Hello,
I noticed a small mistake in the Human Interface Guidelines (HIG).
On the page HIG > Components > System Experiences > Widget > watchOS Widget Dimensions, scroll down to the bottom. In the "watchOS widget dimensions" section, the sizes in the table are in pixels (px), not points (pt) actually. However, the table header indicates the sizes should be in points (pt).
Page link:
https://developer.apple.com/design/human-interface-guidelines/widgets#watchOS-widget-dimensions
For example, the widget size in the Smart Stack on a 49mm watch should be 192x81.5 pt (or 382x163 px), not 382x163 pt. This size can be verified with the information provided here:
https://developer.apple.com/documentation/watchos-apps/supporting-multiple-watch-sizes/.
https://developer.apple.com/documentation/watchkit/wkinterfacedevice/1620974-screenscale
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Hello,
I'm using the custom symbol feature in the official SF Symbols app. I'm wondering if there is a way to sync my custom symbols across different devices? Since I have multiple Macs to work on, maybe iCloud?
I'm trying to build a custom designed sidebar for iPad that requires there to be no gray divider to separated the navigation and the detail view.
I'm surprised at how unsuccessful I have been given how simple this is but have still found no luck.
My current code:
struct ContentView: View {
var body: some View {
NavigationSplitView {
VStack {
//code...
}
.background(.white)
.navigationSplitViewColumnWidth(70)
.navigationBarHidden(true)
.edgesIgnoringSafeArea(.vertical)
} detail: {
//code...
}
}
}
I've attempted to add an overlay of a white rectangle to cover the divider but it just goes behind the existing border. I like to think there is a simpler solution anyways.
hello guys
as u know, full immersive boundary range is 3m * 3m, for safe the users.
but i need the full immersive space by more extended range.
bcuz i got the quite large area and to play more fun.
is the any problem?
thank you!
Hello,
Our app rejected by following reason:
Guideline 4.3 - Design
We noticed your app shares a similar binary, metadata, and/or concept as apps previously submitted by a terminated Apple Developer Program account.
Submitting similar or repackaged apps is a form of spam that creates clutter and makes it difficult for users to discover new apps.
Next Steps
Since we do not accept spam apps on the App Store, we encourage you to review your app concept and submit a unique app with distinct content and functionality.
Resources
Some factors that contribute to a spam rejection may include:
Submitting an app with the same source code or assets as other apps already submitted to the App Store
Creating and submitting multiple similar apps using a repackaged app template
Purchasing an app template with problematic code from a third party
Submitting several similar apps across multiple accounts
Learn more about our requirements to prevent spam in App Store Review Guideline 4.3.
iOS App 1.0App Version
Rejection Reasons:
4.3.0 Design: Spam
The application is 100% developed by our team and I am 100% sure of it. How can we do it ? Please help.
Hi there!
Back with Xcode 14 and iOS 16 there were two new app icon sizes introduced to iOS:
64pt @2x (128x128px)
64pt @3x (192x192px)
68pt @2x (136x136px)
What are those icons used for?
Neither the Xcode 14 release notes nor the Human Interface Guidelines are mentioning those sizes and what they are used for.
In previous Xcode versions the asset catalog had labels for each icon size. As Xcode 15 still doesn’t bring that feature back I’m still puzzled when those icon sizes are visible to the user.
Best! – Alex
On watchOS 11, buttons now have an implicit leading and trailing padding which is similar in length to the .scenePadding.
This works well in most cases, but sometimes it would be useful to be able to change the padding or remove it altogether, to fit with the rest of the screen's design.
Is there any way currently to remove this padding? Thank you.
Is it possible to have conditional table columns for a swifui Table statement?
Like for this code
TableColumn("Image") { artPiece in
if let imageData = artPiece.artImage.first, let image = UIImage(data: imageData!) {
Image(uiImage: image)
.resizable()
.frame(width: 50, height: 50)
} else {
Image(systemName: "photo")
.resizable()
.frame(width: 50, height: 50)
}
}
.customizationID("Image")
TableColumn("Name", value: \.artName)
.customizationID("Name")
TableColumn ("Art ID", value: \.artPieceID) { artPiece in
Text(String(artPiece.artPieceID))
}
.customizationID("Art ID")
have a conditional TableColumn for this part of my SWIFTDATA model
var artDefinedFields: [ArtDefinedFields] = [] or if I change the variable string array to this var artDefinedFields: [ArtDefinedFields] = Array(repeating: ArtDefinedFields(), count: 10), initialize the array with "None" and only create a TableColumn when there is aArtDeginedFields value other than "None"
// just check the below code. it's about simplest possible to
// looks the same with simulator and real device with iOS 17.1+
import SwiftUI
struct MainTabView: View {
@FocusState private var focusedField: Bool
var body: some View {
TabView {
TextField("test 1", text: .constant("test 1"))
.focused($focusedField)
.tabItem {
Label("tab 1", systemImage: "number")
}
.toolbar {
ToolbarItemGroup(placement: .keyboard) {
Button("Done") { focusedField = false }
}
}
Text("test 2")
.tabItem {
Label("Home", systemImage: "house")
}
TextField("test 3", text: .constant("test 3"))
.focused($focusedField)
.tabItem {
Label("tab 3", systemImage: "number")
}
.toolbar {
ToolbarItemGroup(placement: .keyboard) {
Button("Done") { focusedField = false }
}
}
}
.tint(.primary)
}
}
@main
struct MainApp: App {
var body: some Scene {
WindowGroup {
MainTabView()
}
}
}
i have a suggestion for an app that will help many families and once installed you won't be able to do without it.
I'm sure that at least 70% of families will use it at least twice a day.
who do I sell my project to?
applace many families will remember me.
finally sorry
my english comes from a translator.
I am writing to inquire if there is any way to programmatically check whether a user has enabled the “Large App Icon” mode in iOS 18. Our development team is working on optimizing our app’s user interface, and it would be beneficial to adapt the design based on this setting.
Any guidance on how to access this information, or if it’s even possible within the current iOS APIs, would be greatly appreciated.
Thank you for your time and assistance.
Hey guys,
maybe I am doing. Something wrong but my icons wont change back to light mode in my notification.
is there any solution to this ?
Currently, it seems Apple uses something to detect colors in app icons and make them look good in dark mode, but for apps like Subway Surfers, that doesn’t happen, and why would they change the icon? So, behold! My fix to this problem: There should be some color picker and changer in xcode to change the colors on your app icon for dark mode. This would help a lot for apps like CARROT weather where the image just doesn’t look right when it has a dark tint. This would make the app seem presentable in dark mode and light mode.
I'm curious about the new app icon options (any, dark, tinted) for Progressive Web Apps in iOS / iPadOS 18.
Has this feature been implemented yet?
If so, could someone point me to the specific documentation?
I've searched the Apple Developer Forums, Google, and Reddit but couldn't find any relevant information.
Thanks!
Hello, I'm new to app development and have a question that I have been searching all over the place to find an answer to. I have followed Apple's own guides and don't know how to move around the strange issue I am experiencing.
I have a project using NavigationSplitView and have the code setup so that it navigates through an array of items. The two issues I am experiencing that I hope to find some help with are:
I would like to be able to have my add button, instead of presenting a sheet, just navigate to a new item within the NavigationSplitView. This would be more natural for the type of data application I have created. At this time I create the item with a .sheet modifier and then the item is created and added to the array. However, I then have to tap on the newly created item to get it to be selected. Is this how SwiftUI should be working?
Whenever an item is deleted from the list, and it was the last item selected or the last item in the array, the NavigationSplitView will continue showing that remaining item. The only way to get it to show an empty content screen is to force close the application and then reopen it.
Since this is my first time posting, I'm not sure what information would be helpful, but would be happy to provide anything which could be of assistance. :-)
I know this is a more abnormal question to ask on this forum but I really would like to gauge feedback from a community of other Swift developers on an idea. A colleague and I are seriously considering building a open-source web based SwiftUI component catalog that feature a collection of prebuilt modular components very similar to Shadcn for those of you who have worked in React but for SwiftUI where you can also contribute your own SwiftUI elements. Im curious if this would be something iOS/Swift devs would be possibly interested in and would love to hear thoughts on this idea. This is not a component library as Xcode technically has one thats built in, but rather fully built out SwiftUI elements such as UIs that use glass morphism for macOS, calendars for iOS apps, charts, etc.
Does vision pro support opening or closing an app with a gesture? Moreover, can vector animation be added into the app‘s launch animation?