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?
Create elegant and intuitive apps that integrate seamlessly with Apple platforms.
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Hello,
I am currently creating a component in swiftUI and I would like on xcode to be able to select the elements individually with the selector button on the xcode preview on the canva but when I click on an element it selects all the iphone and not the element individually how can I do this please?
Hi,
the documentation says that an application bundle for Mac OS X can have a Frameworks folder within Contents. Using a framework for console applications (no bundle) and GUI applications (bundle), I cannot load the console applications anymore on Ventura.
Prior to Ventora I have tested and ran both on Mojave or earlier - I am not sure.
To fix the issue, I have moved the frameworks within the application bundle to match the rpath for /Users/lothar/Library/Frameworks when I place the console into /Users/lothar/bin, the same rpath for application bundles works for those within the bin folder.
Can I publish an application bundle with that modified layout or do I have to expect getting problems and do rather a Symlink pointing from /Users/lothar/Frameworks to /Users/lothar/Library/Frameworks?
Thanks, Lothar
test to check view inflation, POC.
This ideal gonna be cool:
When people finish recording a video and later realize there's something else worth capturing, they can only create a second clip. But what if it were possible to reopen the first video and continue recording from where they left off? This would be a great convenience for many people
Hello everyone,
I'm working on an iOS application using Objective-C and UITabBarController. My app has more than 5 tabs, so the additional tabs are placed under the "More" tab. However, I've encountered an issue specific to iOS 18 where the first item in the "More" tab does not show up properly. This issue does not occur in iOS 17 or earlier versions.
Here's my setup method:
(void)mainTabbarSetUp {
NSMutableArray *tabItemArray = [NSMutableArray array];
UIViewController *viewController1, *viewController2, *viewController3, *viewController4, *viewController5, *viewController6, *viewController7;
UINavigationController *navviewController1, *navviewController2, *navviewController3, *navviewController4, *navviewController5, *navviewController6, *navviewController7;
viewController1 = [[UIViewController alloc] init];
navviewController1 = [[UINavigationController alloc] initWithRootViewController:viewController1];
navviewController1.tabBarItem.title = @"Watch List";
navviewController1.tabBarItem.image = [UIImage imageNamed:@"tab_icn_watchlist"];
[tabItemArray addObject:navviewController1];
// Similarly adding other view controllers...
viewController6 = [[UIViewController alloc] init];
navviewController6 = [[UINavigationController alloc] initWithRootViewController:viewController6];
navviewController6.tabBarItem.title = @"Cancelled";
navviewController6.tabBarItem.image = [UIImage imageNamed:@"tab_icn_cancelled"];
[tabItemArray addObject:navviewController6];
self.mainTabBarController.viewControllers = tabItemArray;
}
What I've Tried:
Verified that each view controller is correctly initialized and assigned to a UINavigationController before being added to the tab array.
Logged the contents of the moreNavigationController to confirm that it contains the correct view controllers.
Tested by reducing the number of view controllers to less than 5, and the issue does not occur.
Ensured that all UINavigationControllers are configured consistently (e.g., translucency, bar style, etc.).
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?
I am looking for help to develop an advocacy app
How to create fire effect in Reality Composer Pro? Should I use particle emitter?
I have no clue at all. Any suggestions are welcome. Thank you.
I have an iPhone 15 pro with IOS 18.1 beta 5 and I don’t see in my settings Apple Intelligence & Siri.
please help
I have been implementing the LongPressGesture to have a menu come up upon a long press. I love the functionality and it is very close to being where I want it to be.
I don't know if this is a visionOS-specific thing, but I am hoping to control the corner radius of the pulled-out element behind my "button." I've wrangled hover effects in the past with overlays, but I'm not sure what to target in this case.
Worst case, I'll have to change the border radius on all of my tiles to match this LongPressGesture-controlled behavior, or I could possibly change the radius onLongPressGesture to match.
Is there a simpler solution? Thanks!
Hello,
I've been trying to imagine how to support ensuring the display of my tips in the order I want them to for iOS 17. I am familiar with the TipGroup iOS18 feature, but I'm looking to control the order without TipGroup so I can deliver a great user experience in my iOS 17 and > app.
I've tried lots of theories, but can't seem to figure it out and I don't see anyone else having solved it. Any ideas/code examples anyone could point me to?
Thanks!
Buongiorno a tutti! Sono nuovo su questo Forum e non ho mai progettato una app prima d'ora. Ho usato Unity e Xcode. Su Xcode lancio la build, ma mi replica sempre "Build Failed". Adesso spiego il problema e allego degli screen.
L'app che sto cercando di lanciare viene dalla piattaforma Unity (versione 2022.3.46f1)+Vuforia per realtà aumentata. Su questa piattaforma funziona tutto (ho già avuto modo di ricontrollare); esporto il progetto nella cartella appositamente creata dopo aver cliccato su "Build"; apro il progetto su Xcode versione 16.0 (questa applicazione l'ho scaricata qualche giorno fa); collego il mio iPhone e il mio ID Apple andando su "Xcode" > "Settings" e collego il mio account; per collegare il mio iPhone vado su "Window" > "Devices and Simulators" e collego il tutto; dopodichè vado su "Targets" > "Unity iPhone" e controllo nelle sezioni "General" e "Signing and Capabilities" che tutto vada bene; modifico quindi il nome del team di sviluppo e metto il mio account "MARCO ARICO" (preventivamente attivato su Apple Developer con abbonamento annuale già pagato) e controllo che il "Bundle Identifier" sia lo stesso che ho inserito su Unity nella sezione "Player" > "Other Settings"; a questo punto mando la Build e mi dice dopo pochi istanti "Build Failed" con questo errore: "/Users/albertodanielemanzo/Desktop/Unity/App_7/Unity-iPhone.xcodeproj Signing for "Unity-iPhone" requires a development team. Select a development team in the Signing & Capabilities editor."
Mi permetto di aggiungere che il Mac che sto usando è di un mio amico che me l'ha appositamente prestato per lanciare questa app e che tutti i passaggi che ho fatto sono frutto di approfondimento su tutorial YouTube e forum ufficiali di Unity e Xcode.
Il pc che sto usando è un MacBook Air con macOS Sonoma 14.6.1 di un mio amico che me lo ha prestato. Tutti gli abbonamenti li ho fatti a nome mio. Il mio nome utente è lo stesso nome del team di sviluppo (Developement Team); l'abbonamento che ho stretto con Apple è di tipo individuale come sono miei i certificati scaricati per lo sviluppo dell'app.
Ho già affrontato il problema con l'assistenza telefonica di Apple Developer e mi hanno consigliato di scrivere su questo Forum.
My app includes use of the new journal suggestions API.
I'd like to know what is the official icon for the button in my app which bring up the .journalingSuggestionsPicker
Another app, DayOne uses the icon attached. Is this the official icon? If yes, does it have a SFSymbols name?
Developer support were unable to help me.
Any help appreciated - many thanks
Given my limited knowledge of physics, I would appreciate it if individuals with a solid understanding of the subject could provide insights into this matter. I have added a physical component to a entity in Reality Composer Pro, but I am seeking guidance on how to achieve the following:
Make an object float in the air (with a slight downward motion reminiscent of the moon’s surface)
Enable the object to move at a slow pace
Implement a strong rebound force
I would be grateful if you could provide appropriate values for these parameters. Thank you for your assistance.
Images are not appearing on tab bar on visionOS despite it shows up in perfect on iOS.
I tried rendering mode API to make the original image visible, and it is working fine on iOS. But on visionOS the image stays white like masked by the tab bar default content color.
Did anyone achieve solving this problem? I might be able to create my custom ornament to make it look like tab bar, but I think it‘s too much coding to do so.
Hi!
I have a multi-line string I'd like to display as text in a long-press preview (using .contextMenu). However, text after 3rd or 4th linebreak (\n) gets clipped. The intended effect is to have the minimum preview size that can fit all of the text.
Tried .frame(maxWidth: .infinity, maxHeight: .infinity) on Text() but it didn't have any effect. The only modifier that somewhat works is .containerRelativeFrame([.horizontal, .vertical]) but this gives the maximum preview size, instead of minimum. Any suggestions? TIA.
struct RedditView: View {
@State private var text = "AAAAAAAAAAAAAAAAAAAAAA?\n\nBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB\n\nCCCCCCCCCCCCCCCCCCCCCCCCCC"
var body: some View {
Text("Long press this")
.frame(width: 300, height: 100)
.contentShape(.rect)
.border(Color.blue)
.contextMenu(menuItems: {
Button {
// do something
} label: {
Label {
Text("Edit")
} icon: {
Image(systemName: "pencil")
}
}
}, preview: {
Text(text)
// .frame(maxWidth: .infinity, maxHeight: .infinity)
.multilineTextAlignment(.center)
.padding()
//.containerRelativeFrame([.horizontal, .vertical])
}
)
}
}
Hi there,
Im trying to submit an app but is rejected from apple gour guidelines 4.3(a) Design-Spam violation. Can someone help me with that please?
Hi, I made a macOS app that automatically sets the correct input/output devices depending on the connected speakers/microphones. The App is supposed to live in the background and act automatically, only allowing the users to change through settings which is accessible through the toolbar or through clicking on the toolbar icon to cycle between modes.
However, my app was just rejected for not providing UI beyond this.
Guideline 4 - Design
"Menu items are not visible, except by right-clicking. Users should not have to right click to access menu items."
I don't think that this app needs a UI beyond that for something which it is supposed to do automatically.
I'm having a hard time to understand what's expected here, should I invent a UI to pass the review and give option to the user to disable that?