Hello.
Appstore is rejecting my app according to article 4.3.
But the app is not a copy, what should I do in this case?
It is useful to specify the details;
I had previously registered with my personal account and the Appstore stated that unfortunately VPN applications are not accepted with a personal account. Then they told me to register with a company account and make this application from the company account. (When I sent the application for review on my personal account, there were only a few incorrect items and the most important reason why it was not accepted was that it was a personal account).
Now we send the application for review with our company account, but as soon as it is put into in review mode, it is quickly rejected due to 4.3 spam.
The app is not a copy but completely custom created.
I don't know how to find a solution.
Can you please help with the issue?
Create elegant and intuitive apps that integrate seamlessly with Apple platforms.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Haptic or Sound queue to allow for the accessibility of the blind (sound) and deaf population (haptic) for even knowing when location services and the camera were last used?
Also, the grey notification rather than the purple notification for location services should appear for the full 24 hours after an application has used the app, if the correct description is within the "copy" of Settings
The green light lets them know that the application has changed to the camera and fade out orange light both could even have subtle simply click sounds, like a
shutter, big haptic, softer sound, but editable in Settings, of course
How can I achieve the result of buttons glass effect like sample videos that was show at de WWDC25? I tried a lot of approaches and I still far a way from the video.
I would like something like the pictures attached. Could send a sample code the get the same result?
Thanks
I have a couple of (older) UIKit-based Apps using UISplitViewController on the iPad to have a two-column layout. I'm trying to edit the App so it will shows the left column as sidebar with liquid glass effect, similar to the one in the "Settings" App of iPadOS 26. But this seems to be almost impossible to do right now.
"out of the box" the UISplitViewController already shows the left column somehow like a sidebar, with some margins to the sides, but missing the glass effect and with very little contrast to the background. If the left column contains a UITableViewController, I can try to get the glass effect this way within the UITableViewController:
tableView.backgroundColor = .clear
tableView.backgroundView = UIVisualEffectView(effect: UIGlassContainerEffect())
It is necessary to set the backgroundColor of the table view to the clear color because otherwise the default background color would completely cover the glass effect and so it's no longer visible.
It is also necessary to set the background of all UITableViewCells to clear.
If the window is in the foreground, this will now look very similar to the sidebar of the Settings App.
However if the window is in the back, the sidebar is now much darker than the one of the Settings App. Not that nice looking, but for now acceptable.
However whenever I navigate to another view controller in the side bar, all the clear backgrounds destroy the great look, because the transition to the new child controller overlaps with the old parent controller and you see both at the same time (because of the clear backgrounds).
What is the best way to solve these issues and get a sidebar looking like the one of the Settings App under all conditions?
I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?
We are trying to write an iOS app that supports regular and constrained widths using a TabView with .tabViewStyle(.sidebarAdaptable). On the surface this seems like a great way to write an app that supports all the different widths that your app may run in. Especially since Stage Manager and Apple Vision have made it easy for users to resize your apps window while it is running.
We are facing many challenges though. I will give a brief one liner of each below, but to truly experience them you need to run the sample app, or watch the sample videos included.
Issues
Basic TabView Issues
Double Navigation Bar: When tabs are collapsed into a "More" tab, there's an unwanted double navigation bar
Selection Sync: Tab selection gets out of sync when switching between narrow/wide layouts through the "More" tab
TabView Crash
Fatal crash occurs when resizing window to narrow width while Tab 5 is selected
Error: SwiftUI/SidebarAdaptableTabViewStyle_iOS.swift:482: Fatal error: Tried to update with invalid selection value
Section Handling Issues
Section Display Bug: Bottom tabs incorrectly show section names instead of tab names in narrow width
Tab Selection Mismatch: Tab identifiers don't match selected tabs in narrow width mode
Customization Issues
Inconsistent "Edit" button behavior in More tab
Unable to properly disable tab customization
Sample app and video
https://github.com/copia-wealth-studios/swiftui-tabview-sample
UIBarButtonItem setting isEnabled = false, but the item is still tappable and animating. Is this a new UI behavior or an issue?
Do the following steps:
On tapping on a UIBarButtonItem, disable by setting isEnabled = false and setting hidesSharedBackground = true
Enable the button by setting isEnabled = true and setting hidesSharedBackground = false
=> The button appears with bigger shared background
is this an issue?
please find the attachments for more details.
ViewController.swift.txt
I want to add a tool bar (setting search )to my app just like the apple file app using pure swiftUI, is it possible, if not, can i using a UIKit to implement it.
struct MainView: View {
var body: some View {
TabView {
Tab("View 1", systemImage: "square.grid.3x2") {
View1()
}
Tab("View 2", systemImage: "square.grid.2x2") {
View2()
}
}
.tabViewStyle(.sidebarAdaptable)
}
I have two views I've applied Liquid Glass to in Swift UI. I've noticed that depending on the height of the view the material changes and I'm not sure why. See the attached screenshot. Both views add the liquidGlass style in the same way but behave very differently on the same background.
Ideally I'd like them to look the same as the bottom one. Is that the same as the clear style?
Hi, my name is Yuki.
I'm developing an application with generative AI for junior and high school students based on the Nocode tool "bubble" (BDK Native).
I want to upload this app to the App Store, however, a notch-like interface element is appearing only in the iPad environment, which is causing my app to fail App Store review.
I've reached out to the BDK Native support team about this issue, but they were unable to identify the cause and only offered a refund as a solution. This is particularly frustrating as I'm unable to proceed with the App Store publication, and time is passing without a resolution.
Technical details:
The notch appears only on iPad devices
The issue is not present on iPhone versions
The app was built using bubble/BDK Native
Multiple App Store submissions have been rejected due to this UI issue
Has anyone encountered a similar issue or knows how to resolve this iPad-specific interface problem? Any guidance or suggestions would be greatly appreciated, as this is blocking our app's release.
Thank you in advance for your help!
Hello,
I'm developing with SwiftUI and have encountered some bug-like behavior that I haven't been able to resolve, so I'm seeking your assistance.
I'm building my view using TextEditor, ScrollViewReader, and List, and I've noticed a strange behavior. When the TextEditor at the bottom of the view is focused and the keyboard is displayed, if I change the keyboard type to Emoji and then switch back to the language keyboard, the scroll becomes misaligned. Although the TextEditor remains focused, when this bug occurs, the view's offset is reset as if the focus was lost.
Could you help me with this?
Reference Feedback FB19152594
Occurs with my 3rd Party UIKit App called "Lifeorities".
Latest occurrence was 7/27/25 at 13:49 pm.
Launch app (actual device running iPadOS 26 or iPadOS 26 simulator)
Initial screen displays view content and floating tab bar at top of screen (both portrait orientation and landscape).
Floating tab bar items respond to liquid glass effect (but liquid glass appearance of the whole tab bar doesn't comply with new glass pill shaped tab bar area).
Selected tab bar item obeys selected app designated color (assets).
Unselected tab bar items are using black text which is unreadable on app background which used dark mode as default (as intended).
Selecting another tab bar item shows the liquid glass effect as you navigate to the new tab bar item and shows the app designated color (assets).
Previous tab bar item that was selected, now is unselected and shows black text.
NOTE: iOS tab bar items work fine (show white foreground color as desired for unselected tab bar items).
I developed a watchOS app to capture gyro data, save it in real-time as a CSV file, and send it to an iOS app. However, when I start writing with the watch on, the screen dims, and it stops working. It only resumes operation when I tap the screen again.
Is there a way to let it run in the background and transmit files in real-time, even when the screen is off?
Hi, so, we grabbed a couple of nice new watches the other week (Ultra for dad, SE for teenage son). Mostly cool and working together (calls, messages, maps, walkie talkies, etc, etc). All good.
But then son said, "Dad, why can't I see my sleep stuff like you can..?". He was right, it wasn't working. Looking around a bit, it turns out that there are a bunch of things that are turned off or not available when pairing a kids watch with dad's phone.
From the Apple page: "The following features and apps are not available: Medications, respiratory rate, irregular heart rhythm notifications, ECG, AF History, Cycle Tracking, Sleep, Wrist Temperature, Blood Oxygen, Walking Steadiness, Audiobooks, Remote, News, Shortcuts and the double-tap gesture".
Now dev-me reacts to this situation with: "Ok, so let's just build a little standalone sleep app for son's watch. There must be lots of parents out there who would like the same thing". And there are also a bunch of other "family sharing" enabled apps that when you try and use them on kid's phone, say "iPhone requireed", i.e, they don't apparently work with just a watch hooked up to mum or dad's phone.
So before I dive into that kind of project, which seems like an obvious fix path from a dev and a parents' point of view: does anybody know if this from Apple's point of view is a hardware, a software or a legal/age limitation? What's the basic framework/dev/design issue here?
Is it something on the device(s) that prevents sleep data from even being collected on family/kids paired watches? (Therefore don't bother trying to build an app); I assume not becauses it's just a normal SE used by a kid; or
Is it "just" that Apple hasn't wanted to make that available without a kids iPhone too (Therefore you could certainly build a standalone app to do what Apple hasn't wanted to do); or
Netiher 1 nor 2, but Apple won't even allow Sleep data collection for kids for some legal/health data reason (Therefore don't bother trying to build the app).
Topic:
App & System Services
SubTopic:
General
Tags:
Design
Education and Kids
Watch Connectivity
Family Controls
The new "elevated" tab bar in iPadOS 18 covers the Navigation-/Toolbar of views within.
A very simple example:
import SwiftUI
@main
struct SampleApp: App {
@State var selection: Int?
var body: some Scene {
WindowGroup {
TabView {
NavigationSplitView {
List(0..<10, selection: $selection) { item in
Text("Item \(item)")
.tag(item)
}
} detail: {
if let selection {
Text("Detail for \(selection)")
.navigationTitle("Item \(selection)")
.navigationBarTitleDisplayMode(.inline)
} else {
Text("No selection")
}
}.tabItem {
Label("Items", systemImage: "list.bullet")
}
Text("Tab 2")
.tabItem {
Label("Tab 2", systemImage: "list.bullet")
}
Text("Tab 3")
.tabItem {
Label("Another Tab", systemImage: "list.bullet")
}
}
}
}
}
I've tried using .safeAreaInset/.safeAreaPadding for the detail views, but they don't affect the NavigationBar, only the content within.
Is there a way to move the NavigationBar down, so its items stay visible?
I’m not seeing Liquid Glass on any standard components. A month ago around July 17th I ran our app and saw Liquid Glass on our tab view and various standard components. Those components have not been changed and yet I’m no longer seeing Liquid Glass in our app at all.
Components that were previously liquid glass but now are not include TabView and back navigation buttons.
I set the UIDesignRequiresCompatibility key explicitly to false but no luck. I was seeing this in Beta 7 and Beta 8 on a real device and on a sim.
I can’t figure out how to make the iOS 18 photoshop template for app icons work. In the past, each variant of the icon size was an
editable layer you could open up, change and save. In this one, only the large App Store icons are editable. So I thought maybe if I put my icon in the App Store layer, the smaller icons would automatically scale and fill in. But they don’t. When I checkmark the generate assets option, it generates all the icon files, but all of them are blank, except for the App Store one. I don’t really want the smaller icons to just automatically scale down anyway; I would rather have them be fine-tuned by hand so that they look good at all sizes.
I used the sketch template in a free trial of sketch and it automatically scaled and generated all of the icon sizes, as expected. But I don’t own sketch; I use Photoshop and Illustrator for all of my work.
I’ve always been able to use the template in the past; it’s only this year‘s iOS 18 version that isn’t working for me.
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
I can compile this
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (strong) NSWindow *window;
@property (strong) NSSlider *slider;
@end
@implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)notification {
// Window size
NSRect frame = NSMakeRect(0, 0, 400, 300);
NSUInteger style = NSWindowStyleMaskTitled |
NSWindowStyleMaskClosable |
NSWindowStyleMaskResizable;
self.window = [[NSWindow alloc] initWithContentRect:frame
styleMask:style
backing:NSBackingStoreBuffered
defer:NO];
[self.window setTitle:@"Centered Slider Example"];
[self.window makeKeyAndOrderFront:nil];
// Slider size
CGFloat sliderWidth = 200;
CGFloat sliderHeight = 32;
CGFloat windowWidth = self.window.frame.size.width;
CGFloat windowHeight = self.window.frame.size.height;
CGFloat sliderX = (windowWidth - sliderWidth) / 2;
CGFloat sliderY = (windowHeight - sliderHeight) / 2;
self.slider = [[NSSlider alloc] initWithFrame:NSMakeRect(sliderX, sliderY, sliderWidth, sliderHeight)];
[self.slider setMinValue:0];
[self.slider setMaxValue:100];
[self.slider setDoubleValue:50];
[self.window.contentView addSubview:self.slider];
}
@end
int main(int argc, const char * argv[]) {
@autoreleasepool {
NSApplication *app = [NSApplication sharedApplication];
AppDelegate *delegate = [[AppDelegate alloc] init];
[app setDelegate:delegate];
[app run];
}
return 0;
}
with
(base) johnzhou@Johns-MacBook-Pro liquidglasstest % clang -framework Foundation -framework AppKit testobjc.m
and get this neat liquid glass effect:
https://github.com/user-attachments/assets/4199493b-6011-4ad0-9c9f-25db8585e547
However if I use pyobjc to make an equivalent
import sys
from Cocoa import (
NSApplication, NSApp, NSWindow, NSSlider, NSMakeRect,
NSWindowStyleMaskTitled, NSWindowStyleMaskClosable,
NSWindowStyleMaskResizable, NSBackingStoreBuffered,
NSObject
)
class AppDelegate(NSObject):
def applicationDidFinishLaunching_(self, notification):
# Create the main window
window_size = NSMakeRect(0, 0, 400, 300)
style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable
self.window = NSWindow.alloc().initWithContentRect_styleMask_backing_defer_(
window_size, style, NSBackingStoreBuffered, False
)
self.window.setTitle_("Centered Slider Example")
self.window.makeKeyAndOrderFront_(None)
# Slider size and positioning
slider_width = 200
slider_height = 32
window_width = self.window.frame().size.width
window_height = self.window.frame().size.height
slider_x = (window_width - slider_width) / 2
slider_y = (window_height - slider_height) / 2
self.slider = NSSlider.alloc().initWithFrame_(NSMakeRect(slider_x, slider_y, slider_width, slider_height))
self.slider.setMinValue_(0)
self.slider.setMaxValue_(100)
self.slider.setDoubleValue_(50)
self.window.contentView().addSubview_(self.slider)
if __name__ == "__main__":
app = NSApplication.sharedApplication()
delegate = AppDelegate.alloc().init()
app.setDelegate_(delegate)
app.run()
I get a result shown at
https://github.com/user-attachments/assets/7da022bc-122b-491d-9e08-030dcb9337c3
which does not have the new liquid glass effect.
Why is this? Is this perhaps related to the requirement that you must compile on latest Xcode as indicated in the docs? Why, is the compiler doing some magic?
I’m seeing that in the windowed-apps multitasking mode, the new window controls (the three “traffic-light” icons) can overlap the top-left corner of my app’s main view.
Detection: How can I programmatically determine whether these window controls will be displayed?
Geometry: If they are displayed, how can I find out their exact position and size?
I’d like to adjust my layout at runtime to ensure no content is hidden beneath those controls. For reference, my main view does not include a status bar or navigation bar at the top.