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iOS 27 Beta 4: Native Liquid Glass UITabBar renders with opaque milky/frosted background while identical code renders correctly on iOS 26.5
iOS 27 Beta 4: Native Liquid Glass UITabBar renders with opaque milky/frosted background while identical code renders correctly on iOS 26.5 Environment Xcode 27 Beta 4 iOS 27 Beta 4 UIKit UITabBarController Storyboard based application Native UITabBar (no custom tab bar implementation) Device: iPhone 17 Pro Simulator (also reproducible on other iPhone simulators) Problem After upgrading to iOS 27 Beta 4, the native Liquid Glass tab bar appears significantly more opaque (milky/frosted gray) than on iOS 26.5. The exact same application binary and configuration render correctly on iOS 26.5. No custom blur or visual effect is being applied. Current Configuration let appearance = UITabBarAppearance() appearance.configureWithDefaultBackground() appearance.backgroundColor = nil appearance.backgroundEffect = nil appearance.shadowColor = .clear tabBar.standardAppearance = appearance tabBar.scrollEdgeAppearance = appearance tabBar.isTranslucent = true tabBar.backgroundColor = nil tabBar.barTintColor = nil tabBar.backgroundImage = nil tabBar.shadowImage = nil Runtime Verification Verified at runtime: tabBar.backgroundColor == nil tabBar.barTintColor == nil tabBar.isTranslucent == true standardAppearance.backgroundColor == nil standardAppearance.backgroundEffect == nil scrollEdgeAppearance.backgroundColor == nil scrollEdgeAppearance.backgroundEffect == nil View Hierarchy The runtime hierarchy contains Apple's native Liquid Glass implementation: UITabBar _UIBarItemPlatterView _UILiquidLensView BackdropView ClearGlassView _UIPortalView _UITabSelectionView Therefore UIKit is using the Liquid Glass implementation rather than falling back to a legacy blur. Investigation Performed The following were tested without changing behavior: Removed all custom blur views Removed custom overlays Removed refresh/recomposition code Removed layout invalidation Removed transform hacks Removed PageMenu Replaced entire first tab with a plain UITableViewController Replaced DiscoverVC completely Replaced nested collection views Rebuilt a minimal demo project using identical UITabBarAppearance code The minimal demo renders correctly. The production application renders with a much more opaque gray background. Question Has anything changed in the Liquid Glass compositor or backdrop sampling behavior in iOS 27 Beta 4? Is there any new API or recommended configuration required to achieve the same transparency level as iOS 26.5? If this is expected behavior, is there any supported way to control the opacity of the system Liquid Glass material? Screenshots Attach: iOS 26.5 screenshot iOS 27 Beta 4 screenshot
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970
Aug ’26
Enhancing age-appropriate experiences
With the declining literacy rates I think it would be incredibly valuable for apple to implement a separate keyboard experience for minors. One without auto or predictive text, swipe to text, or even potentially also voice memos. These are all very convenient features that I think could unfortunately contribute or even enable the literacy crisis as more and more children grow up and rely on technology. I also think bringing back the ‘look up’ tool on highlighted text into the main options would support and encourage more education (or even adding a thesaurus option as well) From: A Gen Z adult who grew up learning how to spell at the same time I learned how to text. Without relying on all of the convenience features that in turn can remove the mental friction that learning to fix your mistakes provides, my iPhone was teaching me how to spell with simple red lines that required me to interact with my spelling in order to correct my mistakes. Note: Autocorrect was still a feature at the time however was often turned off by most people because of text slang culture which coincidentally helped create more intentional spell check interactions. I believe the decision to turn off autocorrect should be considered a more conscious responsibility so it should not necessarily be left up to a child to decide for themselves.
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1.7k
Aug ’26
4.3a Refuses to appeal or seek a solution, and the game production will solve the 4.3a problem for 2 years and be revised for half a year.
Our game was written by Cocos Creator version 3.8.5 ‌TypeScript, which took the team nearly 2 years to complete. At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed. Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.) Cocos creator Engine Address: https://www.cocos.com/creator-download We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels. Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine? Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year. Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44 Review date: June 28, 2025 Version reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays. Provide feedback on this message and your review experience by completing a short survey.
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760
Aug ’26
GarageBand bug (I think)
Just sharing a bug that exists in GarageBand 10.4.14 in the Beta MacOS 27.0. I believe it's been there even before 27.0 and started with the current GB version. I use the program for an audio podcast and record my audio in one region and edit it I that region. When editing a section of a region (ie: trimming), the APP will delete the section immediately following it. The only way to get it back is to "undo" the trimming. One workaround I have discovered is to drag that segment to another region, edit it there, and then drag it back. Anyone else having this issue? Any resolution? (laptop: Macbook AIR M4, 24G memory)
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342
Jul ’26
Is there an entitlement or API to rearrange other apps on the Home Screen and if not, could one be added?
Hi everyone, I'm exploring an app idea that would help users organize their Home Screen, the app would move or rearrange other apps' icons on the user's behalf (for example, auto-grouping apps or repositioning them based on how often they're used). My question is twofold: Is there currently any entitlement, API, or permission that lets an app programmatically move or rearrange other apps' icons on the Home Screen? From what I can tell, the sandbox model prevents an app from touching anything outside its own container, so I suspect this isn't possible today but I'd be glad to be corrected if I've missed something. If it genuinely isn't possible, is this something Apple would consider adding? For instance, a user-granted permission (similar to how Notifications, Screen Time, or Accessibility permissions work) that the user could explicitly enable to let a trusted app manage their Home Screen layout. The user would stay in full control and could revoke it at any time. I understand there are solid privacy and security reasons behind the current restrictions, so I'm not looking for a workaround, I'm asking whether a supported, user-consented path could exist. Has anyone run into this or found any official guidance? And if this is better filed as a feature request through Feedback Assistant, I'm happy to do that too. Thanks!
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886
Jul ’26
Lack of Native CJK Serif Font Support in WidgetKit (Font.design(.serif))
Hello everyone, I am encountering an inconsistent typography behavior when developing for WidgetKit. Specifically, there is no native serif font fallback for Chinese characters (CJK) in the Widget environment, whereas Latin characters are fully supported. When using the .serif design modifier in SwiftUI: Text("Hello 世界").font(.system(size: 16, design: .serif)) English/Latin characters ("Hello"): System correctly renders using the pre-installed serif font (New York). Chinese characters ("世界"): System ignores the .serif design and falls back to the default sans-serif font (PingFang SC). Can I find any pre-installed native serif font for CJK in iOS that I can reliably invoke within my Widget Extension without bundling .ttf files? If not, do you have plans to map Font.design(.serif) to a pre-installed CJK serif font in future iOS releases so I can maintain design consistency across my localized widgets? Thank you for any insights or recommended workarounds.
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1.1k
Jul ’26
Use of Apple SF Symbols for my website project (with web app companion)
Hello Apple Developer Community, I’ve got a question. I would like to design my web app with the website for my project. I’m currently developing my iOS App and I would like to make a web version too. I would love to use the Apple SF Symbols for my Design as they’re clean and would have the same design as in my iOS App. Am I allowed to integrate them into my website or is it against the ToS of the Apple Developer Program? Have a nice weekend and a happy 4. July 😁 PS: Sorry if I selected the wrong category
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655
Jul ’26
Representing integration with native apps visually
What is the best way to represent (in-app) or via App Store screenshots integration with native apps like Notes, Files, Photos? From a design perspective is it better to just use the app icon and say "integrated with... " subtitle or is there specific guidance from Apple on how to do this. A use case within my app is during onboarding I'd like to show that my app can be accessed via Control Center from any app like Notes, Photos, or Action Button. Thank you.
Topic: Design SubTopic: General Tags:
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648
Jun ’26
Liquid Glass Icon Support for Progressive Web Apps (PWAs)
Hello there, Is it possible to customize the appearance of PWA icons for Liquid Glass? There was a similar question regarding the different icon appearances a few years ago (see thread). Though, as there never was a real conclusion I want to check if there are ways to achieve this by now? So, is it possible to define custom PWA icons for the dark and monochrome (now clear) modes? Can we maybe even use a fully custom Icon Composer icon for Safari PWAs? The icons attribute supports a purpose object with the value monochrome. Can this be used in any way here? If there is no way to customize it, is there at least a way to stop the auto conversion? In my case the white background get’s automatically replaced with the dark mode gradient, but for some reason the black logo isn’t converted/inverted to white leading to black on black logo. Which of course is not intended! I’d appreciate any help or pointer to a resource on that.
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508
Jun ’26
Guideline 4.3(a) - Design - Spam .. Has anyone received this message
Hi has anyone had there app rejected for Guideline 4.3(a) - Design - Spam? my app is a cyber security app which has a VPN and I had this rejection message.. the reasoning was very vague and i am unsure what this means.. I had submitted an appeal and also replied to the reject message but have had no response for over a week. anyone had this and if so, how did you resolve ?
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578
Jun ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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2.4k
Jun ’26
Rejection : Guideline 4.2, Design, Minimum Functionality
Rejected under Guideline 4.2 - a native crypto wallet + Web3 browser flagged as "just a web browser." Looking for guidance. I'd appreciate the community's and Apple engineers' read on a 4.2 (Minimum Functionality) rejection, because I believe the guideline was misapplied and I want to resolve it correctly. WHAT THE APP IS Everything Black is a native iOS app (SwiftUI, iOS 18+) built to platform Black-owned businesses, history, culture, and content, and to preserve it in one place. There is nothing else like it on the App Store. It combines a community hub, a Web3 layer, and an on-device crypto wallet. Native non-custodial wallet (GuapcoinX / GUAP token). This is core, and none of it is possible on the web. A 12-word recovery phrase is generated on the device with native BIP-39 / BIP-32 key derivation. The private key is stored in the iOS Keychain, so it never leaves the device or touches a server. Every transaction is gated by Face ID via the native LocalAuthentication framework. Transactions are signed on-device (secp256k1) and broadcast to the GuapcoinX network. Web3 and blockchain domains. The app registers and resolves on-chain domain names, .guap and .hbcu, and routes to them. These are real blockchain writes initiated and signed by the user. To my knowledge this is the only iOS browser that resolves these domains natively. Native AI assistant. A native SwiftUI chat that returns tailored Black-owned business recommendations from a ZIP code. Native directory and Discover. A native SwiftUI feed and search over a directory of Black-owned businesses, news, podcasts, wikis, resources, and a community board, preserving Black culture and content in a single app. A browser tab is included so users can open community and Web3 sites and reach their .guap and .hbcu domains. It is one tab among several, not the substance of the app. THE REJECTION Guideline 4.2, Design, Minimum Functionality. The app provides a limited user experience as it is not sufficiently different from a web browsing experience. Including features such as push notifications, Core Location, or sharing do not provide a robust enough experience to be appropriate for the App Store. (Screenshot of the rejection attached.) WHY I THINK 4.2 DOESN'T FIT The rejection says the experience is not sufficiently different from a web browsing experience. But the core of the app is a native crypto wallet doing on-device key generation, Keychain storage, biometric-gated signing, and on-chain transactions, capabilities a website physically cannot provide. The App Store hosts many approved apps that pair an in-app browser with a native wallet and an AI assistant, which is exactly the combination here. I suspect the native functionality was missed because the app opens on the Home and browser tab, so the reviewer may not have reached the Wallet and Assistant tabs. MY QUESTIONS First, for those who've cleared a 4.2 on an app with a genuine native wallet: did a Resolution Center reply work, or did you have to change the app or metadata? Second, is it worth changing the default launch tab to a native screen such as the Wallet, so the native functionality is the first thing a reviewer sees? Third, is there any guidance from Apple on how an in-app browser should be positioned so it isn't read as the whole app? Thanks in advance. G u i
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470
Jun ’26
Layout
Now that we are to move away from designing apps for specific devices and fixed orientations, and to instead target “a dynamic range of sizes and aspect ratios”, what does that mean for Apple Pay and CoreNFC flows? For layouts that show users where to tap the NFC tag device to the phone (approximate location where the NFC hardware is located in the phone), how should placement instructions be updated? For reference to all, here's Apple's design, that contains a dot cloud, showing the general tap area: https://www.apple.com/business/tap-to-pay-on-iphone/ Wondering if Apple could provide any updated examples (especially for CoreNFC)? Thanks for the help!
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932
Jun ’26
Get ready for your WWDC26 Group Lab.
Hello Elon, Your WWDC26 Group Lab is almost here. Please review the details below to make sure you have a great experience. Accessibility Technologies Group Lab Tuesday, June 9, 2026 5:00 p.m. (Pacific Daylight Time) 60 minutes Conducted in English https://developer.apple.com/go/?id=wwdc26-accessibility-technologies-group-lab Learn more about Group Labs > If you’re unable to attend, please cancel your registration. If you have questions about your Group Lab, please contact us. We’re glad you’re spending part of WWDC26 with us. The Apple Developer Relations Team Copyright © 2026 Apple Inc. One Apple Park Way, MS 923-4DEV, Cupertino, CA 95014 All Rights Reserved | Privacy Policy | Account This is a service notification related to your Apple Developer account.
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667
Jun ’26
System performance and haptic feedback, good, very big chance of you why and iOS update on 27
Working system and good experience for smoothly, working and lunch lunch apps for fast and iOS 27. Big update comparison on other updates. fast & optimise UI iOS 27. Siri intelligence add new features for accessibility, that’s good. but network connectivity is currently slow for 5G 4G. This is better this network, please network connectivity optimised. and focus network connectivity to stand line networks. or thank you so much.
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414
Jun ’26
Inquiry Regarding Siri–AI Integration Capabilities
: Hello, I’m seeking clarification on whether Apple provides any framework or API that enables deep integration between Siri and advanced AI assistants (such as ChatGPT), including system-level functions like voice interaction, navigation, cross-platform syncing, and operational access similar to Siri’s own capabilities. If no such option exists today, I would appreciate guidance on the recommended path or approved third-party solutions for building a unified, voice-first experience across Apple’s ecosystem. Thank you for your time and insight.
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978
Jun ’26
SwiftUI Liquid Glass Menu briefly turns black after dismissing before returning to transparent glass
Hi, I’m seeing a visual issue with a SwiftUI Menu styled with Liquid Glass on iOS 26. I have a top bar control where a Menu is inside a GlassEffectContainer. The menu label uses .glassEffect(.regular.interactive()), glassEffectID, and glassEffectUnion. The control normally looks translucent, matching the background correctly. But when I open the menu and then dismiss it, the glass control briefly becomes solid black for a moment before returning to the expected transparent/glass appearance. This is visible especially on a colorful/blurred background: Before opening the menu: the control is transparent Liquid Glass. Open the SwiftUI Menu. Dismiss the menu. The menu label/control briefly renders as a black pill. After a short delay, it returns to the correct transparent glass style. Here is the simplified structure: @Namespace private var namespace GlassEffectContainer(spacing: 18) { VStack(spacing: 4) { Menu { Button { selectedMode = .automatic } label: { Label("Automatic", systemImage: "wand.and.sparkles") } Button { selectedMode = .instant } label: { Label("Instant", systemImage: "bolt.fill") } Button { selectedMode = .thinking } label: { Label("Thinking", systemImage: "brain.head.profile") } Divider() Button { showSettings = true } label: { Label("Configure", systemImage: "slider.horizontal.3") } } label: { HStack(spacing: 8) { Image(systemName: selectedMode.icon) Text(selectedMode.title) Image(systemName: "chevron.down") } .padding(.horizontal, 16) .frame(minWidth: 92, minHeight: 48) .contentShape(RoundedRectangle(cornerRadius: 24, style: .continuous)) } } .glassEffect(.regular.interactive(), in: RoundedRectangle(cornerRadius: 24, style: .continuous)) .glassEffectUnion(id: "smart-intelligence-connected-menu", namespace: namespace) .glassEffectID("smart-intelligence-menu-pill", in: namespace) .buttonStyle(.plain) .labelStyle(.iconOnly) } I also tried applying .buttonStyle(.glass) directly to the Menu, and tried moving the glass effect between the Menu label and the wrapper VStack. The issue still appears: after dismissing the menu, the glass label briefly falls back to a solid black appearance before the transparent glass effect recovers. Is this expected behavior for SwiftUI.Menu with Liquid Glass, or is there a recommended way to avoid this black flash after menu dismissal? Should Menu labels avoid .glassEffect(.regular.interactive()) / GlassEffectContainer, or is there a different modifier order recommended for iOS 26? Thanks for reply.
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744
Jun ’26
iOS 27 Beta 4: Native Liquid Glass UITabBar renders with opaque milky/frosted background while identical code renders correctly on iOS 26.5
iOS 27 Beta 4: Native Liquid Glass UITabBar renders with opaque milky/frosted background while identical code renders correctly on iOS 26.5 Environment Xcode 27 Beta 4 iOS 27 Beta 4 UIKit UITabBarController Storyboard based application Native UITabBar (no custom tab bar implementation) Device: iPhone 17 Pro Simulator (also reproducible on other iPhone simulators) Problem After upgrading to iOS 27 Beta 4, the native Liquid Glass tab bar appears significantly more opaque (milky/frosted gray) than on iOS 26.5. The exact same application binary and configuration render correctly on iOS 26.5. No custom blur or visual effect is being applied. Current Configuration let appearance = UITabBarAppearance() appearance.configureWithDefaultBackground() appearance.backgroundColor = nil appearance.backgroundEffect = nil appearance.shadowColor = .clear tabBar.standardAppearance = appearance tabBar.scrollEdgeAppearance = appearance tabBar.isTranslucent = true tabBar.backgroundColor = nil tabBar.barTintColor = nil tabBar.backgroundImage = nil tabBar.shadowImage = nil Runtime Verification Verified at runtime: tabBar.backgroundColor == nil tabBar.barTintColor == nil tabBar.isTranslucent == true standardAppearance.backgroundColor == nil standardAppearance.backgroundEffect == nil scrollEdgeAppearance.backgroundColor == nil scrollEdgeAppearance.backgroundEffect == nil View Hierarchy The runtime hierarchy contains Apple's native Liquid Glass implementation: UITabBar _UIBarItemPlatterView _UILiquidLensView BackdropView ClearGlassView _UIPortalView _UITabSelectionView Therefore UIKit is using the Liquid Glass implementation rather than falling back to a legacy blur. Investigation Performed The following were tested without changing behavior: Removed all custom blur views Removed custom overlays Removed refresh/recomposition code Removed layout invalidation Removed transform hacks Removed PageMenu Replaced entire first tab with a plain UITableViewController Replaced DiscoverVC completely Replaced nested collection views Rebuilt a minimal demo project using identical UITabBarAppearance code The minimal demo renders correctly. The production application renders with a much more opaque gray background. Question Has anything changed in the Liquid Glass compositor or backdrop sampling behavior in iOS 27 Beta 4? Is there any new API or recommended configuration required to achieve the same transparency level as iOS 26.5? If this is expected behavior, is there any supported way to control the opacity of the system Liquid Glass material? Screenshots Attach: iOS 26.5 screenshot iOS 27 Beta 4 screenshot
Replies
1
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0
Views
970
Activity
Aug ’26
Enhancing age-appropriate experiences
With the declining literacy rates I think it would be incredibly valuable for apple to implement a separate keyboard experience for minors. One without auto or predictive text, swipe to text, or even potentially also voice memos. These are all very convenient features that I think could unfortunately contribute or even enable the literacy crisis as more and more children grow up and rely on technology. I also think bringing back the ‘look up’ tool on highlighted text into the main options would support and encourage more education (or even adding a thesaurus option as well) From: A Gen Z adult who grew up learning how to spell at the same time I learned how to text. Without relying on all of the convenience features that in turn can remove the mental friction that learning to fix your mistakes provides, my iPhone was teaching me how to spell with simple red lines that required me to interact with my spelling in order to correct my mistakes. Note: Autocorrect was still a feature at the time however was often turned off by most people because of text slang culture which coincidentally helped create more intentional spell check interactions. I believe the decision to turn off autocorrect should be considered a more conscious responsibility so it should not necessarily be left up to a child to decide for themselves.
Replies
1
Boosts
1
Views
1.7k
Activity
Aug ’26
4.3a Refuses to appeal or seek a solution, and the game production will solve the 4.3a problem for 2 years and be revised for half a year.
Our game was written by Cocos Creator version 3.8.5 ‌TypeScript, which took the team nearly 2 years to complete. At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed. Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.) Cocos creator Engine Address: https://www.cocos.com/creator-download We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels. Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine? Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year. Hello, The issues we previously identified still need your attention. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44 Review date: June 28, 2025 Version reviewed: 2.3.0 Guideline 4.3(a) - Design - Spam We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences. Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps. Next Steps Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality. Support Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module. Consult with fellow developers and Apple engineers on the Apple Developer Forums. Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays. Provide feedback on this message and your review experience by completing a short survey.
Replies
1
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0
Views
760
Activity
Aug ’26
Add two new appearance options for Control Center: More Tinted and More Glass.
Please add two appearance modes for Control Center: More Tinted: Stronger color tint with a vibrant look. More Glass: Increased transparency and a more pronounced Liquid Glass effect. This would give users more control over the visual style of Control Center while keeping the default appearance unchanged.
Replies
1
Boosts
0
Views
792
Activity
Aug ’26
GarageBand bug (I think)
Just sharing a bug that exists in GarageBand 10.4.14 in the Beta MacOS 27.0. I believe it's been there even before 27.0 and started with the current GB version. I use the program for an audio podcast and record my audio in one region and edit it I that region. When editing a section of a region (ie: trimming), the APP will delete the section immediately following it. The only way to get it back is to "undo" the trimming. One workaround I have discovered is to drag that segment to another region, edit it there, and then drag it back. Anyone else having this issue? Any resolution? (laptop: Macbook AIR M4, 24G memory)
Replies
0
Boosts
0
Views
342
Activity
Jul ’26
Is there an entitlement or API to rearrange other apps on the Home Screen and if not, could one be added?
Hi everyone, I'm exploring an app idea that would help users organize their Home Screen, the app would move or rearrange other apps' icons on the user's behalf (for example, auto-grouping apps or repositioning them based on how often they're used). My question is twofold: Is there currently any entitlement, API, or permission that lets an app programmatically move or rearrange other apps' icons on the Home Screen? From what I can tell, the sandbox model prevents an app from touching anything outside its own container, so I suspect this isn't possible today but I'd be glad to be corrected if I've missed something. If it genuinely isn't possible, is this something Apple would consider adding? For instance, a user-granted permission (similar to how Notifications, Screen Time, or Accessibility permissions work) that the user could explicitly enable to let a trusted app manage their Home Screen layout. The user would stay in full control and could revoke it at any time. I understand there are solid privacy and security reasons behind the current restrictions, so I'm not looking for a workaround, I'm asking whether a supported, user-consented path could exist. Has anyone run into this or found any official guidance? And if this is better filed as a feature request through Feedback Assistant, I'm happy to do that too. Thanks!
Replies
1
Boosts
0
Views
886
Activity
Jul ’26
Lack of Native CJK Serif Font Support in WidgetKit (Font.design(.serif))
Hello everyone, I am encountering an inconsistent typography behavior when developing for WidgetKit. Specifically, there is no native serif font fallback for Chinese characters (CJK) in the Widget environment, whereas Latin characters are fully supported. When using the .serif design modifier in SwiftUI: Text("Hello 世界").font(.system(size: 16, design: .serif)) English/Latin characters ("Hello"): System correctly renders using the pre-installed serif font (New York). Chinese characters ("世界"): System ignores the .serif design and falls back to the default sans-serif font (PingFang SC). Can I find any pre-installed native serif font for CJK in iOS that I can reliably invoke within my Widget Extension without bundling .ttf files? If not, do you have plans to map Font.design(.serif) to a pre-installed CJK serif font in future iOS releases so I can maintain design consistency across my localized widgets? Thank you for any insights or recommended workarounds.
Replies
0
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0
Views
1.1k
Activity
Jul ’26
Use of Apple SF Symbols for my website project (with web app companion)
Hello Apple Developer Community, I’ve got a question. I would like to design my web app with the website for my project. I’m currently developing my iOS App and I would like to make a web version too. I would love to use the Apple SF Symbols for my Design as they’re clean and would have the same design as in my iOS App. Am I allowed to integrate them into my website or is it against the ToS of the Apple Developer Program? Have a nice weekend and a happy 4. July 😁 PS: Sorry if I selected the wrong category
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655
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Jul ’26
Representing integration with native apps visually
What is the best way to represent (in-app) or via App Store screenshots integration with native apps like Notes, Files, Photos? From a design perspective is it better to just use the app icon and say "integrated with... " subtitle or is there specific guidance from Apple on how to do this. A use case within my app is during onboarding I'd like to show that my app can be accessed via Control Center from any app like Notes, Photos, or Action Button. Thank you.
Topic: Design SubTopic: General Tags:
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648
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Jun ’26
Liquid Glass Icon Support for Progressive Web Apps (PWAs)
Hello there, Is it possible to customize the appearance of PWA icons for Liquid Glass? There was a similar question regarding the different icon appearances a few years ago (see thread). Though, as there never was a real conclusion I want to check if there are ways to achieve this by now? So, is it possible to define custom PWA icons for the dark and monochrome (now clear) modes? Can we maybe even use a fully custom Icon Composer icon for Safari PWAs? The icons attribute supports a purpose object with the value monochrome. Can this be used in any way here? If there is no way to customize it, is there at least a way to stop the auto conversion? In my case the white background get’s automatically replaced with the dark mode gradient, but for some reason the black logo isn’t converted/inverted to white leading to black on black logo. Which of course is not intended! I’d appreciate any help or pointer to a resource on that.
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0
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2
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508
Activity
Jun ’26
Guideline 4.3(a) - Design - Spam .. Has anyone received this message
Hi has anyone had there app rejected for Guideline 4.3(a) - Design - Spam? my app is a cyber security app which has a VPN and I had this rejection message.. the reasoning was very vague and i am unsure what this means.. I had submitted an appeal and also replied to the reject message but have had no response for over a week. anyone had this and if so, how did you resolve ?
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578
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Jun ’26
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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3
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2.4k
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Jun ’26
Rejection : Guideline 4.2, Design, Minimum Functionality
Rejected under Guideline 4.2 - a native crypto wallet + Web3 browser flagged as "just a web browser." Looking for guidance. I'd appreciate the community's and Apple engineers' read on a 4.2 (Minimum Functionality) rejection, because I believe the guideline was misapplied and I want to resolve it correctly. WHAT THE APP IS Everything Black is a native iOS app (SwiftUI, iOS 18+) built to platform Black-owned businesses, history, culture, and content, and to preserve it in one place. There is nothing else like it on the App Store. It combines a community hub, a Web3 layer, and an on-device crypto wallet. Native non-custodial wallet (GuapcoinX / GUAP token). This is core, and none of it is possible on the web. A 12-word recovery phrase is generated on the device with native BIP-39 / BIP-32 key derivation. The private key is stored in the iOS Keychain, so it never leaves the device or touches a server. Every transaction is gated by Face ID via the native LocalAuthentication framework. Transactions are signed on-device (secp256k1) and broadcast to the GuapcoinX network. Web3 and blockchain domains. The app registers and resolves on-chain domain names, .guap and .hbcu, and routes to them. These are real blockchain writes initiated and signed by the user. To my knowledge this is the only iOS browser that resolves these domains natively. Native AI assistant. A native SwiftUI chat that returns tailored Black-owned business recommendations from a ZIP code. Native directory and Discover. A native SwiftUI feed and search over a directory of Black-owned businesses, news, podcasts, wikis, resources, and a community board, preserving Black culture and content in a single app. A browser tab is included so users can open community and Web3 sites and reach their .guap and .hbcu domains. It is one tab among several, not the substance of the app. THE REJECTION Guideline 4.2, Design, Minimum Functionality. The app provides a limited user experience as it is not sufficiently different from a web browsing experience. Including features such as push notifications, Core Location, or sharing do not provide a robust enough experience to be appropriate for the App Store. (Screenshot of the rejection attached.) WHY I THINK 4.2 DOESN'T FIT The rejection says the experience is not sufficiently different from a web browsing experience. But the core of the app is a native crypto wallet doing on-device key generation, Keychain storage, biometric-gated signing, and on-chain transactions, capabilities a website physically cannot provide. The App Store hosts many approved apps that pair an in-app browser with a native wallet and an AI assistant, which is exactly the combination here. I suspect the native functionality was missed because the app opens on the Home and browser tab, so the reviewer may not have reached the Wallet and Assistant tabs. MY QUESTIONS First, for those who've cleared a 4.2 on an app with a genuine native wallet: did a Resolution Center reply work, or did you have to change the app or metadata? Second, is it worth changing the default launch tab to a native screen such as the Wallet, so the native functionality is the first thing a reviewer sees? Third, is there any guidance from Apple on how an in-app browser should be positioned so it isn't read as the whole app? Thanks in advance. G u i
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470
Activity
Jun ’26
Best position for dismiss button on sheets?
Is there any guidance on changes here between iOS 26 & 27? To go .topLeading or .topTrailing? That is the question. iOS 26 iOS 27
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1.1k
Activity
Jun ’26
What's the one Icon Composer feature that completely changed the way you design app icons?
For those who've spent some time with Icon Composer, what's the single feature, technique, or workflow trick that made the biggest difference in your icon design process? I'd love to hear real-world examples and lessons learned. Thanks!
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1k
Activity
Jun ’26
Layout
Now that we are to move away from designing apps for specific devices and fixed orientations, and to instead target “a dynamic range of sizes and aspect ratios”, what does that mean for Apple Pay and CoreNFC flows? For layouts that show users where to tap the NFC tag device to the phone (approximate location where the NFC hardware is located in the phone), how should placement instructions be updated? For reference to all, here's Apple's design, that contains a dot cloud, showing the general tap area: https://www.apple.com/business/tap-to-pay-on-iphone/ Wondering if Apple could provide any updated examples (especially for CoreNFC)? Thanks for the help!
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932
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Jun ’26
Get ready for your WWDC26 Group Lab.
Hello Elon, Your WWDC26 Group Lab is almost here. Please review the details below to make sure you have a great experience. Accessibility Technologies Group Lab Tuesday, June 9, 2026 5:00 p.m. (Pacific Daylight Time) 60 minutes Conducted in English https://developer.apple.com/go/?id=wwdc26-accessibility-technologies-group-lab Learn more about Group Labs > If you’re unable to attend, please cancel your registration. If you have questions about your Group Lab, please contact us. We’re glad you’re spending part of WWDC26 with us. The Apple Developer Relations Team Copyright © 2026 Apple Inc. One Apple Park Way, MS 923-4DEV, Cupertino, CA 95014 All Rights Reserved | Privacy Policy | Account This is a service notification related to your Apple Developer account.
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667
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Jun ’26
System performance and haptic feedback, good, very big chance of you why and iOS update on 27
Working system and good experience for smoothly, working and lunch lunch apps for fast and iOS 27. Big update comparison on other updates. fast & optimise UI iOS 27. Siri intelligence add new features for accessibility, that’s good. but network connectivity is currently slow for 5G 4G. This is better this network, please network connectivity optimised. and focus network connectivity to stand line networks. or thank you so much.
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1
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414
Activity
Jun ’26
Inquiry Regarding Siri–AI Integration Capabilities
: Hello, I’m seeking clarification on whether Apple provides any framework or API that enables deep integration between Siri and advanced AI assistants (such as ChatGPT), including system-level functions like voice interaction, navigation, cross-platform syncing, and operational access similar to Siri’s own capabilities. If no such option exists today, I would appreciate guidance on the recommended path or approved third-party solutions for building a unified, voice-first experience across Apple’s ecosystem. Thank you for your time and insight.
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978
Activity
Jun ’26
SwiftUI Liquid Glass Menu briefly turns black after dismissing before returning to transparent glass
Hi, I’m seeing a visual issue with a SwiftUI Menu styled with Liquid Glass on iOS 26. I have a top bar control where a Menu is inside a GlassEffectContainer. The menu label uses .glassEffect(.regular.interactive()), glassEffectID, and glassEffectUnion. The control normally looks translucent, matching the background correctly. But when I open the menu and then dismiss it, the glass control briefly becomes solid black for a moment before returning to the expected transparent/glass appearance. This is visible especially on a colorful/blurred background: Before opening the menu: the control is transparent Liquid Glass. Open the SwiftUI Menu. Dismiss the menu. The menu label/control briefly renders as a black pill. After a short delay, it returns to the correct transparent glass style. Here is the simplified structure: @Namespace private var namespace GlassEffectContainer(spacing: 18) { VStack(spacing: 4) { Menu { Button { selectedMode = .automatic } label: { Label("Automatic", systemImage: "wand.and.sparkles") } Button { selectedMode = .instant } label: { Label("Instant", systemImage: "bolt.fill") } Button { selectedMode = .thinking } label: { Label("Thinking", systemImage: "brain.head.profile") } Divider() Button { showSettings = true } label: { Label("Configure", systemImage: "slider.horizontal.3") } } label: { HStack(spacing: 8) { Image(systemName: selectedMode.icon) Text(selectedMode.title) Image(systemName: "chevron.down") } .padding(.horizontal, 16) .frame(minWidth: 92, minHeight: 48) .contentShape(RoundedRectangle(cornerRadius: 24, style: .continuous)) } } .glassEffect(.regular.interactive(), in: RoundedRectangle(cornerRadius: 24, style: .continuous)) .glassEffectUnion(id: "smart-intelligence-connected-menu", namespace: namespace) .glassEffectID("smart-intelligence-menu-pill", in: namespace) .buttonStyle(.plain) .labelStyle(.iconOnly) } I also tried applying .buttonStyle(.glass) directly to the Menu, and tried moving the glass effect between the Menu label and the wrapper VStack. The issue still appears: after dismissing the menu, the glass label briefly falls back to a solid black appearance before the transparent glass effect recovers. Is this expected behavior for SwiftUI.Menu with Liquid Glass, or is there a recommended way to avoid this black flash after menu dismissal? Should Menu labels avoid .glassEffect(.regular.interactive()) / GlassEffectContainer, or is there a different modifier order recommended for iOS 26? Thanks for reply.
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2
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744
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Jun ’26