Hi all,
After upgrading to the iOS 26 beta, the scrolling in my SwiftUI chat view is completely broken. The exact same code works perfectly on iOS 18.
Context:
I have a chat view using ScrollViewReader and a vertically-reversed ScrollView (with .rotationEffect(.degrees(180))). Each message row (MessageBubble) uses multiple simultaneousGesture handlers:
Horizontal drag for swipe-to-reply (and other actions: pin, delete)
Long press for showing popover/actions
Vertical scroll for normal chat scrolling
This was working great on iOS 18. In iOS 26 beta, the vertical scroll is either completely disabled, jittery, or hijacked by the message row’s drag gestures, even though .simultaneousGesture is used (see code below).
Minimal Repro Sample
MessageListView.swift
swift
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Edit
ScrollViewReader { proxy in
ScrollView(.vertical, showsIndicators: false) {
LazyVStack(spacing: 0) {
// ... grouped messages
ForEach(...) { ...
MessageBubble(...) // see below
}
Color.clear.frame(height: 8).id("BOTTOM_ANCHOR")
}
.padding(.horizontal, 4)
.rotationEffect(.degrees(180))
}
.rotationEffect(.degrees(180))
}
MessageBubble.swift
struct MessageBubble: View {
// ...
var body: some View {
// horizontal swipe-to-reply gesture
let dragGesture = DragGesture(minimumDistance: 10)
// ...
ZStack {
// ...
HStack { ... }
// ...
.simultaneousGesture(
DragGesture(minimumDistance: 0) // for long press
// ...
)
.simultaneousGesture(dragGesture) // for horizontal swipe
}
// ...
}
}
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I added a new liquid glass icon built with Icon Composer to my app. It works and looks great on iOS 26 but Xcode complains that required icon files for older versions are missing.
I still have the old AppIcon in my Asset Catalog but it seems like it's not being used.
How do I configure Xcode to use the old icons for iOS 18 and the new icon for iOS 26?
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.
I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera:
however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean.
Here are my results:
I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency.
Here is my test SwiftUI code:
struct GlassPicker: View {
@State private var selected: Int?
var body: some View {
ScrollView([.horizontal], showsIndicators: false) {
HStack(spacing: 0) {
ForEach(0..<20) { i in
Text("Row \(i)")
.id(i)
.padding()
}
}
.scrollTargetLayout()
}
.contentMargins(.horizontal, 161)
.scrollTargetBehavior(.viewAligned)
.scrollPosition(id: $selected, anchor: .center)
.background(.foreground.opacity(0.2))
.clipShape(.capsule)
.overlay {
DefaultGlassEffectShape()
.fill(.clear) // Removes a semi-transparent foreground fill
.frame(width: 110, height: 50)
.glassEffect(.clear)
}
}
}
Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
In this WWDC talk about liquid glass https://developer.apple.com/videos/play/wwdc2025/219/ they mention that there are two variants of liquid glass, regular and clear.
I don't see any way to try the clear variant using the .glassEffect() APIs, they only expose regular, is there some other way to try the clear variant?
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.
Which method allows me to apply larger-than-default rounded corners to a macOS window while maintaining the system’s dynamic, contrasting border – similar to what’s seen in the Control Center popup? (Control Center has a corner radius of 16, the default system window is 10.)
While I know how to closely achieve this effect manually for my plain panel, I'd like to leverage the built-in method and get it for free from the OS.
I’ve spent way more time on this problem than I'm willing to admit, and searched extensively, but haven’t found any solution. I’d really appreciate any pointers.
Thank you.
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
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.
Just posted this feedback regarding macOS 26 "Tahoe" (FB19853155) - please support with additional submissions if you share my view. I will miss the beautiful and individual designed icons of the past!
"macOS 26 is enforcing squicles for app icons, falling back to a grey background for 3rd party apps without a compliant AppIcon asset.
As a result many original app icons are reduced in size and hard to distinguish because they share the same background color. Although I respect Apple's strive for an iOS-like UI on Macs, a smooth transition path would be more user- and developer-friendly ... e.g. with some info.plist property to opt-out icon migration, potentially ignored by a future macOS version.
The current solution causes a bad usability, and makes the system look inconsistent as many - especially free - software will not be updated with new icon designs. Please reconsider this bad design decision!"
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?
Hello everyone,
I'm stuck here, i have developed an app, and i keep getting from Apple "Guideline 4.3(a) - Design - Spam" - We continue to notice that your app shares a similar binary, metadata, and/or concept as apps submitted to the App Store by other developers, with only minor differences.
As i was looking around this seems to be so much an issue now for many people and i don't understand why.
My app which is approved in Android already it have an unique design built my own, and the most important the content (in this case futures crypto signals) are created by my own strategy, so it can be no where else found.
I literally have no idea what to do next, i don't want to do major changes because i don't believe the app looks similar to any other app and for the reason that its already in Google Play Store i don't want to do major UI design.
We would greatly appreciate any valuable advice from fellow developers in the community to help us navigate this challenge and successfully pass the review
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??
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!
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue.
Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH
I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
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'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?
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];
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!
Dear Apple Developer Relations Team,
We are currently reviewing the documentation for the UIDesignRequiresCompatibility Info.plist key.
In the documentation, there is a warning that states:
"Temporarily use this key while reviewing and refining your app’s UI for the design in the latest SDKs."
However, in the adoption guide for Liquid Glass:
Adopting Liquid Glass, we did not see any explicit requirement to force adoption of the Liquid Glass design.
We have the Gojek app, which currently uses the UIDesignRequiresCompatibility key. To ensure long-term stability, we would like clarification on the following points:
Future Support of the Key:
Is it safe to continue using the UIDesignRequiresCompatibility key? Can you confirm whether this key will remain supported or if there are plans for it to be deprecated/removed in future iOS versions?
Liquid Glass Adoption:
Our app’s design guidelines do not align with the Liquid Glass style. Can you confirm that adoption of Liquid Glass is not mandatory, and that apps can continue to use their existing custom design guidelines without any restrictions?
Compatibility with iOS 26:
Are there any required changes we need to make to our existing views to ensure that the UI will continue to render as it does today on iOS 26 and beyond?
We want to make sure we provide the best user experience while remaining compliant with Apple’s guidelines. Your clarification would help us plan our design and development roadmap accordingly.
Thank you for your support and guidance.