custom-designed content (including original cards and interactions)
A unique visual style and UI
A distinct interaction flow focused on encouraging social interaction between users
This was not a template-based or reskinned app, nor is it part of a series of similar submissions.
We fully respect the App Store Review Guidelines and are open to making adjustments to better align with them. However, what we find difficult is the lack of specific, actionable feedback. We have not received clear guidance on which exact elements are considered duplicative or what changes would meaningfully address the concern.
Some of the questions we are hoping the community can help with:
In your experience, what typically triggers a 4.3(b) rejection in cases like this?
Are there specific mechanics, terminology, or presentation choices that reviewers often interpret as problematic?
Have others successfully resolved a 4.3(b) rejection without completely abandoning their app concept?
We have already invested significant time and resources into this project, and being advised to create an entirely new app is not financially feasible for us. We are genuinely trying to understand how to proceed in a way that is constructive and compliant.
Any insights, experiences, or advice would be greatly appreciated.
Thank you in advance.
— Lars
The bane of my existence has been designing interfaces where the whole view needs to scroll, but a portion is a List and the other portion is static.
I run into this problem time and again so I was hoping someone has a good solution because we all know that embedding a List view inside ScrollView is a no-go within SwiftUI. It simply doesn't work.
So what is a best practice when you need the whole screen to scroll, but a portion is a List? Use a navigation stack instead of a ScrollView? What if it's a child view of a navigation stack already?
I am working on a Mac App that was developed with Objective C and Interface Builder. In earlier versions of Mac OS the window title was centered. Now in Tahoe it's left-justified. Is there some way to set this? There is no setting for this in Interface Builder and I can't see any way to do it programmatically by reading the developer documentation. Is this even possible?
Hello. I've made a shape in the app which looks like the hello sign on apple products at startup. Is this considered plagiarism, or is it acceptable to use it in an app?
P.s: i've used Path for it and drawed it with curves
I’m currently using the iOS 26 Developer Beta and noticed the new icon design for the Camera app. Personally, I preferred the previous icon it looked cleaner, more elegant, and felt more in line with Apple’s signature iOS design language.
The new icon feels more like something you’d expect from Android. It lacks the minimalist, refined style that usually defines iOS icons. I understand UI evolves over time, but this change feels like a step away from what makes Apple’s design philosophy unique.
Just wanted to share this honest feedback as a long-time user and developer. Thanks for considering!
Hi,
App Image: What is the best format - jpg, tiff, giff, psd or ai?
What is the maximum and minimum number of items the app can contain?
Please advise.
Thanks
Hi everyone,
I am working on a CarPlay integration, and need open a two level list opened from a root template. However, I am always receiving an error message when opening the 2nd pushed template.
To narrow it down not to have an issue with some app specific code I created the CarPlay scene below.
I am aware that there is a limit, but two levels I understand are supported on all CarPlay integrations, the maximum seems to be 5.
The app is just crashing right after showing the 2nd template.
Any ideas? Any hints are much appreciated.
Thanks a lot!
Regards, Michael
class CarPlaySceneDelegate2: UIResponder, CPTemplateApplicationSceneDelegate {
// [...]
private func createRootTemplate() -> CPListTemplate {
let pushToAItem = CPListItem(text: "Push to Template A", detailText: "Level 1 → Level 2")
pushToAItem.handler = {[weak self] (pushToAItem, completion) in
guard let self = self else {
completion()
return
}
self.interfaceController?.pushTemplate(
self.pushTemplateA(),
animated: true,
completion: { (didPresent, error) in
completion()
}
)
}
let section = CPListSection(items: [pushToAItem])
let template = CPListTemplate(title: "Root Template", sections: [section])
return template
}
private func pushTemplateA() -> CPListTemplate {
let pushToBItem = CPListItem(text: "Push to Template B", detailText: "Level 2 → Level 3")
pushToBItem.handler = {[weak self] (pushToBItem, completion) in
guard let self = self else {
completion()
return
}
self.interfaceController?.pushTemplate(
self.pushTemplateB(),
animated: true,
completion: { (didPresent, error) in
completion()
}
)
}
let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root")
backToRootItem.handler = { [weak self] _, completion in
self?.interfaceController?.popToRootTemplate(animated: true, completion: nil)
completion();
}
let infoItem = CPListItem(text: "Current Depth", detailText: "2 (Template A)")
let stackCountItem = CPListItem(
text: "Stack Count",
detailText: "\((interfaceController?.templates.count ?? 0) + 1)"
)
let section = CPListSection(items: [pushToBItem, backToRootItem, infoItem, stackCountItem])
let template = CPListTemplate(title: "Template A", sections: [section])
return template
}
private func pushTemplateB() -> CPListTemplate {
let pushToCItem = CPListItem(text: "Push to Template C", detailText: "Level 3 → Level 4")
pushToCItem.handler = {[weak self] (pushToCItem, completion) in
guard let self = self else {
completion()
return
}
self.interfaceController?.pushTemplate(
self.pushTemplateC(),
animated: true,
completion: { (didPresent, error) in
completion()
}
)
}
let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root")
backToRootItem.handler = { [weak self] _, completion in
self?.interfaceController?.popToRootTemplate(animated: true, completion: nil)
completion()
}
let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template A")
popOneItem.handler = { [weak self] _, completion in
self?.interfaceController?.popTemplate(animated: true, completion: nil)
completion()
}
let infoItem = CPListItem(text: "Current Depth", detailText: "3 (Template B)")
let stackCountItem = CPListItem(
text: "Stack Count",
detailText: "\((interfaceController?.templates.count ?? 0) + 1)"
)
let section = CPListSection(items: [pushToCItem, popOneItem, backToRootItem, infoItem, stackCountItem])
let template = CPListTemplate(title: "Template B", sections: [section])
return template
}
private func pushTemplateC() -> CPListTemplate {
let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root")
backToRootItem.handler = { [weak self] _, completion in
self?.interfaceController?.popToRootTemplate(animated: true, completion: nil)
completion()
}
let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template B")
popOneItem.handler = { [weak self] _, completion in
self?.interfaceController?.popTemplate(animated: true, completion: nil)
completion()
}
let infoItem = CPListItem(text: "Current Depth", detailText: "4 (Template C)")
let stackCountItem = CPListItem(
text: "Stack Count",
detailText: "\((interfaceController?.templates.count ?? 0) + 1)"
)
let section = CPListSection(items: [popOneItem, backToRootItem, infoItem, stackCountItem])
let template = CPListTemplate(title: "Template C", sections: [section])
return template
}
}
i am struggling to get my tab view to work, when i call views in the action part of my tab view, my background creates issue? does anyone know how to fix this?
struct ContentView: View {
@Environment(.colorScheme) var colorMode
let Color1: Color = .cyan
var Color2: Color {
colorMode == .dark ? .black : .white
}
var TextColor: Color{
colorMode == .dark ? .black : .black
}
let tax: Double = 0.0875
var OptionTypes: [String] = ["Breakfeast", "Lunch", "Dinner", "Dessert", "Drinks"]
var BreakfeastFoods: [Food] = [
Food(Name: "Eggs Benedict", Price: 9.50),
Food(Name: "Avocado Toast", Price: 5.75),
Food(Name: "French Toast", Price: 12.50),
Food(Name: "Waffles", Price: 7.25),
Food(Name: "Pancakes", Price: 8.60)
]
var LunchFoods: [Food] = [
Food(Name: "Tuna Salad", Price: 11.25),
Food(Name: "Pizza", Price: 22.50),
Food(Name: "Chicken Sandwitch", Price: 8.95),
Food(Name: "French Fries", Price: 5.15),
Food(Name: "Macaroni and Cheese", Price: 7.50)
]
var DinnerFoods: [Food] = [
Food(Name: "Ribeye Steak", Price: 18.99),
Food(Name: "Pork Ribs", Price: 21.75),
Food(Name: "Salmon", Price: 15.00),
Food(Name: "Burrito Bowl", Price: 13.99),
Food(Name: "Chicken Fajitas", Price: 20.50)
]
var DessertFoods: [Food] = [
Food(Name: "Ice Cream Sundae", Price: 10.00),
Food(Name: "Fudge Brownie", Price: 4.85),
Food(Name: "Chocolate Cake Slice", Price: 6.10),
Food(Name: "Pumpkin Pie", Price: 6.10),
Food(Name: "Ice Cream Float", Price: 3.50)
]
var Drinks: [Food] = [
Food(Name: "Water", Price: 0.00),
Food(Name: "Sparkling Water", Price: 2.15),
Food(Name: "Soda", Price: 3.00),
Food(Name: "Coffee", Price: 2.50),
Food(Name: "Hot Chocolate", Price: 3.50)
]
@State var MyCart: [Food] = []
var body: some View {
NavigationStack{
ZStack{
LinearGradient(colors: [Color1, Color2], startPoint: .top, endPoint: .bottom).ignoresSafeArea()
VStack(spacing: 40){
ForEach(OptionTypes, id: \.self){
OptionType in
NavigationLink(value: OptionType){
Text(OptionType)
}.frame(width: 250, height: 70).background(LinearGradient(colors: [.cyan, .white,.cyan], startPoint: .topLeading, endPoint: .bottom)).foregroundStyle(TextColor).cornerRadius(100).font(.system(size: 25, weight: .medium)).padding(.top, 16)
}
}.navigationDestination(for: String.self) {
OptionType in
switch OptionType{
case "Breakfeast":
BreakFeastView(BreakfeastList: BreakfeastFoods, Color1: Color1, Color2: Color2)
case "Lunch":
LunchView(LunchList: LunchFoods, Color1: Color1, Color2: Color2)
case "Dinner":
DinnerView(DinnerList: DinnerFoods, Color1: Color1, Color2: Color2)
case "Dessert":
DessertView(DessertList: DessertFoods, Color1: Color1, Color2: Color2)
case "Drinks":
DrinksView(DrinksList: Drinks, Color1: Color1, Color2: Color2)
// case "My Cart":
// MyCartView(MyCartList: MyCart, Color1: Color1, Color2: Color2)
default:
Text("Error")
}
}
} .navigationTitle("Choose Menu")
TabView{
Tab("Menu", systemImage: "fork.knife"){
}
Tab("My-Cart", systemImage: "cart.fill"){
}
Tab("Store Location", systemImage: "mappin"){
}
}
}
}
}
With iOS 26 the CPListSection header has a transparent background, and when the list scrolls under the header it doesn't look good at all. We expected to see a glass fading effect maybe, like the one on the top of the screen. Is it a known bug?
Yesterday on Explore the biggest updates from WWDC Curt Clifton shared .background(.tint, in: .rect(corner: .containerConcentric)). XCode26 beta 3 don‘t recognize it. how when we can use it??
Hello Apple Team,
I’d like to request a feature that allows users to close all background apps at once on iPhones. Currently, closing each app individually can be time-consuming, especially when many are running.
A “Close All” button would greatly improve user experience and efficiency.
Thank you for considering this suggestion!
Hi,
I want to generate some sample datas for demonstrating the functions of my app when the app launched. My codes are as followings:
func generateSampleData() {
let hasLaunchedKey = "HasLaunchedBefore"
let defaults = UserDefaults.standard
if !defaults.bool(forKey: hasLaunchedKey) {
//generate the demo data
}
defaults.set(true, forKey: hasLaunchedKey)
}
And I put the func in a view's onAppear modifier. I found every time I go the view, it generates the demo data again, which results in producing a lot of demo data. But I have set the status of the function running in the userdefault. Why did it happen?
Best Wishes,
While doing production release of app, I was not able to see phase release option like in my previous releases. Due To whihc when I released. the app , it got released to 100% users. I want to know why phase release option was not showing up in my dashboard
I use swiftui to build apps on iPhone and iPad.
There is no problem with the iPhone app.
The game display is fully shown on iPhone.
However, for the iPad, the game display is not shown and the screen goes black.
I had to tap the button on the upper left side.(looks like a side view button)
After that, the game display is only shown in the left side in a very small size.
How can I make the game display fully shown in the iPad?