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.
Create elegant and intuitive apps that integrate seamlessly with Apple platforms.
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I'm trying out Icon Composer Version 1.0 (27.4). I imported a simple logo and sized it in the outer circle. The icon appears good in the Icon Composer. But when I export the file and use it for my app icon it seems to be missing a margin or padding that other native application icons have.
Am i supposed to be adding my own padding to these resulting icons or am I building them incorrectly? Any guidance would be appreciated. Thanks!
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
Hi everyone,
I’m facing an issue with my app submission, and I’m hoping to get some advice or suggestions on how to move forward.
Here’s the situation:
App Description: I created an app that provides mods for the game Gorilla Tag. It was initially rejected due to a violation of the Spam Policy.
Resubmission: After making improvements to address the issues, I resubmitted a new version for review.
Current Status: The app has now been stuck in the "In Review" status for a long time with no feedback or updates from Apple.
I’m not sure how to proceed, so I would greatly appreciate some guidance on the following:
Should I remove the app from my App Store Connect account entirely and start fresh? Would this help get the review process moving again?
Should I consider a complete redesign of the app’s UI or any other significant changes to improve its chances of being approved?
What specific changes or fixes should I implement to ensure my app meets the App Store guidelines and gets approved?
Also, I’m wondering if there are any other potential solutions or steps I can take to expedite the review process.
Thanks in advance for any suggestions or advice!
I am using a common UI pattern: UITabBarController as window root, each tab with a separate UINavigationController stack. I want the (bottom!) tab bar to be only visible when the user is at the root of the app and hide it when a detail page is opened.
To do that, I used hidesBottomBarWhenPushed on any view controller that would be pushed on my navigation stacks and that worked fine in the past.
But with iOS 26, I am seeing several issues:
On iOS where when the bottom tab bar is used, when in a details page and navigating back, the tab bar becomes fully visible immediately instead of slowly animating in as it has been in the past. This is particular visible and annoying when using the "swipe to go back" gesture
On iPad, the situation is even worse:
On iPadOS 18, the tab bar appeared in the navigation controller's navigation bar - no matter if hidesBottomBarWhenPushed was set or not - fine. But now, with iPadOS 26, this top tab bar disappears when a child is pushed.
Not only that, it disappears abruptly, without animation, and the Liquid Glass effect on the UIBarButtonItems is broken as well. There is no transition whatsoever, buttons are simply replaced with the new UIBarButtonItems of the pushed view controller once it became fully visible.
It gets even worse when swipe-back navigating on iPadOS: As soon as the back transition starts, the tab bar becomes visible again (without animation), covering the title (view) of the UINavigationController. If the swipe-back transition is not completed the tab bar suddenly stays visible
When the swipe-back transition is interrupted close to the end of the transition and it goes back to the pushed view controller, the top UIBarButtonItems are showing a visual glitch where the content (text or icon) stays on the area where the tab bar is, while their container (the glass effect) are on the vertically aligned to the title view.
I am surprised that I have not found any similar reports of these problems, so I am wondering if I am doing anything wrong or using hidesBottomBarWhenPushed simply isn't recommended or supported any more.
I've noticed that the App Store app tends to make the selected tab indicator darker on light mode and lighter on dark mode.
Is there any easy way to ensure better legibility out of the box with Tab View (SwiftUI) when using the tint modifier with custom colors?
right now it looks like the app type must follow the guidelines like Messenger app, Navigate app, and Music app only. What about the Automotive app itself, What is the flexibility of it?
We have an app for service cars for one brand (officially)(car users around 1m+). but we looking to merge the experience between outside the car and inside the car. Can we top up some features on the app to share some information that is a part of the car like trip calculation or car info display on the screen? or services time to notice them?
And following that question can we know about the exact spot or brief from Apple car play for now and next-gen?
Or can we work with your team closely as a partner? to make things happen and develop it to be a flagship product, we can share some data and talk about it with real insight.
I recently got feedback for my app under Guideline 4.2 - Design - Minimum Functionality, and I’m a bit confused. Apple mentioned that the app isn’t “app-like” enough and doesn’t provide sufficient entertainment value or utility.
However, I genuinely think my app is unique compared to others on the market. Most similar apps only offer basic features like scorekeeping and saving the game. My app goes beyond that by tracking detailed statistics based on the types of scores achieved during the game. At the end, there’s even a Player Ratings section, which enhances competition and makes the experience more fun for players.
Additionally, in today’s gaming scene, many groups play the traditional 101 game with a reward and penalty system. My app uniquely incorporates a reward system, something no other app in the market currently offers.
I believe my app has the potential to stand out and meet the needs of a wide audience. Has anyone faced similar feedback? Or does anyone have suggestions on how I could better address this issue?
Thanks in advance! 😊
Hello,
I'm currently developing an emergency and security app for a client.
This app is designed to notify organisations and its users of emergency situations.
Our client has asked whether it’s possible to programmatically trigger the SOS Emergency feature on iOS.
Could you let me know if this functionality is available?
Many thanks!
Alex
I used standard font styles in an iOS app. For example .font(.headline). I hoped that developing this way would allow the adoption of the app to other platforms, relatively easy.
However, when trying to run for iPadOS, the text did not increase in size to occupy the more abundant space offered by larger screen, but it actually shrank. Overall, the app does not look great "automatically".
Why does it happen?
What is the best practice for cross platform development with SwiftUI (with regards to font sizes). I want to make as little as possible human interface design decisions on my own and just let SwiftUI take care of everything. (But I also want the results to look as Apple would consider great looking)
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'm trying to use Image Events instead of Photoshop to manipulate a bunch of images.
I need to extend the canvas and have the padding be white. I've tried
pad theImage to dimensions {545, 545} with pad color {65535, 65535, 65535}
But that does nothing. If I remove the 'with pad colour...' part, it works but the pad defaults to black. I've looked everywhere, but there doesn't seem to be a solution.
Is there one?
With iOS 26 the CPListSection header has a transparent background, and when the list scrolls under the header it doesn't look good at all. We expected to see a glass fading effect maybe, like the one on the top of the screen. Is it a known bug?
Question: Guide for Using Apple's macOS Sequoia UI Kit in Figma?
I recently discovered that Apple has published a "macOS Sequoia UI Kit" on their Figma profile: https://www.figma.com/@apple
As someone new to both UI kits in Figma and Mac app development, I'm looking for guidance on how to use this UI kit when designing a Mac app. Does anyone know if such a resource exists? I haven't been able to find one so far.
Background
I started developing a new macOS app about a month ago and have a basic working version with early functionality.
I've realized I need to take a step back and create visual prototypes to inform where to invest future development time.
The Sequoia UI Kit seems like it could be helpful, but I'm unsure how to use it.
iOS but not macOS
There are several tools available for designing iOS apps:
https://createwithplay.com/
https://www.judo.app/
https://detailspro.app/
However, I'm not aware of similar tools specifically for macOS application design.
Direction
Apple publishes design UI kits for both Figma and Sketch.
I want to avoid paying for Sketch (this is a hobby project), so I'm focusing on the Figma option.
Ideally, I'd love to see the iOS-focused tools mentioned above support macOS design fully. Until then (if ever), I'm hoping to make the most of the Sequoia UI Kit in Figma.
Any guidance or resources would be greatly appreciated!
I've discovered a bug in the Phone app on iOS related to how long verdicts are displayed.
When a call is identified by a third-party Caller ID app, long verdicts display correctly during the call (they auto-scroll) and in the call log (with an ellipsis at the end). However, on the call details screen, the text is strangely truncated - showing only the beginning of the string and the last word.
For testing, I used this verdict: "Musclemen grow on trees. They can tense their muscles and look good in a mirror. So what? I'm interested in practical strength that's going to help me run, jump, twist, punch."
I'll attach a screenshots demonstrating the problem:
I have a website that uses tables for listing our certifications. A customer is complaining that on their browser, the contents of the tables are being viewed upside down. They should be showing vertically. This is not happening on any other browser that I have tested. Has anyone had this issue and what did you do to fix it. https://www.mccampbell.com/statement.php
Thank you for your help. Much appreciated.
Lynda
My team and I are currently working on an app, that enable user especially in Nigeria who are having issues with crediting thier Apple account in other to carry out some transactions such as Apple Music subscription and co. This project wI’ll grant user easy access.
We are currently seeking assist and API Support
In my application, I am creating a simple NSMenu with NSMenuItems. The title of the NSMenuItems are adapted to the system language. So, when the system language is an RTL language (right to left), I want my NSMenuItem to be aligned at the right.
I can't see anyone talking about this, or any option that could make me achieve that easily.
NSMenuItem* item1;
NSMenuItem* item2;
item1 = [[NSMenuItem alloc] init];
item2 = [[NSMenuItem alloc] init];
item1.title = "foo";
item2.title = "bar";
item1.action = @selector(fooAction);
item2.action = @selector(barAction);
NSMenu *menu = [[NSMenu alloc] init];
[menu addItem:item1];
[menu addItem:item2];
Hi all,
Very new to this. Just getting into swift data, and am frustrated with the canvas not working with modelContainers in SwiftData. My understanding is that they work if inMemory = true, but not in the default case where data is persistent after an app is quit.
Can anyone tell me if it is possible to conditionally create the modelContainer type based on a flag... If Bool:Canvas then inMemory = True, Else False... Then using this flag for all data models so my list views populate on the canvas, without having to run the simulator each time... I would assume you could also pre-populate the inMemory option if it is empty also...
Or is there a simple and obvious solution that I am oblivious to.
If it is possible, is it worth the time, hassle, and any possible issues?
Hey everyone,
I'm beyond excited to share that I've been selected as a Distinguished Winner in this year's Swift Student Challenge! 🎉
It all started last summer, in the middle of a Western Culture class. I was zoning out , and my attention drifted to the Apple Pencil in my hand.
And then ,it hit me — this thing is literally a next-level game controller.
Think about it:
pixel-perfect precision, haptic feedback, multiple built-in sensors...
Why aren't we using this for gaming?
And that got me thinking — why have we spent the last 500 years treating the "pencil" as just a tool for creation, and not for play? Since graphite pencils were invented in 1564, we've had this incredibly natural way to interact with 2D and 3D space... and nobody's fully tapped into it for games.
So, I did something about it.
I built a game that's 100% controlled by the Apple Pencil yep, just the Pencil. I know what you're thinking: "How does that even work??" And honestly, I'd love to tell you... but I'm in the final stages of getting it onto the App Store, and it should be live within the next couple of weeks. So for now... 🤐😄
In the meantime, I've set up a Discord server for anyone who's curious about the gameplay, the design, or just wants to brainstorm ideas with me. If you're into creative controls, game design, or just want to hang — come join the conversation!
[Join the Discord here!]
https://discord.gg/5Rm8WKbekf
Can't wait to share more soon!