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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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160
Jun ’25
TabView - .search roles
I'm having some difficulty with a tabview and getting the new search bar to expand from the search icon. The tabview works so far, it looks fine, tapping on the search opens the view I will be modifying to use the search bar. snip from my tabview: var body: some View { TabView(selection: $selectedTab) { Tab("Requests", systemImage: "list.bullet", value: .requests) { OverseerrRequestView(integrationId: integrationId) } Tab("Users", systemImage: "person.3", value: .users) { OverseerrUserView(integrationId: integrationId) } Tab("Search", systemImage: "magnifyingglass", value: .search, role: .search) { NavigationStack { OverseerrView(integrationId: integrationId) .searchable(text: $searchString) } } } .modifier(TabBarMinimizeIfAvailable()) .navigationTitle("Overseerr") .modifier(NavigationBarInlineIfAvailable()) } Currently in that view, I have temporarily constructed a search bar that handles the search function (we're searching externally, not just contents in the view) snip from my view: .safeAreaInset(edge: .bottom) { HStack { Image(systemName: "magnifyingglass") .foregroundColor(.secondary) TextField("Search movies, TV or people", text: $query) .focused($isSearchFieldFocused) .onSubmit { Task { await performSearch() } } .submitLabel(.search) .padding(.vertical, 8) .padding(.horizontal, 4) if !query.isEmpty { Button(action: { query = "" searchResults = [] Task { await loadTrending() } }) { Image(systemName: "xmark.circle.fill") .foregroundColor(.secondary) } } } .padding(.horizontal) .padding(.vertical, 5) .adaptiveGlass() .shadow(radius: 8) .onAppear { isSearchFieldFocused = false } } Notes: .adaptiveGlass() is a modifier I created to easily apply liquid glass or not depending on OS version, so as not to require the use of #if or #available in the views. The end goal here: have the tab view search "tab" open the OverseerrView.swift (Discover) view, activate the animated search bar, and search the input text to the performSearch() function. I have similar needs on other tab views, and am trying to move away from needing to manually create a search bar, when one should work from the .search role. Is there an example project with this search in the tab that I can reference? the landmarks sample project sadly did not include one.
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Jul ’25
Why is SwiftUI so broken and not improving layered UI functionality
Again and and again, I reach the point in a new application where I need to make structural changes in components and my data model, and the SwiftUI compiler fails to compile and just reports "I'm lost in the weeds", with no indication of what it was last working on, aside from a particular level in a multi-layered nested UI. This typically happens when a sub-views construction is not coded correctly because I changed that view and am looking for what broke, by just letting the compiler tell me what is not compatible. This is how refactoring has been done for ages and it's just amazingly frustrating that Apple engineers don't seem to understand nor care about this issue enough to fix it. Why does this problem persist through version after version of SwiftUI? Is no-one actually using it for anything?
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153
Jul ’25
Unable to Add Font to Asset Catalog as a Font Set (Appearing as "Data")
Hi Support Team, I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign. When I drag my files in they show up as data. I have a Contents.json in the font folder called BeVietnamProFont.font. Is there something I am doing wrong? Thanks SO much! { "info": { "version": 1, "author": "xcode" }, "properties": {}, "fonts": [ { "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" }, { "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" }, { "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" }, { "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" }, { "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" }, { "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" }, { "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" }, { "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" }, { "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" }, { "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" }, { "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" }, { "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" }, { "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" }, { "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" }, { "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" }, { "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" }, { "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" }, { "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" } ] } ![]("https://developer.apple.com/forums/content/attachment/56835f04-d1c1-468f-808b-9a786562d367" "title=Screenshot 2025-07-13 at 1.05.05 PM.png ;width=539;height=630")
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250
Jul ’25
`ContextMenu` and `Menu` Item Layout: Icon/Title Order Discrepancy Between System and Custom Apps (iOS 26)
I've observed a difference in the layout of menu items within ContextMenu and Menu when comparing system applications to my own SwiftUI app, specifically concerning the order of icons and titles. On iOS 26, system apps (as shown in the image in the "System App" column) appear to display the item's icon before its title for certain menu items. However, in my SwiftUI app, when I use a Label (e.g. Label("Paste", systemImage: "doc.on.clipboard")) or an HStack containing an Image and Text, the icon consistently appears after the title within both ContextMenu and Menu items. I'm aiming to achieve the "icon first, then title" layout as seen in system apps. My attempts to arrange this order using HStack directly within the Button's label closure: Menu { Button { /* ... */ } label: { HStack { Image(systemName: "doc.on.clipboard") Text(String(localized: "Paste")) } } // ... } label: { Text("タップミー") } seem to be overridden or restricted by the OS, which forces the icon to the leading position (as shown in the image in the "Custom App" column). System App Custom App Is there a specific SwiftUI modifier, or any other setting I might have overlooked that allows developers to control the icon/title order within ContextMenu or Menu items to match the system's behavior? Or is this a system-controlled layout that app developers currently cannot customize, and we need to wait for potential changes from Apple to expose this capability for in-app menus? Thanks in advance!
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Jul ’25
Multi-Selection List : changing Binding Array to Binding Set and back again
I am trying to create a menu picker for two or three text items. Small miracles, but I have it basically working. Problem is it uses a set, and I want to pass arrays. I need to modify PickerView so the Bound Parameter is an [String] instead of Set. Have been fighting this for a while now... Hoping for insights. struct PickerView: View { @Binding var colorChoices: Set<String> let defaults = UserDefaults.standard var body: some View { let possibleColors = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() Menu { ForEach(possibleColors, id: \.self) { item in Button(action: { if colorChoices.contains(item) { colorChoices.remove(item) } else { colorChoices.insert(item) } }) { HStack { Text(item) Spacer() if colorChoices.contains(item) { Image(systemName: "checkmark") } } } } } label: { Label("Select Items", systemImage: "ellipsis.circle") } Text("Selected Colors: \(colorChoices, format: .list(type: .and))") } } #Preview("empty") { @Previewable @State var colorChoices: Set<String> = [] PickerView(colorChoices: $colorChoices) } #Preview("Prefilled") { @Previewable @State var colorChoices: Set<String> = ["Red","Blue"] PickerView(colorChoices: $colorChoices) } My Content View is suppose to set default values the first time it runs, if no values already exist... import SwiftUI struct ContentView: View { @State private var viewDidLoad: Bool = false var body: some View { HomeView() .onAppear { // The following code should execute once the first time contentview loads. If a user navigates back to it, it should not execute a second time. if viewDidLoad == false { viewDidLoad = true // load user defaults let defaults = UserDefaults.standard // set the default list of school colors, unless the user has already updated it prior let defaultColorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? defaultColorChoices defaults.set(colorChoices, forKey: "ColorChoices") } } } } #Preview { ContentView() } PickLoader allows you to dynamically add or delete choices from the list... import SwiftUI struct PickLoader: View { @State private var newColor: String = "" var body: some View { Form { Section("Active Color Choices") { // we should have set a default color list in contentview, so empty string should not be possible. let defaults = UserDefaults.standard let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() List { ForEach(colorChoices, id: \.self) { color in Text(color) } .onDelete(perform: delete) HStack { TextField("Add a color", text: $newColor) Button("Add"){ defaults.set(colorChoices + [newColor], forKey: "ColorChoices") newColor = "" } } } } } .navigationTitle("Load Picker") Button("Reset Default Choices") { let defaults = UserDefaults.standard //UserDefaults.standard.removeObject(forKey: "ColorChoices") let colorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] defaults.set(colorChoices, forKey: "ColorChoices") } Button("Clear all choices") { let defaults = UserDefaults.standard defaults.removeObject(forKey: "ColorChoices") } } } func delete(at offsets: IndexSet) { let defaults = UserDefaults.standard var colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() colorChoices.remove(atOffsets: offsets) defaults.set(colorChoices, forKey: "ColorChoices") } #Preview { PickLoader() } And finally HomeView is where I am testing from - to see if binding works properly... import SwiftUI struct HomeView: View { //@State private var selection: Set<String> = [] //@State private var selection: Set<String> = ["Blue"] @State private var selection: Set<String> = ["Blue", "Red"] var body: some View { NavigationStack { List { Section("Edit Picker") { NavigationLink("Load Picker") { PickLoader() } } Section("Test Picker") { PickerView(colorChoices: $selection) } Section("Current Results") { Text("Current Selection: \(selection, format: .list(type: .and))") } } .navigationBarTitle("Hello, World!") } } } #Preview { HomeView() } If anyone uses this code, there are still issues - buttons on Loader don't update the list on the screen for one, and also dealing with deleting choices that are in use - how does picker deal with them? Probably simply add to the list automatically and move on. If anyone has insights on any of this also, great! but first I just need to understand how to accept an array instead of a set in pickerView. I have tried using a computed value with a get and set, but I can't seem to get it right. Thanks for any assistance! Cheers!
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Jul ’25
Issue with External Browser on Sign In (Privy SDK limitation)
Hello Apple App Review Team, We are using Privy to enable sign in with Farcaster in our app. Privy is a 3rd party authentication SDK, and it currently opens the authentication URL using the system browser. Unfortunately, this behavior is handled internally by Privy and we do not have access or control to override it in order to present the sign-in flow in-app using SFSafariViewController. We understand the importance of maintaining a seamless and secure user experience, and we fully support the use of SFSafariViewController or ASWebAuthenticationSession. However, since Privy does not expose an option to change this behavior at the moment, we are limited by their current implementation. We have reached out to the Privy team requesting a change or improvement that would allow us to use SFSafariViewController instead of the external browser. In the meantime, we would appreciate your guidance on how to proceed, or whether an exception could be granted due to this 3rd party SDK limitation. Thank you for your understanding and support.
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214
Jul ’25
Optimizing for the 500 widgets and updating it faster in iOS
I am creating 500 textfield widgets and then updating them and all their 40 properties at once. I require to update all 500 widgets with their properties at once as it is a usecase in our app, so pooling and showing only those that will be on screen won't really help in this case. I have found that for updating all these 500 textfield widgets with their 40 properties, the time taken is 80 to 100 milliseconds. However, if I update the non-string properties like .text, then it comes down to half which is 40 to 50 milliseconds. Wanted to know if there was a far more quicker or optimized way to do this? The following snippet of code shows what I am doing: @objc private func handleImmediateMode() { let startTime = CFAbsoluteTimeGetCurrent() for (index, textField) in retainedInputFields.enumerated() { updateAllProperties(for: textField, index: index) } let endTime = CFAbsoluteTimeGetCurrent() print("Immediate Mode -- (500 fields, 40 props): \( (endTime - startTime) * 1000) ms") } In the above code, I have already created the 500 textfield widget, and then in updateAllProperties () function I am passing the textfield widget to it and then updating the 40 properties that the widget has. Particularily, the following properties: textField.placeholder = "Input Field (index)" UILabel().text Seem to be adding the extra 40 - 50 milliseconds.
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113
Jul ’25
Tinting/Coloring tabs when using SidebarAdaptableTabViewStyle like List
SwiftUI.List allows for customization using .listItemTint, .tint, or .foregroundStyle. This can be used to color individual items in the list, other than the app's specified accent color. Is there an equivalent feature to customize individual Tab's icon or label, when using TabView's SidebarAdaptableTabViewStyle, and its in the sidebar style. From what I understand, there needs to be a modifier applied directly to Tab unlike List, and not just the label. Since there isn't any color/tint modifiers, is it not possible?
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Jul ’25
Maintain app icon contrast when switching to grayscale mode
Context & Issue I am developing an iOS application. My app icon uses colors that are relatively close to each other. When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced. Goal When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable. What I’ve tried Redesigned the icon with more contrasting colors. Added strokes/outlines, but it still doesn’t look much better in grayscale. Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon. Specific questions Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled? If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale? Do we have to design grayscale version for app icon? Thank you!
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307
Aug ’25
Ignore Home Screen Tint/Accents in Colored Components
I'm having some trouble getting my widget to display how I want when the user has a tint applied to their home screen. The issue I'm having is with a Text() element, as well as a LinearGradient I am displaying on top of my image. The text should always be white, and the gradient is always black with varying levels of opacity. I've managed to fix this issue with images displayed in my widget by leveraging widgetAccentedRenderingMode(.fullColor) however, there does not seem to be an equivalent of this for non-Image components. I'm aware of .widgetAccentable(false) but as I understand it, elements are already considered not accentable by default and you need to explicitly declare widgetAccentable(true) to add them to the accent group. I've tried specifying this to be false up and down my view hierarchy just to see if something will stick but no luck. Are there any other levers I can pull to preserve the declared colors for my text and gradient components? The images I am displaying is album artwork where preserving the original image is integral, but the tinted text color and overlaid gradient often clash or just looks bad in general. Is there a solution for colored primitive elements?
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139
Aug ’25
Automatic App Icon Style Change in iOS 26
After updating from iOS 18 to iOS 26, our app icon appears to have automatically received the new 'Liquid Glass' effect. We confirmed that this change occurred without us releasing a new app update. My questions are: Is this a system behavior where iOS 26 automatically applies the new icon style to existing apps? If so, is it possible for a developer to control or customize this effect? I am also wondering if there are any methods other than using Icon Composer.
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Aug ’25
Menu view flashes white before closing when device is set to dark appearance
Feedback ID: FB19846667 When dismissing a Menu view when the device is set to dark appearance, there is a flash of lightness that is distracting and feels unnatural. This becomes an issue for apps that rely on the user interacting with Menu views often. When using the overflow menu on a toolbar, the effect of dismissing the menu is a lot more natural and there is less flashing. I expect a similar visual effect when creating Menu views outside of a toolbar. Has anyone found a way around this somehow? Comparison between dismissing a menu and a toolbar overflow: https://www.youtube.com/shorts/H2gUQOwos3Y Slowed down version of dismissing a menu with a visible light flash: https://www.youtube.com/shorts/MBCCkK-GfqY
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197
Aug ’25
SwiftUI Table Header Background not appearing in iPadOS 26
Hi, it seems like using Table on iPadOS 26 results in the table header not applying a background. When comparing the same code on iPadOS 18, the table header applies a blur behind the header to ensure legibility when the user scrolls the content. Is there a way to ensure Table applies a background effect to the header so that content remains legible during scrolling? Here is a minimal example: struct TablePreviewContent: Identifiable { var id: Int { text.hashValue } var text: String } #Preview { let content = [TablePreviewContent(text: "Hello"), TablePreviewContent(text: "World")] Table(content) { TableColumn("Title", value: \.text) } } I've attached screenshots of the behavior on iPadOS 26 compared to iPadOS 18 to illustrate the issue.
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Sep ’25
iOS 26: UITabBarItem.isEnabled = false no longer prevents selection (works on iOS 18)
Code that disables a tab bar item via UITabBarItem.isEnabled = false used to both grey out the item and block taps on iOS 18. On iOS 26, the item often remains tappable and selectable, even though isEnabled is set to false. This looks like a behavior change or regression. func disableTabbarItems(tabbar: UITabBarController, isEnable: Bool, index: Int) { if let tabItems = tabbar.tabBar.items { let tabItem = tabItems[index] tabItem.isEnabled = isEnable } ![]("https://developer.apple.com/forums/content/attachment/a3c0bafb-2b10-44c3-8d76-d31bd83f30f7" "title=iOS 18.jpg;width=1179;height=279") } ![]("https://developer.apple.com/forums/content/attachment/4bbaccf3-292b-4790-b272-0d9809ba2949" "title=iOS 26.jpg;width=828;height=196")
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Sep ’25
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
Boosts
0
Views
160
Activity
Jun ’25
TabView - .search roles
I'm having some difficulty with a tabview and getting the new search bar to expand from the search icon. The tabview works so far, it looks fine, tapping on the search opens the view I will be modifying to use the search bar. snip from my tabview: var body: some View { TabView(selection: $selectedTab) { Tab("Requests", systemImage: "list.bullet", value: .requests) { OverseerrRequestView(integrationId: integrationId) } Tab("Users", systemImage: "person.3", value: .users) { OverseerrUserView(integrationId: integrationId) } Tab("Search", systemImage: "magnifyingglass", value: .search, role: .search) { NavigationStack { OverseerrView(integrationId: integrationId) .searchable(text: $searchString) } } } .modifier(TabBarMinimizeIfAvailable()) .navigationTitle("Overseerr") .modifier(NavigationBarInlineIfAvailable()) } Currently in that view, I have temporarily constructed a search bar that handles the search function (we're searching externally, not just contents in the view) snip from my view: .safeAreaInset(edge: .bottom) { HStack { Image(systemName: "magnifyingglass") .foregroundColor(.secondary) TextField("Search movies, TV or people", text: $query) .focused($isSearchFieldFocused) .onSubmit { Task { await performSearch() } } .submitLabel(.search) .padding(.vertical, 8) .padding(.horizontal, 4) if !query.isEmpty { Button(action: { query = "" searchResults = [] Task { await loadTrending() } }) { Image(systemName: "xmark.circle.fill") .foregroundColor(.secondary) } } } .padding(.horizontal) .padding(.vertical, 5) .adaptiveGlass() .shadow(radius: 8) .onAppear { isSearchFieldFocused = false } } Notes: .adaptiveGlass() is a modifier I created to easily apply liquid glass or not depending on OS version, so as not to require the use of #if or #available in the views. The end goal here: have the tab view search "tab" open the OverseerrView.swift (Discover) view, activate the animated search bar, and search the input text to the performSearch() function. I have similar needs on other tab views, and am trying to move away from needing to manually create a search bar, when one should work from the .search role. Is there an example project with this search in the tab that I can reference? the landmarks sample project sadly did not include one.
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4
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0
Views
230
Activity
Jul ’25
Figma App Icon Template iOS 26
Where is the Figma App Icon Template mentioned in the Developer session https://developer.apple.com/videos/play/wwdc2025/361?
Topic: Design SubTopic: General Tags:
Replies
0
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0
Views
386
Activity
Jul ’25
Why is SwiftUI so broken and not improving layered UI functionality
Again and and again, I reach the point in a new application where I need to make structural changes in components and my data model, and the SwiftUI compiler fails to compile and just reports "I'm lost in the weeds", with no indication of what it was last working on, aside from a particular level in a multi-layered nested UI. This typically happens when a sub-views construction is not coded correctly because I changed that view and am looking for what broke, by just letting the compiler tell me what is not compatible. This is how refactoring has been done for ages and it's just amazingly frustrating that Apple engineers don't seem to understand nor care about this issue enough to fix it. Why does this problem persist through version after version of SwiftUI? Is no-one actually using it for anything?
Replies
1
Boosts
0
Views
153
Activity
Jul ’25
Unable to Add Font to Asset Catalog as a Font Set (Appearing as "Data")
Hi Support Team, I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign. When I drag my files in they show up as data. I have a Contents.json in the font folder called BeVietnamProFont.font. Is there something I am doing wrong? Thanks SO much! { "info": { "version": 1, "author": "xcode" }, "properties": {}, "fonts": [ { "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" }, { "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" }, { "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" }, { "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" }, { "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" }, { "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" }, { "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" }, { "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" }, { "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" }, { "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" }, { "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" }, { "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" }, { "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" }, { "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" }, { "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" }, { "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" }, { "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" }, { "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" } ] } ![]("https://developer.apple.com/forums/content/attachment/56835f04-d1c1-468f-808b-9a786562d367" "title=Screenshot 2025-07-13 at 1.05.05 PM.png ;width=539;height=630")
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250
Activity
Jul ’25
`ContextMenu` and `Menu` Item Layout: Icon/Title Order Discrepancy Between System and Custom Apps (iOS 26)
I've observed a difference in the layout of menu items within ContextMenu and Menu when comparing system applications to my own SwiftUI app, specifically concerning the order of icons and titles. On iOS 26, system apps (as shown in the image in the "System App" column) appear to display the item's icon before its title for certain menu items. However, in my SwiftUI app, when I use a Label (e.g. Label("Paste", systemImage: "doc.on.clipboard")) or an HStack containing an Image and Text, the icon consistently appears after the title within both ContextMenu and Menu items. I'm aiming to achieve the "icon first, then title" layout as seen in system apps. My attempts to arrange this order using HStack directly within the Button's label closure: Menu { Button { /* ... */ } label: { HStack { Image(systemName: "doc.on.clipboard") Text(String(localized: "Paste")) } } // ... } label: { Text("タップミー") } seem to be overridden or restricted by the OS, which forces the icon to the leading position (as shown in the image in the "Custom App" column). System App Custom App Is there a specific SwiftUI modifier, or any other setting I might have overlooked that allows developers to control the icon/title order within ContextMenu or Menu items to match the system's behavior? Or is this a system-controlled layout that app developers currently cannot customize, and we need to wait for potential changes from Apple to expose this capability for in-app menus? Thanks in advance!
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182
Activity
Jul ’25
App Rejection mail
My apple app rejected on 9 of July 2025 but I didn't recieve any confirmation on mail can you please provide any written confirmation why my mail is not approved with all possibe conditions.
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121
Activity
Jul ’25
Multi-Selection List : changing Binding Array to Binding Set and back again
I am trying to create a menu picker for two or three text items. Small miracles, but I have it basically working. Problem is it uses a set, and I want to pass arrays. I need to modify PickerView so the Bound Parameter is an [String] instead of Set. Have been fighting this for a while now... Hoping for insights. struct PickerView: View { @Binding var colorChoices: Set<String> let defaults = UserDefaults.standard var body: some View { let possibleColors = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() Menu { ForEach(possibleColors, id: \.self) { item in Button(action: { if colorChoices.contains(item) { colorChoices.remove(item) } else { colorChoices.insert(item) } }) { HStack { Text(item) Spacer() if colorChoices.contains(item) { Image(systemName: "checkmark") } } } } } label: { Label("Select Items", systemImage: "ellipsis.circle") } Text("Selected Colors: \(colorChoices, format: .list(type: .and))") } } #Preview("empty") { @Previewable @State var colorChoices: Set<String> = [] PickerView(colorChoices: $colorChoices) } #Preview("Prefilled") { @Previewable @State var colorChoices: Set<String> = ["Red","Blue"] PickerView(colorChoices: $colorChoices) } My Content View is suppose to set default values the first time it runs, if no values already exist... import SwiftUI struct ContentView: View { @State private var viewDidLoad: Bool = false var body: some View { HomeView() .onAppear { // The following code should execute once the first time contentview loads. If a user navigates back to it, it should not execute a second time. if viewDidLoad == false { viewDidLoad = true // load user defaults let defaults = UserDefaults.standard // set the default list of school colors, unless the user has already updated it prior let defaultColorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? defaultColorChoices defaults.set(colorChoices, forKey: "ColorChoices") } } } } #Preview { ContentView() } PickLoader allows you to dynamically add or delete choices from the list... import SwiftUI struct PickLoader: View { @State private var newColor: String = "" var body: some View { Form { Section("Active Color Choices") { // we should have set a default color list in contentview, so empty string should not be possible. let defaults = UserDefaults.standard let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() List { ForEach(colorChoices, id: \.self) { color in Text(color) } .onDelete(perform: delete) HStack { TextField("Add a color", text: $newColor) Button("Add"){ defaults.set(colorChoices + [newColor], forKey: "ColorChoices") newColor = "" } } } } } .navigationTitle("Load Picker") Button("Reset Default Choices") { let defaults = UserDefaults.standard //UserDefaults.standard.removeObject(forKey: "ColorChoices") let colorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] defaults.set(colorChoices, forKey: "ColorChoices") } Button("Clear all choices") { let defaults = UserDefaults.standard defaults.removeObject(forKey: "ColorChoices") } } } func delete(at offsets: IndexSet) { let defaults = UserDefaults.standard var colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() colorChoices.remove(atOffsets: offsets) defaults.set(colorChoices, forKey: "ColorChoices") } #Preview { PickLoader() } And finally HomeView is where I am testing from - to see if binding works properly... import SwiftUI struct HomeView: View { //@State private var selection: Set<String> = [] //@State private var selection: Set<String> = ["Blue"] @State private var selection: Set<String> = ["Blue", "Red"] var body: some View { NavigationStack { List { Section("Edit Picker") { NavigationLink("Load Picker") { PickLoader() } } Section("Test Picker") { PickerView(colorChoices: $selection) } Section("Current Results") { Text("Current Selection: \(selection, format: .list(type: .and))") } } .navigationBarTitle("Hello, World!") } } } #Preview { HomeView() } If anyone uses this code, there are still issues - buttons on Loader don't update the list on the screen for one, and also dealing with deleting choices that are in use - how does picker deal with them? Probably simply add to the list automatically and move on. If anyone has insights on any of this also, great! but first I just need to understand how to accept an array instead of a set in pickerView. I have tried using a computed value with a get and set, but I can't seem to get it right. Thanks for any assistance! Cheers!
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208
Activity
Jul ’25
Issue with External Browser on Sign In (Privy SDK limitation)
Hello Apple App Review Team, We are using Privy to enable sign in with Farcaster in our app. Privy is a 3rd party authentication SDK, and it currently opens the authentication URL using the system browser. Unfortunately, this behavior is handled internally by Privy and we do not have access or control to override it in order to present the sign-in flow in-app using SFSafariViewController. We understand the importance of maintaining a seamless and secure user experience, and we fully support the use of SFSafariViewController or ASWebAuthenticationSession. However, since Privy does not expose an option to change this behavior at the moment, we are limited by their current implementation. We have reached out to the Privy team requesting a change or improvement that would allow us to use SFSafariViewController instead of the external browser. In the meantime, we would appreciate your guidance on how to proceed, or whether an exception could be granted due to this 3rd party SDK limitation. Thank you for your understanding and support.
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214
Activity
Jul ’25
Adjusting Glass Variant on System Toolbars
iOS 26 Beta 3 finally introduced an API for the clear variant of Liquid Glass. But is there any way to switch system controls like the NavigationController back button or UIBarButtonItems to clear? They do not accept an effect like UIEffectView, and they do not have a configuration property like UIButton.
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312
Activity
Jan ’26
Optimizing for the 500 widgets and updating it faster in iOS
I am creating 500 textfield widgets and then updating them and all their 40 properties at once. I require to update all 500 widgets with their properties at once as it is a usecase in our app, so pooling and showing only those that will be on screen won't really help in this case. I have found that for updating all these 500 textfield widgets with their 40 properties, the time taken is 80 to 100 milliseconds. However, if I update the non-string properties like .text, then it comes down to half which is 40 to 50 milliseconds. Wanted to know if there was a far more quicker or optimized way to do this? The following snippet of code shows what I am doing: @objc private func handleImmediateMode() { let startTime = CFAbsoluteTimeGetCurrent() for (index, textField) in retainedInputFields.enumerated() { updateAllProperties(for: textField, index: index) } let endTime = CFAbsoluteTimeGetCurrent() print("Immediate Mode -- (500 fields, 40 props): \( (endTime - startTime) * 1000) ms") } In the above code, I have already created the 500 textfield widget, and then in updateAllProperties () function I am passing the textfield widget to it and then updating the 40 properties that the widget has. Particularily, the following properties: textField.placeholder = "Input Field (index)" UILabel().text Seem to be adding the extra 40 - 50 milliseconds.
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113
Activity
Jul ’25
Tinting/Coloring tabs when using SidebarAdaptableTabViewStyle like List
SwiftUI.List allows for customization using .listItemTint, .tint, or .foregroundStyle. This can be used to color individual items in the list, other than the app's specified accent color. Is there an equivalent feature to customize individual Tab's icon or label, when using TabView's SidebarAdaptableTabViewStyle, and its in the sidebar style. From what I understand, there needs to be a modifier applied directly to Tab unlike List, and not just the label. Since there isn't any color/tint modifiers, is it not possible?
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84
Activity
Jul ’25
info.plist - UIDesignRequiresCompatibility makes no difference to UI
Hi all. I have tried using UIDesignRequiresCompatibility YES & NO for an application. Running on iOS 26 BETA 5 makes no difference to the UI. Running on Simulator MacOSS 26 BETA 5 makes no difference to the UI. Anyone had luck with this info plist setting?
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343
Activity
Aug ’25
Maintain app icon contrast when switching to grayscale mode
Context & Issue I am developing an iOS application. My app icon uses colors that are relatively close to each other. When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced. Goal When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable. What I’ve tried Redesigned the icon with more contrasting colors. Added strokes/outlines, but it still doesn’t look much better in grayscale. Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon. Specific questions Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled? If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale? Do we have to design grayscale version for app icon? Thank you!
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307
Activity
Aug ’25
Ignore Home Screen Tint/Accents in Colored Components
I'm having some trouble getting my widget to display how I want when the user has a tint applied to their home screen. The issue I'm having is with a Text() element, as well as a LinearGradient I am displaying on top of my image. The text should always be white, and the gradient is always black with varying levels of opacity. I've managed to fix this issue with images displayed in my widget by leveraging widgetAccentedRenderingMode(.fullColor) however, there does not seem to be an equivalent of this for non-Image components. I'm aware of .widgetAccentable(false) but as I understand it, elements are already considered not accentable by default and you need to explicitly declare widgetAccentable(true) to add them to the accent group. I've tried specifying this to be false up and down my view hierarchy just to see if something will stick but no luck. Are there any other levers I can pull to preserve the declared colors for my text and gradient components? The images I am displaying is album artwork where preserving the original image is integral, but the tinted text color and overlaid gradient often clash or just looks bad in general. Is there a solution for colored primitive elements?
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139
Activity
Aug ’25
Automatic App Icon Style Change in iOS 26
After updating from iOS 18 to iOS 26, our app icon appears to have automatically received the new 'Liquid Glass' effect. We confirmed that this change occurred without us releasing a new app update. My questions are: Is this a system behavior where iOS 26 automatically applies the new icon style to existing apps? If so, is it possible for a developer to control or customize this effect? I am also wondering if there are any methods other than using Icon Composer.
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214
Activity
Aug ’25
Menu view flashes white before closing when device is set to dark appearance
Feedback ID: FB19846667 When dismissing a Menu view when the device is set to dark appearance, there is a flash of lightness that is distracting and feels unnatural. This becomes an issue for apps that rely on the user interacting with Menu views often. When using the overflow menu on a toolbar, the effect of dismissing the menu is a lot more natural and there is less flashing. I expect a similar visual effect when creating Menu views outside of a toolbar. Has anyone found a way around this somehow? Comparison between dismissing a menu and a toolbar overflow: https://www.youtube.com/shorts/H2gUQOwos3Y Slowed down version of dismissing a menu with a visible light flash: https://www.youtube.com/shorts/MBCCkK-GfqY
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197
Activity
Aug ’25
Create App with IFRAME WordPress + Elementor
Hello, I need some help. I’m creating an application, but in fact it is just an instance of a web page built with WordPress and Elementor. When submitting it for review, the following adjustment is required: 4.2.2 Design: Minimum Functionality App example: https://applink.com.br/appfortrade
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128
Activity
Aug ’25
SwiftUI Table Header Background not appearing in iPadOS 26
Hi, it seems like using Table on iPadOS 26 results in the table header not applying a background. When comparing the same code on iPadOS 18, the table header applies a blur behind the header to ensure legibility when the user scrolls the content. Is there a way to ensure Table applies a background effect to the header so that content remains legible during scrolling? Here is a minimal example: struct TablePreviewContent: Identifiable { var id: Int { text.hashValue } var text: String } #Preview { let content = [TablePreviewContent(text: "Hello"), TablePreviewContent(text: "World")] Table(content) { TableColumn("Title", value: \.text) } } I've attached screenshots of the behavior on iPadOS 26 compared to iPadOS 18 to illustrate the issue.
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159
Activity
Sep ’25
iOS 26: UITabBarItem.isEnabled = false no longer prevents selection (works on iOS 18)
Code that disables a tab bar item via UITabBarItem.isEnabled = false used to both grey out the item and block taps on iOS 18. On iOS 26, the item often remains tappable and selectable, even though isEnabled is set to false. This looks like a behavior change or regression. func disableTabbarItems(tabbar: UITabBarController, isEnable: Bool, index: Int) { if let tabItems = tabbar.tabBar.items { let tabItem = tabItems[index] tabItem.isEnabled = isEnable } ![]("https://developer.apple.com/forums/content/attachment/a3c0bafb-2b10-44c3-8d76-d31bd83f30f7" "title=iOS 18.jpg;width=1179;height=279") } ![]("https://developer.apple.com/forums/content/attachment/4bbaccf3-292b-4790-b272-0d9809ba2949" "title=iOS 26.jpg;width=828;height=196")
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63
Activity
Sep ’25