How to create fire effect in Reality Composer Pro? Should I use particle emitter?
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The dividing lines of List Section overlap, which is uncomfortable to look at.
Look at the line under "Incomplete"
As the title states, this severely limits the flexibility of multi-window applications in creating a good user experience.
Even effects like the ones shown below cannot be achieved.
We are trying to write an iOS app that supports regular and constrained widths using a TabView with .tabViewStyle(.sidebarAdaptable). On the surface this seems like a great way to write an app that supports all the different widths that your app may run in. Especially since Stage Manager and Apple Vision have made it easy for users to resize your apps window while it is running.
We are facing many challenges though. I will give a brief one liner of each below, but to truly experience them you need to run the sample app, or watch the sample videos included.
Issues
Basic TabView Issues
Double Navigation Bar: When tabs are collapsed into a "More" tab, there's an unwanted double navigation bar
Selection Sync: Tab selection gets out of sync when switching between narrow/wide layouts through the "More" tab
TabView Crash
Fatal crash occurs when resizing window to narrow width while Tab 5 is selected
Error: SwiftUI/SidebarAdaptableTabViewStyle_iOS.swift:482: Fatal error: Tried to update with invalid selection value
Section Handling Issues
Section Display Bug: Bottom tabs incorrectly show section names instead of tab names in narrow width
Tab Selection Mismatch: Tab identifiers don't match selected tabs in narrow width mode
Customization Issues
Inconsistent "Edit" button behavior in More tab
Unable to properly disable tab customization
Sample app and video
https://github.com/copia-wealth-studios/swiftui-tabview-sample
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
I noticed a discrepancy between the Material specifications for tvOS on the Developer page and the naming in the Design Resources (Sketch files). Which one should we consider authoritative?
https://developer.apple.com/design/human-interface-guidelines/materials
Hi everyone, im in the process of delving more into coregraphics with swiftui, but I am at a roadblock.
First I would like to ask, what are some good resources to learn coregraphics?
Secondly:
I currently have a circle view made and what I want to do is to make my circle view modular so that it can be directly connected to another given circle by a line. How can I do this?
For example, I want my circles to represent nodes and be able to connect by lines to other nodes that are related.
Thanks in advanced.
Here is my code for the circle view:
@State private var circleProgress: CGFloat = 0
let timer = Timer.publish(every: 0.016, on: .main, in: .common).autoconnect()
private let animationDuration: TimeInterval = 1.5
@Binding var startPoint: CGPoint
@Binding var endPoint: CGPoint
var body: some View {
GeometryReader { geometry in
Canvas { context, size in
// Circle parameters
let circleSize: CGFloat = 50
let circleOrigin = CGPoint(
x: size.width / 4,
y: size.height / 2 - circleSize / 2
)
let circleRect = CGRect(
origin: circleOrigin,
size: CGSize(width: circleSize, height: circleSize)
)
let circleCenter = CGPoint(
x: circleOrigin.x + circleSize / 2,
y: circleOrigin.y + circleSize / 2
)
// Animate circle creation
var circlePath = Path()
circlePath.addArc(
center: circleCenter,
radius: circleSize / 2,
startAngle: .degrees(0),
endAngle: .degrees(360 * circleProgress),
clockwise: false
)
context.addFilter(.shadow(color: .white.opacity(0.6), radius: 5, x: 1, y: 1)) // Add white shadow
context.stroke(
circlePath,
with: .linearGradient(
Gradient(colors: [.purple, .white]),
startPoint: circleRect.origin,
endPoint: CGPoint(x: circleRect.maxX, y: circleRect.maxY)
),
lineWidth: 5
)
}
.frame(width: 300, height: 150)
.onReceive(timer) { _ in
// Update circle progress
let progressChange = 0.02 / animationDuration
if circleProgress < 1.0 {
circleProgress = min(circleProgress + progressChange, 1.0)
} else {
circleProgress = 0.0 // Reset the circle to repeat the animation
}
// Get the starting and ending points of the Canvas view
startPoint = CGPoint(x: geometry.frame(in: .global).minX, y: geometry.frame(in: .global).minY)
endPoint = CGPoint(x: geometry.frame(in: .global).maxX, y: geometry.frame(in: .global).maxY)
// Print the points for debugging
print("Start Point: \(startPoint.x), \(startPoint.y)")
print("End Point: \(endPoint.x), \(endPoint.y)")
}
}
.frame(width: 300, height: 150)
}
}
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!
Hi,
in the Human Interface Guidelines, Apple writes:
Avoid using a segmented control in a toolbar. Toolbar items act on the current screen — they don’t let people switch contexts like segmented controls do.
Along with this image:
Source
I'm confused by this example. The screenshot seems to be showing a segmented control in a toolbar.
Is this saying that the Phone app's All/Missed toggle is different from a segmented control? Under iOS 26 it seems to take a different style compared to a regular segmented control. If so, which component is used to create this filter?
Could you please clarify the guidelines? Thank you.
I'm using apple maps to build a feature so users can create and save running/cycling/hiking routes.
Currently the map only shows trails and similar local paths after zooming in to what is basically an extreme level.
I want the trails and local paths to be more visible on a further, broader level of zoom.
APPLE MAPS JS EX:
https://trkbucket.s3.amazonaws.com/media/shoe_images/Screenshot_2024-10-23_at_10.52.17AM.png
https://trkbucket.s3.amazonaws.com/media/shoe_images/Screenshot_2024-10-23_at_10.52.04AM.png
APPLE MAPS iOS EX:
https://trkbucket.s3.amazonaws.com/media/shoe_images/IMG_9DDF5C9A320D-1.jpeg
Also strange that on iOS the path is visible while more zoomed out whereas JS does not.
Please advise how to show these map items at a broader zoom.
In macOS application, we are using SwiftUI as an entry point to our application and attaching appdelegate using NSApplicationDelegateAdaptor.
We are using NSViewControllerRepresentable to add a View Controller to the hiracrchy so that we can store intance of viewcontroller and add content to it programatically .
@main
struct TWMainApp: App {
@NSApplicationDelegateAdaptor private var appDelegate: TWAppDelegate
internal var body : some Scene {
TWInitialScene ()
}
}
TWInitialScene :
public struct TWInitialScene : Scene {
public var body : some Scene {
WindowGroup {
TWInitialView ()
}
}
}
TWInitialView :
struct TWInitialView : View {
@Environment(\.scenePhase) private var scenePhase
var body : some View {
TWAppKitToSwiftUIBridge ()
}
}
TWAppKitToSwiftUIBridge :
struct TWNSKitToSwiftUIBridge : NSViewControllerRepresentable {
func makeNSViewController(context: Context) -> TWNSViewController {
let view_hierarchy : TWNSViewController
view_hierarchy = TWStaticContext.sViewController
return view_hierarchy
}
func updateNSViewController(_ nsViewController: TWNSViewController, context: Context) {
}
}
@objc
public class TWStaticContext : NSObject
{
public static let sViewController = TWNSViewController ()
public override init () {}
@objc
public static func GetViewController () -> TWNSViewController
{
return TWStaticContext.sViewController
}
}
public class TWNSViewController : NSViewController {
override public func viewDidLoad ()
{
super.viewDidLoad ()
}
}
To add content to the hirarchy we are accessing viewcontroller's intance and adding content to it like this :
public func PaintInitialScreen () {
let label = NSTextField(labelWithString: "TW window")
label.frame = NSRect(x: 100, y: 200, width: 200, height: 200)
// Adding content to viewcontroller
TWStaticContext.sViewController.view.addSubview(label)
}
We are using this approach because we have a contraint in our application that we have to update UI programatically and on compile time we dont know what we want to show . We will be adding content on runtime based on how many button we want, what label we want , where to place it etc.
When we were using purely appKit application, doing things programatically was simple but since SwiftUI is a declarative application we have to use above approach.
Rational for shifting to SwiftUI entry point is that we want our application to be future safe and since apple is more inclined to SwiffUI, we want to design our entry flow to use SwiftUI entry point . And SwiftUI being declarative, we are using appKit to add content to hiracrchy programtically.
We have used similar apprach in iOS also , where are using UIApplicationDelegateAdaptor inplace of NSApplicationAdaptor . And UIViewControllerReprestable in place of NSViewControllerRepresentable.
Is this right approach to use ?
After updating from iOS 18 to iOS 26, our app icon appears to have automatically received the new 'Liquid Glass' effect. We confirmed that this change occurred without us releasing a new app update.
My questions are:
Is this a system behavior where iOS 26 automatically applies the new icon style to existing apps?
If so, is it possible for a developer to control or customize this effect? I am also wondering if there are any methods other than using Icon Composer.
I'm working on updating our iOS app for the latest Xcode version and noticed the new UIDesignRequiresCompatibility key requirement in Info.plist for apps targeting older iOS designs (without liquid glass). Is there an official timeline for when this compatibility key will be deprecated/removed so that we can plan our liquid glass design changes?
I like this font. but in license only allowed for use in Mockup UI.
Feel free to use in commercial?
https://mobbin.com/apps/bloom-ios-e1251835-34e6-426e-9f94-f9595f2567fa/1c919e9a-d144-4aa0-b788-f9752111e281/screens
I want to add a tool bar (setting search )to my app just like the apple file app using pure swiftUI, is it possible, if not, can i using a UIKit to implement it.
struct MainView: View {
var body: some View {
TabView {
Tab("View 1", systemImage: "square.grid.3x2") {
View1()
}
Tab("View 2", systemImage: "square.grid.2x2") {
View2()
}
}
.tabViewStyle(.sidebarAdaptable)
}
Is there a way to revert back to the old designs? The new designs in iOS 18 are so bad and hard to use. I can’t imagine anyone actively tested this for user feedback before releasing.
Hi, Since last week, I’ve been trying to publish the new version of my Voxel game, which aims to fix many bugs and significantly optimize the game. This update is very important for improving the overall quality of the game.
Unfortunately, this version is not being accepted on the App Store due to a Design - Copycats issue related to guideline 4.1. I’ve tried everything to resolve the problem by changing the screenshots, app preview, description, game name, icons, and even all metadata that could cause issues in the build. But nothing seems to work.
I keep receiving the same rejection just a few minutes after submitting my build for review.
Here is the full warning message:
—————— “Guideline 4.1 - Design - Copycats
This app or its metadata appears to be misrepresenting itself as another popular app or game already available on the App Store, from a developer's website or distribution source, or from a third-party platform.
Apps should be unique and should not attempt to deceive users into thinking they are downloading something they are not.”
Next Steps
Learn more about requirements to prevent apps from impersonating other apps or services in guideline 4.1.
Revise the app to comply with these requirements.
Once the app is fully compliant, resubmit the app for review.
——————
Also I've already tried contaction the Apple Developer team but I got no answer. I don't know what to do.
Thanks
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Design
App Review
App Store Connect
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! 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!
This is my first day with IOS 18.1.1 and so far it’s smooth. my only problem is how chaotic the photos app has become during the update. For one, i dont like how to access any of the organization it’s at the way bottom and even after customizing and reorganizing there’s no way to to move that section to the top. i also dont like how all my photos are just out on front street when the app is launched, it makes everything hard to look at and hard to find. please fix this and make browsing photos enjoyable again.