I've developed an app in swift and UIKit. Its multi linguistic app supports English and Arabic. When I change the language from English to Arabic or Arabic to English. After changing language, when I navigate through different screens crash is happening randomly on different screens most of the time when I tap to navigate to a screen. And cash log is:
This time crashed with this error Exception NSException * "Not possible to remove variable:\t945: <unknown var (bug!) with engine as delegate:0x2824edf00>{id: 34210} colIndex:261 from engine <NSISEngine: 0x15c5dd5f0>{ delegate:0x15c594b50\nEngineVars:\n\t 0: objective{id: 31542} rowIndex:0\n\t 1: UIButton:0x15c6255b0.Width{id: 31545} rowIndex:1\n\t 2: 0x281c41450.marker{id: 31548} colIndex:1\n\t 3: UIButton:0x15c6255b0.Height{id: 31547} rowIndex:1073741824\n\t 4: 0x281c412c0.marker{id: 31546} colIndex:1073741825\n\t 5: UIButton:0x15c625a50.Width{id: 31549} rowIndex:11\n\t 6: 0x281c41270.marker{id: 31544} colIndex:2\n\t 7: UIButton:0x15c625a50.Height{id: 31551} rowIndex:1073741825\n\t 8: 0x281c414a0.marker{id: 31550} colIndex:1073741826\n\t 9: UILabel:0x15c625d10.Height{id: 31553} rowIndex:1073741826\n\t 10: 0x281c41590.marker{id: 31552} colIndex:1073741827\n\t 11: UIImageView:0x15c625870.Width{id: 31555} rowIndex:3\n\t 12: 0x281c41360.marker{id: 31554} colIndex:3\n\t 13: UIImageView:0x15c625870.Height{id: 31557} rowIndex:1073741827\n\t 14: 0x281c413b0.marker{id: 31556} colIndex:1073741828"... 0x0000000282fb11a0
For switching language I'm using this code snippet:
private func restartApp() {
guard let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene,
let delegate = windowScene.delegate as? SceneDelegate,
let window = delegate.window else {
return
}
// Create a new root view controller
let vc : AppLoadingVC = AppRouter.instantiateViewController(storyboard: .Splash)
let nc = UINavigationController(rootViewController: vc)
ApplicationManager.sharedInstance.isUserLoggedIn = false
DispatchQueue.main.async {
if UserDefaults.isRTL {
UIView.appearance().semanticContentAttribute = .forceRightToLeft
SideMenuController.preferences.basic.forceRightToLeft = true
Localize.setCurrentLanguage("ar")
} else {
UIView.appearance().semanticContentAttribute = .forceLeftToRight
SideMenuController.preferences.basic.forceRightToLeft = false
Localize.setCurrentLanguage("en")
}
window.rootViewController = nc
window.makeKeyAndVisible()
}
}
Please anybody help me I've been stuck here since lot of days. I tried multiple things but all in vain.
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Without using a custom preview, you can set .contentShape(RoundedRectangle(cornerRadius: 30)) so that in the "zoomed in" preview of the contextMenu you can have a custom cornerRadius. However, this does not work if you create a custom preview, because then the ContentShape gets applied only to the LIFT PREVIEW, and not to the FINAL PREVIEW state. Heres a sample code - I'd love some support! :)
import SwiftUI
struct ContentView: View {
var body: some View {
VStack {
Rectangle()
.fill(Color.blue)
.frame(width: 300, height: 300)
.cornerRadius(30)
.contentShape(.contextMenuPreview, RoundedRectangle(cornerRadius: 30))
.contextMenu {
Button("Hello") {}
Button("Goofy") {}
} preview: {
Rectangle()
.fill(Color.blue)
.frame(width: 300, height: 300)
.cornerRadius(30)
//.contentShape(RoundedRectangle(cornerRadius: 30))
//.contentShape(.contextMenuPreview, RoundedRectangle(cornerRadius: 30))
}
Text("contextMenu item with large cornerRadius is not working as expected... No way to set contentShape to custom corner radius for final preview - not the lift preview")
}
}
}
I was trying to move from appkit to swiftUI. As a learning project I am building a cellular automata style project based on Pattersons Worms.. I am trying something similar to the EA game Worms? for the Commodore 64. There is a video on YouTube of the game running, but I'm not allowed to link it here.
The problem I have is that the animation is driven by a ruleset. When the automata hits a configuration that is not in the ruleset it is supposed to stop and ask the user. For each step the model returns either the next move, or nil to indicate the user need to make a choice that will be sent back to the model to be added to the ruleset.
My current approach, and I might be following the wrong path, is a ZStack where the bottom level is the grid, the middle level is the established worm segments and the top level is either the animation of the next worm segment or the user chooser to choose the segment. I've only implemented the animation of the next worm segment. The idea is that when the model adds a segment that it first animated at the top level and then displayed by the middle level. Then the top level animates the next segment. I was animating the trim on the segment to draw the line.
If the current move is nil, then the middle level draws the segment. If current move has a value, the animation draw it, and then on completion sets the current move to nil so that the bottom level draw it.
The problem I ran into was resetting the animation to draw the next segment. I've tried two approaches. in one the completion resets the animation boolean variable, but I need a manual step to set the next stage of the animation. The other uses the completion to set the next step, but it the animation doesn't run for the step and the display is an always a step behind. I'm not sure how to both update the move and reset the animation at the same time.
I have uploaded a simplified version without the full grid and simplified model to GitHub (https://github.com/thomasrdean/AnimationTest). Is there any other way to reset the animation the than the completion so I can use the completion to retrieve the next step from the model?
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 ?
Hello.
Appstore is rejecting my app according to article 4.3.
But the app is not a copy, what should I do in this case?
It is useful to specify the details;
I had previously registered with my personal account and the Appstore stated that unfortunately VPN applications are not accepted with a personal account. Then they told me to register with a company account and make this application from the company account. (When I sent the application for review on my personal account, there were only a few incorrect items and the most important reason why it was not accepted was that it was a personal account).
Now we send the application for review with our company account, but as soon as it is put into in review mode, it is quickly rejected due to 4.3 spam.
The app is not a copy but completely custom created.
I don't know how to find a solution.
Can you please help with the issue?
Hello everyone,
I’d like to propose Sense & Store — a seamless integration between Safari and the App Store, powered by on-device AI, designed to understand what users are reading, searching, or selecting in Safari, and suggest relevant apps that match their current context or intention.
🔍 Key Idea:
“Sense” the user’s need through intelligent analysis of web content, then “Store” — offer the most relevant app, either already installed or available in the App Store.
🌟 Core Features:
• AI-powered context detection directly inside Safari
• Real-time app suggestions based on user intent
• Smart overlays when selecting text or data (e.g., phone numbers, emails, tools)
• Privacy-first: All AI runs on-device (Apple Neural Engine)
• Instant App Launch or Installation via StoreKit
✅ Examples:
• Reading an article on productivity? → Suggests Notion or Things.
• Looking up meditation tips? → Recommends Calm or Headspace.
• Selecting a phone number? → Offers CRM or spam blocker apps.
• Exploring code samples? → Suggests Pythonista or developer tools.
🔒 Privacy & Performance:
• 100% on-device intelligence (no data sent to servers)
• Follows Apple’s privacy framework
• Works with SafariKit + StoreKit + CoreML
⸻
I’m happy to provide a full prototype roadmap and technical architecture. Feedback and collaboration are welcome!
Would love to hear your thoughts — especially from developers who build for Safari, App Clips, or work with CoreML.
Thanks!
Jose Luiz Horta Barbosa Maurity Cruz - Apple lover...
Hello everyone,
I’d like to propose Sense & Store — a seamless integration between Safari and the App Store, powered by on-device AI, designed to understand what users are reading, searching, or selecting in Safari, and suggest relevant apps that match their current context or intention.
🔍 Key Idea:
“Sense” the user’s need through intelligent analysis of web content, then “Store” — offer the most relevant app, either already installed or available in the App Store.
🌟 Core Features:
• AI-powered context detection directly inside Safari
• Real-time app suggestions based on user intent
• Smart overlays when selecting text or data (e.g., phone numbers, emails, tools)
• Privacy-first: All AI runs on-device (Apple Neural Engine)
• Instant App Launch or Installation via StoreKit
✅ Examples:
• Reading an article on productivity? → Suggests Notion or Things.
• Looking up meditation tips? → Recommends Calm or Headspace.
• Selecting a phone number? → Offers CRM or spam blocker apps.
• Exploring code samples? → Suggests Pythonista or developer tools.
🔒 Privacy & Performance:
• 100% on-device intelligence (no data sent to servers)
• Follows Apple’s privacy framework
• Works with SafariKit + StoreKit + CoreML
⸻
I’m happy to provide a full prototype roadmap and technical architecture. Feedback and collaboration are welcome!
Would love to hear your thoughts — especially from developers who build for Safari, App Clips, or work with CoreML.
Thanks!
by: Apple lover....
How to achieve the same navigation bar style as in the Design foundations from idea to interface - WWDC25 video?
Screenshot: https://imgur.com/a/huzsm1H
There's no new navigationBarTitleDisplayMode that has action buttons aligned with the title.
I have a floating action button in my app above a toolbar. The action button adds items to my app, so is pretty important and should be easy to reach. Now with the new liquid glass design, I wonder what the best way is to combine those two.
Should I use .tabViewBottomAccessory() for that? Though, that will merge down on scroll. 🤔
Or can I replace the search button in the bottom right with my own custom button action?
Hi! I'm working on a iOS 26 SwiftUI prototype that adds an element to the content of a screen only when the tab bar is fully visible and not minimized (via .tabBarMinimizeBehavior).
Is there any way to detect when a tab bar is minimized? My hope is that I can use a ternary operator to display something only when a boolean is true.
Here's some code to illustrate my idea:
struct ContentView: View {
@State var isTabBarMinimized: Bool = false
var body: some View {
TabView {
Tab("View1", systemImage: "rainbow") {
// Only appears when tab bar is fully visible
Color.blue
.opacity(isTabBarMinimized? 0 : 1 )
}
Tab("View2", systemImage: "rainbow") {
View2()
}
Tab("View3", systemImage: "rainbow") {
View3()
}
Tab("View4", systemImage: "rainbow") {
View4()
}
}
.tabBarMinimizeBehavior(.onScrollDown)
}
}
Hi everyone,
I’m new to macOS development and working on an app idea that needs a timeline-based editor interface, similar to what you see in Logic Pro or Final Cut.
The UI I want to build would have:
A horizontal beat ruler that follows BPM and shows beat positions
Several vertical tracks stacked below it (for things like events or markers)
Horizontal zooming and scrolling
A preview panel on the right side that stays in sync with the timeline
I’m currently trying this in SwiftUI, but I’m running into some limitations and wondering if AppKit would be a better fit, or maybe a hybrid of the two.
My questions:
Where should I start when building something like this?
What’s the best way to make the beat ruler and all track layers scroll together?
How should I handle zooming in/out and syncing the display to a BPM timeline?
Is there a clean way to integrate AppKit for the timeline view while keeping SwiftUI elsewhere?
Our game was written by Cocos Creator version 3.8.5 TypeScript, which took the team nearly 2 years to complete.
At the beginning, my application was not defined as 4.3a. The first four reviews were all normal feedback questions. We revised the questions. After the last review rejected 4.3A, we also suspected that the reasons such as game creativity, game copywriting and game art might be close to other applications. Then our team added functional innovations that other applications in the Apple Store didn't have, and the original art was original. We created new art again because of 4.3a, and also revised many places that may be similar to other developers, including that we removed all SDK modules except Apple Pay and Apple Login, and it also showed that 4.3a refused, and we have revised no less than 20 versions or failed.
Our business code except the game engine code is newly developed by us and should not be duplicated with other developers' code. Is it because the JSC file and binary file output by JavaScript code are similar to those of other developers? Can we check our original code? We really want to put it on the Apple Store. We guarantee that the game was originally written. We can provide any proof, including but not limited to (GIT code submission records and codes from the beginning to today, art original proof, proof that the game mode innovation ability is not consistent with other developers' concepts, etc.)
Cocos creator Engine Address: https://www.cocos.com/creator-download
We have been put on the shelves in app stores such as WeChat applet and Android, and we are deeply loved by users in other channels.
Dear audit, can you manually check our game code and look at the game to experience it? I believe that as the greatest technology company in the world, Apple's official staff are very professional, knowledgeable and innovative, so that Apple players can get a unique and high-quality experience. However, this repeated 4.3a refusal makes me very suspicious. So many games that use cocos game engine in the world are on the Apple store, why do we independently write the rest of the code except the game engine?
Every time the reason for refusing is this passage, we have revised it for half a year, and no less than 20 game versions have been changed in half a year.
Hello,
The issues we previously identified still need your attention.
If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know.
Review Environment
Submission ID: 68bd1e18-6eaa-4a19-976e-c7b2e1ff0e44
Review date: June 28, 2025
Version reviewed: 2.3.0
Guideline 4.3(a) - Design - Spam
We noticed your app still shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.
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.
Support
Reply to this message in your preferred language if you need assistance. If you need additional support, use the Contact Us module.
Consult with fellow developers and Apple engineers on the Apple Developer Forums.
Request an App Review Appointment at Meet with Apple to discuss your app's review. Appointments subject to availability during your local business hours on Tuesdays and Thursdays.
Provide feedback on this message and your review experience by completing a short survey.
Since many users like me use Apple Music on Android, the app is almost as feature-rich as iOS. It would be fantastic if the developers could add the new iOS 26 features to the Android app, along with a minor UI change. I know it’s challenging to implement liquid glass on Android hardware or design, but features like auto-mix, pronunciation, and translation could be added.
kindly consider this request !!!!
Again and and again, I reach the point in a new application where I need to make structural changes in components and my data model, and the SwiftUI compiler fails to compile and just reports "I'm lost in the weeds", with no indication of what it was last working on, aside from a particular level in a multi-layered nested UI.
This typically happens when a sub-views construction is not coded correctly because I changed that view and am looking for what broke, by just letting the compiler tell me what is not compatible. This is how refactoring has been done for ages and it's just amazingly frustrating that Apple engineers don't seem to understand nor care about this issue enough to fix it.
Why does this problem persist through version after version of SwiftUI? Is no-one actually using it for anything?
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
}
}
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!
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.
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!
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!
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?