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?
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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?
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.
In SwiftUI sliders now have tick marks by default on iOS26, how do you turn them off or hide them? This WWDC talk had some sample code on how to set the tick marks but it doesn't compile for me: https://developer.apple.com/videos/play/wwdc2025/323/
I don't see any available methods or initializers to turn them off.
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.
I added a new liquid glass icon built with Icon Composer to my app. It works and looks great on iOS 26 but Xcode complains that required icon files for older versions are missing.
I still have the old AppIcon in my Asset Catalog but it seems like it's not being used.
How do I configure Xcode to use the old icons for iOS 18 and the new icon for iOS 26?
Hi everyone,
I’m testing our SwiftUI app on both Xcode simulator and a real iPhone. On the simulator, everything looks clean and aligned. But when I run it on an actual iPhone (same build, iOS 18), the layout looks broken—fonts overlap, spacing is off, and elements are misaligned.
Both screenshots are from the exact same screen and time. First is simulator, second is iPhone.
Any idea why this difference happens? Is there something I should check in terms of rendering or layout settings?
Thanks in advance!
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.
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!
When using UIPageViewController inside a UITabBarController on iOS 26 with Liquid Glass adoption, visiting the PageViewController tab applies a blur effect to the navigation bar and tab bar even though the current child view controller of the pageView is not scrollable and does not reach behind these bars.
Questions:
Is this the expected behavior that the pageview's internal scroll view causes the bars to blur regardless of the page view's child content’s scrollability?
If so, is there an official way to make the blur effect appear only when the pageview's current child view controller actually scrolls behind the navigation bar or tab bar, and not in static cases?
Tried the same in SwiftUI using TabView and TabView with page style. Facing the same issue there as well.
Sample screenshots for reference,
Sample SwiftUI code,
struct TabContentView: View {
var body: some View {
TabView {
// First Tab: Paging View
PagingView()
.tabItem {
Label("Pages", systemImage: "square.fill.on.square.fill")
}
// Second Tab: Normal View
NavigationStack {
ListView()
}
.tabItem {
Label("Second", systemImage: "star.fill")
}
// Third Tab: Normal View
PageView(color: .blue, text: "Page 3")
.tabItem {
Label("Third", systemImage: "gearshape.fill")
}
}
.ignoresSafeArea()
}
}
struct PagingView: View {
var body: some View {
TabView {
PageView(color: .red, text: "Page 1")
PageView(color: .green, text: "Page 2")
PageView(color: .blue, text: "Page 3")
}
.tabViewStyle(.page) // Enables swipe paging
.indexViewStyle(.page(backgroundDisplayMode: .always))
.ignoresSafeArea()// Dots indicator
}
}
Does anyone have any documentation for how to achieve the floating search tab item in UIKit apps that use UITabBarController?
The Liquid Glass UIKit video had code for minimizing the tab bar on scroll down, but I didn't see anything on keeping the search button locked to the bottom trailing edge (as in this screenshot below).
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!
Hello! I’m excited to see that Look to Scroll has been included in visionOS 26 Beta. I’m aiming to achieve a feature where the user’s gaze at a specific edge automatically scrolls to that position. However, I’ve experimented with ScrollView and haven’t been able to trigger this functionality. Could you advise if additional API modifiers are necessary? Thank you!
Someone smarter than me please tell me if this will work... I want to have an edit screen for a SwiftData class. Auto Save is on, but I want to be able to revert changes. I have read all about sending a copy in, sending an ID and creating a new context without autosave, etc.
What about simply creating a second set of ephemeral values in the actual original model. initialize them with the actual fields. Edit them and if you save changes, migrate that back to the permanent fields before returning.
Don't have to manage a list of @State variables corresponding to every model field, and don't have to worry about a second model context.
Anyone have any idea of the memory / performance implications of doing it this way, and if it is even possible? Does this just make a not quite simple situation even more complicated? Haven't tried yet, just got inspiration from reading some medium content on attributes on my lunch break, and wondering if I am just silly for considering it.
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.
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.
Hi,
there is a issue that iOS background NFC scanning will only provide a notification result, It need user click to enter my APP, can I have any method to enter my APP directly without user action ?
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!
In macOS 26 beta 2 it is possible to set an edge effect style via UIKit using the .scrollEdgeEffectStyle property. (note: I haven't tested this, I'm just looking at the documentation).
See: https://developer.apple.com/documentation/swiftui/view/scrolledgeeffectstyle(_:for:)
Is there an equivalent API for AppKit-based apps? I can't seem to find any additions in NSView or NSScrollView or elsewhere that seem relevant.
Scroll edge effects are mentioned in the "Build an AppKit app with the new design" talk here, which heavily implies it must be possible from AppKit:
https://developer.apple.com/videos/play/wwdc2025/310/?time=567
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" }
]
}
