Create elegant and intuitive apps that integrate seamlessly with Apple platforms.

All subtopics

Post

Replies

Boosts

Views

Activity

Elevated TabBar in iPadOS 18 covers Navigation-/Toolbar
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?
1
0
205
Oct ’24
Max OS X App Bundle Framework folder
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
1
0
281
Oct ’24
ios 18.0 bug UITabBarController "More" Tab First Item Not Displaying Properly on iOS 18
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.).
1
0
522
Oct ’24
SwiftUI Scroll Issue with Keyboard Type Change
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?
0
1
166
Oct ’24
Control of LongPressGesture-created element
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!
2
0
261
Oct ’24
iOS 17 and Order TipKit Tips
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!
0
2
384
Oct ’24
"Build Failed" su Xcode con Developement Team già inserito
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.
0
0
182
Oct ’24
Icon for Journals Suggestions API
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
4
0
369
Sep ’24
Physics
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.
1
0
334
Sep ’24
Inserted image not showing up on tab bar on visionOS
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.
2
0
251
Sep ’24
Scale contextMenu preview size to containing content
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]) } ) } }
0
0
228
Sep ’24
"Menu items are not visible, except by right-clicking. Users should not have to right click to access menu items"
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?
2
0
291
Sep ’24