I'm building a progressive web app (PWA) and came to the conclusion that almost nobody knows that this feature exists - Add to Home Screen. Not many people even understand what a PWA is or that you can add it to the home screen. This feels unnatural compared to installing an app from a store. Why do we make it so hard for users? Could we not make this easier by having the ability to call this installation or show an install notification?
Right now, when users visit a PWA on iOS, there's no way for developers to let them know they can install it. The "Add to Home Screen" option is tucked away in the Share menu, and most users never find it. I'd really like to be able to show them a friendly prompt.
Comparing to other browsers, this is possible via the beforeinstallprompt event. This would make a huge difference for user experience. Right now the only way is to show iOS users a separate set of instructions with screenshots, which feels clunky compared to what's possible on other platforms.
I'm curious - is there any reason why this hasn't been added to Safari yet? Other browsers have supported this for years now. Is there any progress being made on this, or is it being considered for the roadmap? It would be really helpful to know if this is something that will be worked on in the future.
I know there's a lot on the roadmap, but this would really help developers create better installation experiences for our users.
Thanks for considering this!
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Hi Everyone,
I want to transfer my iPhone data from iOS 26 to iOS 18 version and I'm unable to do it. Can you help me to do it so I can keep my data. Is there any possibility to do this or any kind of trick?
Thank You!
I am creating an Augmented Reality iOS (Not VisionOS) app using scenes created in Reality Composer Pro.
I'd like my code to send a notification to a RCP scene that plays a timeline. The RCP interface has the option to set up a behaviour for this purpose:
This Forum thread https://developer.apple.com/forums/thread/756978 suggests the code I need for sending a notification is:
name: NSNotification.Name("RealityKit.NotificationTrigger"),
object: nil,
userInfo: [
"RealityKit.NotificationTrigger.Scene": scene,
"RealityKit.NotificationTrigger.Identifier": "HideCharacter"
]
)
but the 'scene' var needs to point to the relevant RCP scene, which is loaded within a UIViewRepresentable ARView (because even in iOS26 it seems RealityKit/RealityViews aren't quite ready for AR use) and I can't work out how to correctly access it. Examples in the link above are for working with RealityKit and VisionOS only.
Code for loading the scene is as follows. How can I get the notification code above to be situated in a separate SwiftUI View and send the notification to the RCP scene?
typealias UIViewType = ARView
func makeUIView(context: Context) -> ARView {
// Create an ARView
let arView = ARView(frame: .zero)
// Configure it
let arConfiguration = ARWorldTrackingConfiguration()
arConfiguration.planeDetection = [.horizontal]
arView.session.run(arConfiguration)
// Load in Reality Composer Pro scene
let scene = try! Entity.load(named:"myScene)", in: realityKitContentBundle)
// Create a horizontal plane anchor
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2)))
// Append the scene to the anchor
anchor.children.append(scene)
// Append the anchor to the ARView
arView.scene.anchors.append(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {
}
}
If an app is rated 4+, does it have any additional obligation due to the SB2420 beyond this rating on the AppStore ?
I’m encountering an issue on iOS when rendering a list using React.
Each list item uses the array index as the React key and consists of two parts:
a header section that uses position: sticky for dynamic sticking behavior, and
a body section whose height is automatically adjusted based on its content.
When the list data is updated, I sometimes observe that the sticky header content does not update visually in time, even though the underlying data and DOM have changed.
// demo.jsx
import React, { useState } from 'react';
import { Button } from '@iftide/mobile';
import './style2.less';
// import data1 from './data1.json';
// import data2 from './data2.json';
const prefixCls = 'im-detaillist';
const data1 = [
{
sectionTitle: '2025年05月'
},
{
sectionTitle: '2025年04月'
},
{
sectionTitle: '2025年03月'
}
];
const data2 = [
{
sectionTitle: '2023年08月'
},
{
sectionTitle: '2023年07月'
},
{
sectionTitle: '2023年06月'
},
{
sectionTitle: '2023年05月'
}
];
export default function App() {
const [list, setList] = useState(data1);
const [toggle, setToggle] = useState(true);
return (
<div>
<Button
title="更新2"
onClick={() => {
setToggle(!toggle);
setList(data2);
}}
/>
<div className={`${prefixCls}-container2`} style={{ height: `700px` }}>
{list.map((section: any, sectionIdx: number) => {
return (
<div
className={`${prefixCls}`}
key={String(sectionIdx)}
// id={section.sectionTitle}
>
<div className={`${prefixCls}-section-title`} role="text">
{section.sectionTitle}
</div>
<div
style={{
background: 'green',
height: `${Math.ceil(400 * Math.random()) + 50}px`
}}
>
省略
</div>
</div>
);
})}
</div>
</div>
);
}
.@{prefixCls}-section-title {
position: sticky;
position: -webkit-sticky;
will-change: transform;
top: 0;
z-index: 1;
padding-left: 11px;
width: 100%;
height: 30px;
font-size: var(--font-size-s);
font-weight: 400;
line-height: 30px;
color: #000000;
background-color: #F4F5F7;
letter-spacing: 0;
}
When displaying a view with a Button inside a ScrollView using the sheet modifier, if you try to close the sheet by swiping and your finger is touching the Button, the touch is not canceled.
This issue occurs when building with Xcode 16 but does not occur when building with Xcode 15.
Here is screen cast.
https://drive.google.com/file/d/1GaOjggWxvjDY38My4JEl-URyik928iBT/view?usp=sharing
Code
struct ContentView: View {
@State var isModalPresented: Bool = false
var body: some View {
ScrollView {
Button {
debugPrint("Hello")
isModalPresented.toggle()
} label: {
Text("Hello")
.frame(height: 44)
}
Button {
debugPrint("World")
} label: {
Text("World")
.frame(height: 44)
}
Text("Hoge")
.frame(height: 44)
.contentShape(Rectangle())
.onTapGesture {
debugPrint("Hoge")
}
}
.sheet(isPresented: $isModalPresented) {
ContentView()
}
}
}
Hi, I am building an app that depends on multiple iOS devices connecting to a designated "coordinator" iOS device. I am using MPC, and it works great when the devices are connected to the same WiFi AP, with virtually 100% connection success. My definition of success is a near instant detection of available devices, >95% connection success rate, and a stable ongoing connection with no unexpected disconnects.
The issue arises when the devices are not connected to the same WiFi network (or connected to no network with WiFi and bluetooth still on). Devices detect each other immediately, but when initiating a connection, both devices initiate a handshake, but the connection is not successful. In the few times where the connection succeeds, the connection quality is high, stable, and doesn't drop.
Is this a known limitation of the framework? Could I be doing something wrong in my implementation?
Hi,
We've noticed that this issue occurs more frequently after upgrading to iOS 18.4.1 and can result in one-way audio.
Our app uses CallKit with WebRTC to establish VoIP connections.
However, on iOS 18.4.1, CallKit no longer triggers:
func provider(_ provider: CXProvider, didActivate audioSession: AVAudioSession)
We're currently comparing the occurrence rate across different iOS versions to better understand the impact.
Could you please help analyze the root cause of this issue?
Dear Apple,
while implementing Declared Age Range API in my app, I've noticed a mistake in documentation: the isEligibleForAgeFeatures property is marked 26.0+ in documentation, but 26.2+ in Xcode, which ultimately leads to inability to use it with OS below 26.2.
Moreover, I'm thoroughly confused by this quote from documentation:
This flag returns true on iOS and iPadOS based on a person’s eligibility and always returns false on macOS.
It leads me to two questions:
Is it possible to use Declared Age Range API for macOS apps? Will it be possible to use it in future?
Will there be any changes regarding this matter in a meantime (especially after Jan 1st)?
If yes - when should we expect these changes?
If no - why this API declares macOS 26+ support alongside iOS/iPadOS, if it simply doesn't work for macOS now?
As of now, my iOS app works flawlessly with given API (on iOS 26.2) while macOS app returns isEligibleForAgeFeatures = false and requestAgeRange request always throws AgeRangeService.Error.notAvailable.
Also, does it mean that one should not use isEligibleForAgeFeatures boolean while implementing Declared Age Range API for apps below iOS 26.2 (I mean 26.0+)? Or implementing given API for iOS 26.2+ is a sufficient way to go? So shouldn't the whole API be marked as 26.2+?
The minimum iOS version in my app is 16.0 and minimum macOS version is 13.0 anyway, so the significant part of users is left out of these updates, but the main goal here is legal compliance.
I implemented BGContinuedProcessingTask in my app and it seems to be working well for everyone except one user (so far) who has reached out to report nothing happens when they tap the Start Processing button. They have an iPhone 12 Pro Max running iOS 26.1. Restarting iPhone does not fix it.
When they turn off the background processing feature in the app, it works. In that case my code directly calls the function to start processing instead of waiting for it to be invoked in the register block (or submit catch block).
Is this a bug that's possible to occur, maybe device specific? Or have I done something wrong in the implementation?
func startProcessingTapped(_ sender: UIButton) {
if isBackgroundProcessingEnabled {
startBackgroundContinuedProcessing()
} else {
startProcessing(backgroundTask: nil)
}
}
func startBackgroundContinuedProcessing() {
BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: .main) { @Sendable [weak self] task in
guard self != nil else { return }
startProcessing(backgroundTask: task as? BGContinuedProcessingTask)
}
let request = BGContinuedProcessingTaskRequest(identifier: taskIdentifier, title: title, subtitle: subtitle)
request.strategy = .fail
if BGTaskScheduler.supportedResources.contains(.gpu) {
request.requiredResources = .gpu
}
do {
try BGTaskScheduler.shared.submit(request)
} catch {
startProcessing(backgroundTask: nil)
}
}
func startProcessing(backgroundTask: BGContinuedProcessingTask?) {
// FIXME: Never called for this user when isBackgroundProcessingEnabled is true
}
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies.
I’m able to update official iOS updates, but not the beta ones. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and causes issues with making timely updates to my app and diagnosing new issues during testing.
I’d like to request that Apple look into this issue and find a solution. For reference, I’ve installed a barebones installation with no new apps, and this problem persists. I would like to have a resolution that allows me to update normally without having to DFU the phone every time.
While preparing my app for Declared Age Range capability usage, I've noticed a weird behaviour: the same code works for iOS, but not for macOS.
My project uses same target for both platforms, so the capability is enabled for both platforms. The business logic layer is also shared across between platforms. Both UI layers are writter in SwiftUI.
The iCloud account used for testing on iOS and macOS devices is the same, so even the consent is shared across both devices.
While requestAgeRange(ageGates:) seems to work just fine for iOS app, for macOS app it always throws Not available error (DeclaredAgeRange.AgeRangeService.Error.notAvailable)
Am I missing something? Could the API be somehow unavailable for macOS? Should I use AgeRangeService.shared.requestAgeRange(ageGates:in:) for macOS instead of SwiftUI's @Environment-based approach?
Also, after giving permission, is there a way to actually revoke it? In Age Range for Apps menu I can only view the list of apps that have my consent to share my age range, but not the ability to revoke it.
Problem Summary
After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds.
Environment Details
Operating System: iOS 26.1 & iOS 26.2
Framework: RealityKit
Xcode Version: 16.2 (16C5032a)
Expected vs. Actual Behavior
Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier.
Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience.
Steps to Reproduce
Create or open an AR application with RealityKit that uses particle components
Attach a ParticleEmitterComponent to an entity via a custom system
Run the application on iOS 26.1 or iOS 26.2
Observe that particles render at an offset position away from the entity
Minimal Code Example
Here's the setup from my test case:
Custom Component & System:
struct SparkleComponent4: Component {}
class SparkleSystem4: System {
static let query = EntityQuery(where: .has(SparkleComponent4.self))
required init(scene: Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.scene.performQuery(Self.query) {
// Only add once
if entity.components.has(ParticleEmitterComponent.self) { continue }
var newEmitter = ParticleEmitterComponent()
newEmitter.mainEmitter.color = .constant(.single(.red))
entity.components.set(newEmitter)
}
}
}
AR Setup:
let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
let model = Entity()
model.components.set(ModelComponent(mesh: boxMesh, materials: [material]))
model.components.set(SparkleComponent4())
model.position = [0, 0.05, 0]
model.name = "MyCube"
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2]))
anchor.addChild(model)
arView.scene.addAnchor(anchor)
Questions for the Community
Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2?
Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning?
Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing?
Additional Information
I've already submitted this issue via Feedback Assistant(FB21346746)
Problem Summary
After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds.
Environment Details
Operating System: iOS 26.1 & iOS 26.2
Framework: RealityKit
Xcode Version: 16.2 (16C5032a)
Expected vs. Actual Behavior
Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier.
Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience.
Steps to Reproduce
Create or open an AR application with RealityKit that uses particle components
Attach a ParticleEmitterComponent to an entity via a custom system
Run the application on iOS 26.1 or iOS 26.2
Observe that particles render at an offset position away from the entity
Minimal Code Example
Here's the setup from my test case:
Custom Component & System:
struct SparkleComponent4: Component {}
class SparkleSystem4: System {
static let query = EntityQuery(where: .has(SparkleComponent4.self))
required init(scene: Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.scene.performQuery(Self.query) {
// Only add once
if entity.components.has(ParticleEmitterComponent.self) { continue }
var newEmitter = ParticleEmitterComponent()
newEmitter.mainEmitter.color = .constant(.single(.red))
entity.components.set(newEmitter)
}
}
}
AR Setup:
let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true)
let model = Entity()
model.components.set(ModelComponent(mesh: boxMesh, materials: [material]))
model.components.set(SparkleComponent4())
model.position = [0, 0.05, 0]
model.name = "MyCube"
let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2]))
anchor.addChild(model)
arView.scene.addAnchor(anchor)
Questions for the Community
Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2?
Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning?
Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing?
Additional Information
I've already submitted this issue via Feedback Assistant(FB21346746)
Hello there,
I'm trying to implement feature which uses AirPlay with Apple TV. I want to disconnect from the device programmatically when something happens. Under something I mean a situation when a user wants to stop broadcasting (for example close the PiP window on his phone). I use this snippet:
try audioSession.setCategory(.playAndRecord, options: .defaultToSpeaker)
try audioSession.setActive(true, options: .notifyOthersOnDeactivation)
It works fine sometimes but not always (it works on iOS 18 but it doesn't on iOS 17 or ). So I thought it's a bug and create a ticker to feedback assistant (FB21220013). The support told me write a post on the forum.
We are planning to develop an app that connects to a UVC camera to capture and display video via AVFoundation. Could you please advise on which iPhone models support UVC cameras?
Hello! What UIKit API enables you to add a view below the navigation bar and extend the scroll edge effect below it in iOS 26? safeAreaBar is how you do it in SwiftUI but I need to achieve this design in my UIKit app (which has a collection view in a view controller in a navigation controller).
struct ContentView: View {
let segments = ["First", "Second", "Third"]
@State private var selectedSegment = "First"
var body: some View {
NavigationStack {
List(0..<50, id: \.self) { i in
Text("Row \(i + 1)")
}
.safeAreaBar(edge: .top) {
Picker("Segment", selection: $selectedSegment) {
ForEach(segments, id: \.self) {
Text($0)
}
}
.pickerStyle(.segmented)
.padding(.horizontal)
.padding(.bottom, 8)
}
.navigationTitle("Title")
.navigationBarTitleDisplayMode(.inline)
}
}
}
In previous versions of the simulator, it was possible to import files into the Files app by dragging them from the Finder into the Simulator. It appears that in the iOS 26 Simulator, this opens the file in Safari.
I've only tried it with .json files so far.
The documentation at https://developer.apple.com/documentation/xcode/sharing-data-with-simulator says that the original behaviour should happen:
To add files to Simulator, select one or more files in Finder on your Mac, then click the Share button. Select Simulator from the share destination list. Choose the simulated device from the drop-down list. Simulator opens the Files app, and lets you select where to save the files.
I'd love to learn if this is intentional behaviour, and if so, what workarounds there might be. I use this pattern quite a lot, as I have a HealthKit app, and I've built a system that allows me to export workouts as JSON files from a real device, that I can then import into a simulator for testing.
Edit: I found a workaround. Make a folder in Files.app, then search for it within ~/Library/Developer/CoreSimulator/Devices. Open the folder in Finder, then add any files you want to be available in the Simulator.
After the update to iOS 17, tapping on message notification shown on CarPlay Dashboard is navigating to the CarPlay app instead of announcing the message notification.
Announce Notifications turned ON
Announce Messages turned ON
Announce New Messages option is selected
Other apps message notifications are announced as expected when tapping on the notification implying that the settings are set as required.
Enabled com.apple.developer.carplay-communication
Class CustomCarPlaySceneDelegate: UIResponder, CPTemplateApplicationSceneDelegate {
func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene,
didConnect interfaceController: CPInterfaceController)
func templateApplicationScene(_ templateApplicationScene: CPTemplateApplicationScene,
didDisconnectInterfaceController interfaceController: CPInterfaceController)
func scene(_ scene: UIScene, willContinueUserActivityWithType userActivityType: String)
}
在 iOS 平台使用 WKWebView 通过file://协议加载本地 HTML 文件时,存储在localStorage中的数据会在 App 后台切换、进程重启后偶尔丢失;但相同代码在安卓 / 鸿蒙平台无此问题。
现在的文档
仅明确了「默认数据存储(defaultDataStore)可将网站数据持久化到磁盘,非持久化存储(nonPersistent)仅存内存」的基础规则;
未提及「file://协议内容即使使用默认持久化存储,也会被归为临时内存存储」这一关键场景限制;
仅在WKURLSchemeHandler关联说明中隐含「自定义 URL 协议可处理 WebKit 原生不支持的 URL 方案」,但未直接关联file://的存储问题。
我找不到如何处理这个问题的官方文档,仅仅有其他的博客说需要增加http/https加载就没有这个问题。
请提供给我官方文档或者官方回复 关于出现这种file:/加载html出现问题的处理办法