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?
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How can I achieve the result of buttons glass effect like sample videos that was show at de WWDC25? I tried a lot of approaches and I still far a way from the video.
I would like something like the pictures attached. Could send a sample code the get the same result?
Thanks
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!
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality.
The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately.
But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina.
All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug?
Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely?
Thanks!
Yesterday on Explore the biggest updates from WWDC Curt Clifton shared .background(.tint, in: .rect(corner: .containerConcentric)). XCode26 beta 3 don‘t recognize it. how when we can use it??
Reference Feedback FB19152594
Occurs with my 3rd Party UIKit App called "Lifeorities".
Latest occurrence was 7/27/25 at 13:49 pm.
Launch app (actual device running iPadOS 26 or iPadOS 26 simulator)
Initial screen displays view content and floating tab bar at top of screen (both portrait orientation and landscape).
Floating tab bar items respond to liquid glass effect (but liquid glass appearance of the whole tab bar doesn't comply with new glass pill shaped tab bar area).
Selected tab bar item obeys selected app designated color (assets).
Unselected tab bar items are using black text which is unreadable on app background which used dark mode as default (as intended).
Selecting another tab bar item shows the liquid glass effect as you navigate to the new tab bar item and shows the app designated color (assets).
Previous tab bar item that was selected, now is unselected and shows black text.
NOTE: iOS tab bar items work fine (show white foreground color as desired for unselected tab bar items).
UIBarButtonItem setting isEnabled = false, but the item is still tappable and animating. Is this a new UI behavior or an issue?
Do the following steps:
On tapping on a UIBarButtonItem, disable by setting isEnabled = false and setting hidesSharedBackground = true
Enable the button by setting isEnabled = true and setting hidesSharedBackground = false
=> The button appears with bigger shared background
is this an issue?
please find the attachments for more details.
ViewController.swift.txt
So, I started with the developer beta on Tahoe a couple months ago. I gave the new Apps.app a fair shot.... I HATE it. Finally used a terminal work around to get Launchpad back up and running. Now with the release of the Public Beta and Developer Beta 5, Apple has nerfed the Launchpad.app altogether. Apple, listen to your customers. Yes some people really love spotlight but not everyone wants to scroll through a list of apps as long as my leg because, my PTSD brain won't let me remember the name of the app to type into spotlight. The Launchpad app had a great visual reference for those of us with poor memory function. Bring it back, and let your customers choose which one they want to use.
I have two views I've applied Liquid Glass to in Swift UI. I've noticed that depending on the height of the view the material changes and I'm not sure why. See the attached screenshot. Both views add the liquidGlass style in the same way but behave very differently on the same background.
Ideally I'd like them to look the same as the bottom one. Is that the same as the clear style?
I'm using the new badge feature for UIBarButtonItem, but it's not working properly for me when transitioning between view controllers.
I have two view controller with various right bar button items. In the first view controller the first button (the one with the bell) has a badge with a numeric count. The second view controller has the same button but in the third position. When I push the second view controller, it seems that the badge maintains also the old position, so I see two buttons with badges instead of one. What can I do to fix this?
I can compile this
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@property (strong) NSWindow *window;
@property (strong) NSSlider *slider;
@end
@implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)notification {
// Window size
NSRect frame = NSMakeRect(0, 0, 400, 300);
NSUInteger style = NSWindowStyleMaskTitled |
NSWindowStyleMaskClosable |
NSWindowStyleMaskResizable;
self.window = [[NSWindow alloc] initWithContentRect:frame
styleMask:style
backing:NSBackingStoreBuffered
defer:NO];
[self.window setTitle:@"Centered Slider Example"];
[self.window makeKeyAndOrderFront:nil];
// Slider size
CGFloat sliderWidth = 200;
CGFloat sliderHeight = 32;
CGFloat windowWidth = self.window.frame.size.width;
CGFloat windowHeight = self.window.frame.size.height;
CGFloat sliderX = (windowWidth - sliderWidth) / 2;
CGFloat sliderY = (windowHeight - sliderHeight) / 2;
self.slider = [[NSSlider alloc] initWithFrame:NSMakeRect(sliderX, sliderY, sliderWidth, sliderHeight)];
[self.slider setMinValue:0];
[self.slider setMaxValue:100];
[self.slider setDoubleValue:50];
[self.window.contentView addSubview:self.slider];
}
@end
int main(int argc, const char * argv[]) {
@autoreleasepool {
NSApplication *app = [NSApplication sharedApplication];
AppDelegate *delegate = [[AppDelegate alloc] init];
[app setDelegate:delegate];
[app run];
}
return 0;
}
with
(base) johnzhou@Johns-MacBook-Pro liquidglasstest % clang -framework Foundation -framework AppKit testobjc.m
and get this neat liquid glass effect:
https://github.com/user-attachments/assets/4199493b-6011-4ad0-9c9f-25db8585e547
However if I use pyobjc to make an equivalent
import sys
from Cocoa import (
NSApplication, NSApp, NSWindow, NSSlider, NSMakeRect,
NSWindowStyleMaskTitled, NSWindowStyleMaskClosable,
NSWindowStyleMaskResizable, NSBackingStoreBuffered,
NSObject
)
class AppDelegate(NSObject):
def applicationDidFinishLaunching_(self, notification):
# Create the main window
window_size = NSMakeRect(0, 0, 400, 300)
style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable
self.window = NSWindow.alloc().initWithContentRect_styleMask_backing_defer_(
window_size, style, NSBackingStoreBuffered, False
)
self.window.setTitle_("Centered Slider Example")
self.window.makeKeyAndOrderFront_(None)
# Slider size and positioning
slider_width = 200
slider_height = 32
window_width = self.window.frame().size.width
window_height = self.window.frame().size.height
slider_x = (window_width - slider_width) / 2
slider_y = (window_height - slider_height) / 2
self.slider = NSSlider.alloc().initWithFrame_(NSMakeRect(slider_x, slider_y, slider_width, slider_height))
self.slider.setMinValue_(0)
self.slider.setMaxValue_(100)
self.slider.setDoubleValue_(50)
self.window.contentView().addSubview_(self.slider)
if __name__ == "__main__":
app = NSApplication.sharedApplication()
delegate = AppDelegate.alloc().init()
app.setDelegate_(delegate)
app.run()
I get a result shown at
https://github.com/user-attachments/assets/7da022bc-122b-491d-9e08-030dcb9337c3
which does not have the new liquid glass effect.
Why is this? Is this perhaps related to the requirement that you must compile on latest Xcode as indicated in the docs? Why, is the compiler doing some magic?
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 was looking at the new iOS 26 Mail app and it has these tab/filters of some sort and I was wondering if there is a default API/code in swiftui that I am supposed to be using.
Looked everywhere for this, thank you!!
I would like to propose a design enhancement for future iPhone models: using the existing bottom-right antenna line (next to the power button area) as a capacitive “volume control zone” that supports swipe gestures.
Today this line is a structural antenna break, but it is also located exactly where the thumb naturally rests when holding the phone in one hand. With a small embedded capacitive/force sensor, the user could slide their finger along this zone to control volume without reaching for the physical buttons.
Why this makes sense:
• Perfect ergonomic thumb position in both portrait and landscape
• One-handed volume adjustment becomes easier for large-screen devices
• Silent and frictionless vs. clicking buttons (useful in meetings / night mode)
• Consistent with Apple’s recent move toward contextual hardware input (Action Button, Capture Button, Vision Pro gestures)
The interaction model would be:
• Swipe up → increase volume
• Swipe down → decrease volume
• (Optional) long-press haptic = mute toggle
This could also enhance accessibility, especially for users with reduced hand mobility who struggle to press mechanical buttons on tall devices.
Technically, this would be similar to the Capture Button (capacitive + pressure layers), but linear instead of pressure-based. It does not replace physical buttons, it complements them as a silent gesture-based alternative.
Thank you for considering this as a future interaction refinement for iPhone hardware design.
Can you confirm that if you launch an app in the U.S. (in the iOS store) that is you cannot select a specific state (i.e. Rhode Island, North Carolina etc.) to roll out your app? In other words when you launch your app in the U.S. it has to be for the entire country right?
Can someone please confirm that this is the case and has always been the case in any app store (i.e. Google Play and IOS)?
Thanks. - Erik
Emoji keyboard are way too big after updating to IOS 18.1 so anoying to use emojis now. I really don't like using emojis anymore. I really hope they are going to fix this quickly. I use my phone for work and pleasure. I don't needing my heart to be bigger or different colors to every reaction. Please bring back the smaller emoji keyboard or add a setting to switch it back. This is really annoying.
It is outrageous that Apple continue to fail to implement the Fullscreen API web standard for web apps on iPhone only, which is so important to accessibility and web app functionality.
The only possible reason for this block is commercial: to promote iOS apps instead of browser based web apps.
To quote a client from a major agency just now - a typical enquiry :
We value accessibility greatly, and we noticed that the embedded player is missing a full screen button on iPhone.
Everything else works perfectly fine, including a full screen button that appears on the mobile webpage on android devices.
Is there any way we can include a button to enable full screen view for our viewers in your player that are going to watch it on iOS devices?
To which, as usual, we have to reply:
Apple unfortunately block fullscreen mode from being used with all web applications on iPhone.
Apple will allow this to be displayed fullscreen on MacBooks and iPads, but currently not on on iPhone - so we have to hide the fullscreen button there.
So fullscreen works on all devices and browsers apart from on iPhone.
As you've seen with Android, all other devices and browsers follow the universal 'Fullscreen API' web standard to allow full screen.
You're probably familiar with seeing the fullscreen button on normal linear videos on iPhone.
These use Apple's native video player, which doesn't let buttons and scripts be used on top of it - just a single video, not an interactive web application.
Our player looks like a video player but it is actually a web app combining multiple different video clips connected together by code and styling.
They block it on iPhones for reasons known only to them, but the assumption is that it is to incentivise people to make iOS apps instead of web apps.
The web development community is hopeful that Apple will change this unfortunate restriction soon, but we have been waiting a long time in vain.
We have to send this to a lot of people. It's a very bad look for Apple.
In less than a month it will be 2025. We have been waiting years for this.
The web standard documentation showing universal support on other devices and browsers is here:
https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API
This is not acceptable. It is time for Apple to stop blocking this important accessibility web standard for commercial reasons - only on iPhone. To whoever is in charge of these decisions in the Safari/Webkit team: Please just enable Fullscreen API for web apps on iPhone as soon as possible.
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
Hi everyone,
I'm exploring the new app icon appearance options (Clear, Dark, Tinted) for Progressive Web Apps (PWAs) on iOS26, iPadOS26, and macOS26. Currently, PWA icons don't seem to render well with these new appearances, particularly in Clear and Tinted modes, resulting in very very poor visual quality. You can hardly see anything.
Has support for these icon appearances been fully implemented for PWAs? If so, could someone point me to the relevant Apple Developer documentation or provide guidance on how to configure PWA icons to support Clear, Dark, and Tinted appearances? I've searched the Apple Developer Forums, Stack Overflow, and Reddit but haven't found clear information on this topic.A possible solution is a png file with transparent areas, but if the pattern is dark, nothing will be visible in dark mode.
Any insights or resources would be greatly appreciated. Thanks!
(plz don't give up on PWA😭)
Reference:
https://developer.apple.com/forums/thread/761615
https://stackoverflow.com/questions/78780916/is-there-a-way-to-provide-light-dark-and-tinted-variants-of-apple-touch-icon
https://developer.apple.com/library/archive/documentation/AppleApplications/Reference/SafariWebContent/ConfiguringWebApplications/ConfiguringWebApplications.html
An WWDC 25 a neutral value was demonstrated that allows the Slider to be 'coloured in' from the point of the neutral value to the current thumb position. Trying to use this in Dev release 1 I get errors saying no such modifier.
Was this functionality released in Dev Release 1 or am I using it incorrectly?