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Request: Implement beforeinstallprompt event for PWA installation prompts in Safari
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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Jan ’26
iOS App udp and local network permission
Recently, my application was having trouble sending udp messages after it was reinstalled. The cause of the problem was initially that I did not grant local network permissions when I reinstalled, I was aware of the problem, so udp worked fine after I granted permissions. However, the next time I repeat the previous operation, I also do not grant local network permissions, and then turn it back on in the Settings, and udp does not work properly (no messages can be sent, the system version and code have not changed). Fortunately, udp worked after rebooting the phone, and more importantly, I was able to repeat the problem many times. So I want to know if the process between when I re-uninstall the app and deny local network permissions, and when I turn it back on in Settings, is that permissions have been granted normally, and not fake, and not required a reboot to reset something for udp to take effect. I'm not sure if it's the system, or if it's a similar situation as described here, hopefully that will help me find out
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Jun ’25
Question about including all project classes in ofClasses parameter when using NSKeyedUnarchiver.unarchivedObject(ofClasses:from:)
Hello, I have a question about data deserialization using NSKeyedUnarchiver in iOS SDK development. Current Situation: Previously, we were using the NSKeyedUnarchiver.unarchiveObject(with: Data) function We have changed to using the NSKeyedUnarchiver.unarchivedObject(ofClasses:from:) method to deserialize complex objects stored in UserDefaults We need to include all types in the ofClasses parameter, including Swift primitive types as well as various custom classes and structs within the project Questions: Implementation Approach: Is it correct pattern to include all classes defined in the project in the ofClasses array? Is this approach recommended? Runtime Stability: When using this approach, is there a possibility of runtime crashes? Are there any performance issues? Alternative Methods: If the current approach is not the correct pattern, what alternatives should we consider? Current Code Structure: All model classes conform to the NSSecureCoding protocol We use the requiringSecureCoding: true parameter We use a whitelist approach, explicitly listing only allowed classes I would like to know if this structure is appropriate, or if we should consider a different approach. Thank you.
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Oct ’25
[iOS26]UITableView drag bug
I encountered a bug with drag-and-drop sorting in ios 26. I created a UITableView for dragging and dropping to adjust the order of the list. However, when I set the height of the cells to a custom height, some cells were not displayed during the dragging process. The tools I use are the official version of Xcode16.1 and the ios 26 emulator And I can also reproduce the same problem on the real device. class ViewController: UIViewController { private let tableView: UITableView = { let tableView = UITableView.init(frame: .zero, style: .grouped) tableView.backgroundColor = .clear tableView.estimatedSectionHeaderHeight = 50 tableView.isEditing = true tableView.showsVerticalScrollIndicator = false tableView.allowsSelectionDuringEditing = true return tableView }() var content: [Int] = [] override func viewDidLoad() { super.viewDidLoad() tableView.register(FTWatchGroupPageCell.self, forCellReuseIdentifier: "FTWatchGroupPageCell") tableView.delegate = self tableView.dataSource = self view.addSubview(tableView) for i in 1...100 { content.append(i) } tableView.reloadData() } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() var frame = view.bounds frame.origin.y = 200 frame.size.height = frame.size.height - 200 tableView.frame = frame } } extension ViewController: UITableViewDelegate, UITableViewDataSource { func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int { return content.count } func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell { let cell = tableView.dequeueReusableCell(withIdentifier: "FTWatchGroupPageCell", for: indexPath) as! FTWatchGroupPageCell cell.label.text = "\(content[indexPath.row])" cell.label.sizeToFit() return cell } func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat { return 52.66 } public func tableView(_ tableView: UITableView, heightForHeaderInSection section: Int) -> CGFloat { return 0.01 } public func tableView(_ tableView: UITableView, heightForFooterInSection section: Int) -> CGFloat { return 0.01 } public func tableView(_ tableView: UITableView, canEditRowAt indexPath: IndexPath) -> Bool { return true } public func tableView(_ tableView: UITableView, editingStyleForRowAt indexPath: IndexPath) -> UITableViewCell.EditingStyle { return .none } public func tableView(_ tableView: UITableView, shouldIndentWhileEditingRowAt indexPath: IndexPath) -> Bool { return false } public func tableView(_ tableView: UITableView, canMoveRowAt indexPath: IndexPath) -> Bool { return true } public func tableView(_ tableView: UITableView, moveRowAt sourceIndexPath: IndexPath, to destinationIndexPath: IndexPath) { let item = content.remove(at: sourceIndexPath.row) content.insert(item, at: destinationIndexPath.row) tableView.reloadData() } } class FTWatchGroupPageCell: UITableViewCell { private let contentBackView = UIView() let label = UILabel() override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) { super.init(style: style, reuseIdentifier: reuseIdentifier) contentView.isHidden = true addSubview(contentBackView) contentBackView.backgroundColor = .red contentBackView.addSubview(label) label.textColor = .black label.font = .systemFont(ofSize: 14) contentBackView.frame = .init(x: 0, y: 0, width: 200, height: 30) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func layoutSubviews() { super.layoutSubviews() guard let reorderControlClass = NSClassFromString("UITableViewCellReorderControl"), let reorderControl = subviews.first(where: { $0.isKind(of: reorderControlClass) }) else { return } reorderControl.alpha = 0.02 reorderControl.subviews.forEach({ subView in if let imageView = subView as? UIImageView { imageView.image = UIImage() imageView.contentMode = .scaleAspectFit imageView.frame.size = CGSize(width: 20, height: 20) } }) } }
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Jan ’26
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
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Jan ’26
Ios26 beta 3 concerns about liquid glass design
With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.
Topic: Design SubTopic: General Tags:
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Jul ’25
SwiftUI safe area stays offset after keyboard dismissal with “Reduce Motion” + “Prefer Cross-Fade” enabled (iOS 26)
I’m seeing a layout issue in SwiftUI on iOS 26 that only reproduces with specific Accessibility Motion settings. Steps to reproduce 1. Open Settings → Accessibility → Motion. 2. Enable Reduce Motion and Prefer Cross-Fade Transitions. 3. Launch an app with a SwiftUI TextField. 4. Tap the field to show the keyboard. 5. Dismiss the keyboard (tap outside, swipe down, etc.). Expected: After the keyboard is dismissed, the view’s bottom safe area / layout should return to normal. Actual: The view continues to reserve space equal to the keyboard height — as if the keyboard were still visible. UI anchored to the safe area remains shifted upward until the view is reloaded.
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Oct ’25
tabBarMinimizeBehavior no longer working after upgrading to Xcode 16 beta 5 / iOS 18 beta 5
Hello! The minimize behavior was working correctly while I was using Xcode 26 beta 4 with iOS 26 beta 4 simulator — when scrolling down, the Tab Bar would minimize as expected. However, after upgrading both Xcode and iOS simulator to beta 5, the tabBarMinimizeBehavior setting no longer has any visible effect — the Tab Bar stays fixed in place. Code snippet: if #available(iOS 26.0, *) { self.tabBarMinimizeBehavior = .onScrollDown } Steps to reproduce: 1. Create a UITabBarController with at least one tab containing a scrollable view (e.g., UITableView). 2. In viewDidLoad, set tabBarMinimizeBehavior to .onScrollDown. 3. Run on iOS 26 beta 5 simulator. Expected behavior (beta 4): Scrolling down hides/minimizes the Tab Bar with animation. Actual behavior (beta 5): Tab Bar remains fixed; no minimize animation is triggered. Environment: • Xcode 26 beta 5 (Build: 17A5295f) • iOS 26 beta 5 simulator (Build: 1055) – iPhone 16 Pro • Also tested on iPhone 13 mini – iOS 26 (Build: 23A5308g)
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Sep ’25
Template (custom entitlement) name not supported
Hi All! Ever since the new PLA I have issues with adding my entitlements to my profiles. Previously when adding an entitlement I used the format [entitlementName] [AppId] [type] e.g. Apple Pay Pass Suppression [AppId] Development However ever since the new PLA I get an warning in my terminal that the template name is not supported by the App Store Connect API. Anyone that can help me out with the new format? I cant seem to find any helpful documentation online. Thanks! PS: the link in the screenshot points to this website: https://docs.fastlane.tools/actions/match/#managed-capabilities The naming strategy the use on the website doesnt work either: Apple Pay Pass Suppression Development
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Sep ’25
Contact UISearchBar missing.
Feedback id: FB16140301 Below are the steps to reproduce the bug in Contacts app. Open Contacts app. Now search for a contact and didSelect that contact. Now slightly hold swipe right(from view's center leading position) as to pop the view but not fully swipe, now release the finger and you can see the back nav bar button missing and tapping the back button position also doesn't perform dismiss action. Now do fully swipe from left to right to dismiss(pop) current view. Here you can see the search bar missing.-> That's the bug.
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Jun ’25
Why are system reserved files consuming half of my storage?
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane. Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space. Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I can understand the utility of this — if I didn’t still have to offload basically all my apps every single time I run a software update, because I’m still some not-insignificant amount short. I seem to recall it being between 6-20 GB across the different updates I’ve had to do since iOS 26 rolled around. I’d also like to be clear that preprovisioning the storage space for updates isn’t a bad idea, just give us an off switch if we’d rather be able to take a few hundred more photos, have another few apps, etc. than have the space sit mostly unused. The biggest culprit is this “system data” category which is somehow consuming as much space as the entire operating system and its extensions. There’s no clear way to request iOS to clear this down if some of it is temporary data, which we should have a button for even if Apple thinks it should “just work.” Windows usually trims down on its temp files, but on the occasion you go look and see 67 GB of temporary files, being able to manually run the disk cleanup tool is very helpful. I’m hesitant to try any third party app because I shouldn’t need to, and knowing Apple, it wouldn’t have access to anything it would actually have to touch anyway. Which is neither here nor there, but give us a button to clear cache or maybe run the cleanup when the phone reboots? I am running the developer beta right now so maybe that’s part of it. However I’m not sure… I had switched to mainline release for a while when it released, and it didn’t seem any different with storage consumption and battery drain. I jumped back to beta to see some of the new features and am waiting for another mainline release to switch back to as the recent betas have been much more unstable/buggy than the entire prerelease beta period. Just wondering if anyone has any kind of input on this storage issue in particular as it’s not really been talked about as much as the battery drain issue from what I can see.
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Oct ’25
Xcode26 build app with iOS26, UITabBarController set CustomTabBar issue
Our project using UITabBarController and set a custom tabbar using below code: let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: "tabBar") But when using Xcode 26 build app in iOS 26, the tabbar does not show: above code works well in iOS 18: below is the demo code: AppDelegate.swift: import UIKit @main class AppDelegate: UIResponder, UIApplicationDelegate { let window: UIWindow = UIWindow() func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { window.rootViewController = TabBarViewController() window.makeKeyAndVisible() return true } } CustomTabBar.swift: import UIKit class CustomTabBar: UITabBar { class TabBarModel { let title: String let icon: UIImage? init(title: String, icon: UIImage?) { self.title = title self.icon = icon } } class TabBarItemView: UIView { lazy var titleLabel: UILabel = { let titleLabel = UILabel() titleLabel.translatesAutoresizingMaskIntoConstraints = false titleLabel.font = .systemFont(ofSize: 14) titleLabel.textColor = .black titleLabel.textAlignment = .center return titleLabel }() lazy var iconView: UIImageView = { let iconView = UIImageView() iconView.translatesAutoresizingMaskIntoConstraints = false iconView.contentMode = .center return iconView }() private var model: TabBarModel init(model: TabBarModel) { self.model = model super.init(frame: .zero) setupSubViews() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupSubViews() { addSubview(iconView) iconView.topAnchor.constraint(equalTo: topAnchor).isActive = true iconView.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true iconView.widthAnchor.constraint(equalToConstant: 34).isActive = true iconView.heightAnchor.constraint(equalToConstant: 34).isActive = true iconView.image = model.icon addSubview(titleLabel) titleLabel.topAnchor.constraint(equalTo: iconView.bottomAnchor).isActive = true titleLabel.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true titleLabel.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true titleLabel.heightAnchor.constraint(equalToConstant: 16).isActive = true titleLabel.text = model.title } } private var dataSource: [TabBarModel] init(with dataSource: [TabBarModel]) { self.dataSource = dataSource super.init(frame: .zero) setupTabBars() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func sizeThatFits(_ size: CGSize) -> CGSize { var sizeThatFits = super.sizeThatFits(size) let safeAreaBottomHeight: CGFloat = safeAreaInsets.bottom sizeThatFits.height = 52 + safeAreaBottomHeight return sizeThatFits } private func setupTabBars() { backgroundColor = .orange let multiplier = 1.0 / Double(dataSource.count) var lastItemView: TabBarItemView? for model in dataSource { let tabBarItemView = TabBarItemView(model: model) addSubview(tabBarItemView) tabBarItemView.translatesAutoresizingMaskIntoConstraints = false tabBarItemView.topAnchor.constraint(equalTo: topAnchor).isActive = true tabBarItemView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true if let lastItemView = lastItemView { tabBarItemView.leadingAnchor.constraint(equalTo: lastItemView.trailingAnchor).isActive = true } else { tabBarItemView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true } tabBarItemView.widthAnchor.constraint(equalTo: widthAnchor, multiplier: multiplier).isActive = true lastItemView = tabBarItemView } } } TabBarViewController.swift: import UIKit class NavigationController: UINavigationController { override func viewDidLoad() { super.viewDidLoad() } } class HomeViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .red navigationItem.title = "Home" } } class PhoneViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .purple navigationItem.title = "Phone" } } class PhotoViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .yellow navigationItem.title = "Photo" } } class SettingViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .green navigationItem.title = "Setting" } } class TabBarViewController: UITabBarController { override func viewDidLoad() { super.viewDidLoad() let homeVC = HomeViewController() let homeNav = NavigationController(rootViewController: homeVC) let phoneVC = PhoneViewController() let phoneNav = NavigationController(rootViewController: phoneVC) let photoVC = PhotoViewController() let photoNav = NavigationController(rootViewController: photoVC) let settingVC = SettingViewController() let settingNav = NavigationController(rootViewController: settingVC) viewControllers = [homeNav, phoneNav, photoNav, settingNav] let dataSource = [ CustomTabBar.TabBarModel(title: "Home", icon: UIImage(systemName: "house")), CustomTabBar.TabBarModel(title: "Phone", icon: UIImage(systemName: "phone")), CustomTabBar.TabBarModel(title: "Photo", icon: UIImage(systemName: "photo")), CustomTabBar.TabBarModel(title: "Setting", icon: UIImage(systemName: "gear")) ] let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: "tabBar") } } And I have post a feedback in Feedback Assistant(id: FB18141909), the demo project code can be found there. How are we going to solve this problem? Thank you.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Feb ’26
VNDocumentCameraViewController UI issues in iOS 26
We're observing several UI issues with VNDocumentCameraViewController on devices running iOS 26. These screens were functioning correctly in earlier iOS versions. Issue 1 - On the edge correction screen, the top bar now appears as a gray strip beneath the status bar, whereas in previous iOS versions, it was positioned at the bottom of the screen. Do we have any workarounds to address this issue? Issue2 - The edit buttons and their labels are not clearly visible, affecting usability. Im using XCode 16.4 to build to iOS26 and the usage is like below: `let scanner = VNDocumentCameraViewController() scanner.delegate = self self.present(scanner, animated: true)`
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Nov ’25
Is it still possible to change the color of unselected icons in a TabView?
Hi. I‘m making an app with SwiftUI for iOS 26, and found that the old ways of changing unselected icons color seem not working as they did in old versions of iOS. I tried these methods: TabView() { Tab { // some view here } label: { Label(title: { Text("something") }, icon: { Image(systemName: "checkmark.seal.fill") .foregroundStyle(.blue) } } } I wrapped Image with an if-else, but itisn't able to change any color even without if; struct ParentView: View { init() { UITabBar.appearance() .unselectedItemTintColor = UIColor.red } var body: some View { TabView() { // some tabs here } } } and an extension of above struct ParentView: View { init() { let tabBarAppearance = UITabBarAppearance() tabBarAppearance.configureWithOpaqueBackground() tabBarAppearance.backgroundColor = UIColor.green tabBarAppearance.stackedLayoutAppearance .selected.titleTextAttributes = [.foregroundColor: UIColor.red] tabBarAppearance.stackedLayoutAppearance.normal .titleTextAttributes = [.foregroundColor: UIColor.black] tabBarAppearance.stackedLayoutAppearance .normal.iconColor = UIColor.black tabBarAppearance.stackedLayoutAppearance .selected.iconColor = UIColor.red UITabBar.appearance() .scrollEdgeAppearance = tabBarAppearance UITabBar.appearance() .standardAppearance = tabBarAppearance UITabBar.appearance() .unselectedItemTintColor = .black } var body: some View { TabView() { // some tabs here } } } I read about this from reddit https://www.reddit.com/r/iOSProgramming/comments/1ftmfoa/tabbartabview_icon_and_text_colors_in_ios_18/, it successfully changes the color of the texts in the tabbar, but not the icons. After these, GitHub Copilot suggested me to draw two versions of icons, for different colors, which does work, but out of my capabilities. Is there any other ways to do this on new systems? Thank you very much for any replies.
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Oct ’25
Unable to Download iOS 26 Simulator Runtime – “invalid signature (code or signature have been modified)” Error
When attempting to download the iOS 26 simulator runtime from Xcode → Settings → Platforms, the process fails with the following error: (-67061 invalid signature (code or signature have been modified) Domain: SimDiskImageErrorDomain Code: 5 User Info: { unusableErrorDetail = ""; } Even after manually importing other runtimes (e.g., iOS 18.2), they do not appear under Xcode → Product → Destination, and the simulator list remains empty. System Information: macOS: 26.0.1 (Build 25A362) Xcode: 26.0.1 (24229) (Build 17A400) Processor: Intel Core i5 (Intel-based Mac) The error occurs consistently each time I try to download the runtime, preventing Xcode from adding the iOS 26 simulator. No third-party tools or manual modifications were made to Xcode. What I’ve Tried: Restarted Xcode and macOS Cleared DerivedData and simulator cache Verified Xcode path via xcode-select -p Imported iOS 18.2 runtime manually using: xcodebuild -importPlatform "iOS_18.2_Simulator_Runtime.dm Reset CoreSimulator service and re-created simulators via xcrun simctl Despite all of this, no simulator appears in Xcode’s destination list, and I keep getting the signature validation error when trying to download iOS 26 from Xcode.
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Oct ’25
Request: Implement beforeinstallprompt event for PWA installation prompts in Safari
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!
Replies
1
Boosts
1
Views
1k
Activity
Jan ’26
iOS App udp and local network permission
Recently, my application was having trouble sending udp messages after it was reinstalled. The cause of the problem was initially that I did not grant local network permissions when I reinstalled, I was aware of the problem, so udp worked fine after I granted permissions. However, the next time I repeat the previous operation, I also do not grant local network permissions, and then turn it back on in the Settings, and udp does not work properly (no messages can be sent, the system version and code have not changed). Fortunately, udp worked after rebooting the phone, and more importantly, I was able to repeat the problem many times. So I want to know if the process between when I re-uninstall the app and deny local network permissions, and when I turn it back on in Settings, is that permissions have been granted normally, and not fake, and not required a reboot to reset something for udp to take effect. I'm not sure if it's the system, or if it's a similar situation as described here, hopefully that will help me find out
Replies
5
Boosts
2
Views
1.4k
Activity
Jun ’25
Question about including all project classes in ofClasses parameter when using NSKeyedUnarchiver.unarchivedObject(ofClasses:from:)
Hello, I have a question about data deserialization using NSKeyedUnarchiver in iOS SDK development. Current Situation: Previously, we were using the NSKeyedUnarchiver.unarchiveObject(with: Data) function We have changed to using the NSKeyedUnarchiver.unarchivedObject(ofClasses:from:) method to deserialize complex objects stored in UserDefaults We need to include all types in the ofClasses parameter, including Swift primitive types as well as various custom classes and structs within the project Questions: Implementation Approach: Is it correct pattern to include all classes defined in the project in the ofClasses array? Is this approach recommended? Runtime Stability: When using this approach, is there a possibility of runtime crashes? Are there any performance issues? Alternative Methods: If the current approach is not the correct pattern, what alternatives should we consider? Current Code Structure: All model classes conform to the NSSecureCoding protocol We use the requiringSecureCoding: true parameter We use a whitelist approach, explicitly listing only allowed classes I would like to know if this structure is appropriate, or if we should consider a different approach. Thank you.
Replies
4
Boosts
0
Views
252
Activity
Oct ’25
IOS 26. beta 2 in Iphone 13: Screenshot with assistivetouch
After IOS 26 beta 2 installation in my iphone 13, I can't do a screenshot using assistivetouch nor touch on back.
Replies
1
Boosts
2
Views
263
Activity
Jun ’25
[iOS26]UITableView drag bug
I encountered a bug with drag-and-drop sorting in ios 26. I created a UITableView for dragging and dropping to adjust the order of the list. However, when I set the height of the cells to a custom height, some cells were not displayed during the dragging process. The tools I use are the official version of Xcode16.1 and the ios 26 emulator And I can also reproduce the same problem on the real device. class ViewController: UIViewController { private let tableView: UITableView = { let tableView = UITableView.init(frame: .zero, style: .grouped) tableView.backgroundColor = .clear tableView.estimatedSectionHeaderHeight = 50 tableView.isEditing = true tableView.showsVerticalScrollIndicator = false tableView.allowsSelectionDuringEditing = true return tableView }() var content: [Int] = [] override func viewDidLoad() { super.viewDidLoad() tableView.register(FTWatchGroupPageCell.self, forCellReuseIdentifier: "FTWatchGroupPageCell") tableView.delegate = self tableView.dataSource = self view.addSubview(tableView) for i in 1...100 { content.append(i) } tableView.reloadData() } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() var frame = view.bounds frame.origin.y = 200 frame.size.height = frame.size.height - 200 tableView.frame = frame } } extension ViewController: UITableViewDelegate, UITableViewDataSource { func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int { return content.count } func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell { let cell = tableView.dequeueReusableCell(withIdentifier: "FTWatchGroupPageCell", for: indexPath) as! FTWatchGroupPageCell cell.label.text = "\(content[indexPath.row])" cell.label.sizeToFit() return cell } func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat { return 52.66 } public func tableView(_ tableView: UITableView, heightForHeaderInSection section: Int) -> CGFloat { return 0.01 } public func tableView(_ tableView: UITableView, heightForFooterInSection section: Int) -> CGFloat { return 0.01 } public func tableView(_ tableView: UITableView, canEditRowAt indexPath: IndexPath) -> Bool { return true } public func tableView(_ tableView: UITableView, editingStyleForRowAt indexPath: IndexPath) -> UITableViewCell.EditingStyle { return .none } public func tableView(_ tableView: UITableView, shouldIndentWhileEditingRowAt indexPath: IndexPath) -> Bool { return false } public func tableView(_ tableView: UITableView, canMoveRowAt indexPath: IndexPath) -> Bool { return true } public func tableView(_ tableView: UITableView, moveRowAt sourceIndexPath: IndexPath, to destinationIndexPath: IndexPath) { let item = content.remove(at: sourceIndexPath.row) content.insert(item, at: destinationIndexPath.row) tableView.reloadData() } } class FTWatchGroupPageCell: UITableViewCell { private let contentBackView = UIView() let label = UILabel() override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) { super.init(style: style, reuseIdentifier: reuseIdentifier) contentView.isHidden = true addSubview(contentBackView) contentBackView.backgroundColor = .red contentBackView.addSubview(label) label.textColor = .black label.font = .systemFont(ofSize: 14) contentBackView.frame = .init(x: 0, y: 0, width: 200, height: 30) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func layoutSubviews() { super.layoutSubviews() guard let reorderControlClass = NSClassFromString("UITableViewCellReorderControl"), let reorderControl = subviews.first(where: { $0.isKind(of: reorderControlClass) }) else { return } reorderControl.alpha = 0.02 reorderControl.subviews.forEach({ subView in if let imageView = subView as? UIImageView { imageView.image = UIImage() imageView.contentMode = .scaleAspectFit imageView.frame.size = CGSize(width: 20, height: 20) } }) } }
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3
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472
Activity
Jan ’26
CIRAWFilter.outputImage first-time cost is huge (~3s), subsequent calls are ~3ms. Any official way to pre-initialize RAW pipeline (without taking a real photo)?
Hi Apple Developer Forums, I’m developing an iOS camera app that processes RAW captures using Core Image. I’m seeing a large “first use” performance penalty specifically when creating the CIImage from CIRAWFilter.outputImage. What’s slow (important detail) I’m measuring the time for: let rawFilter = CIRAWFilter(imageData: rawData, identifierHint: hint) let ciImage = rawFilter.outputImage This is not CIContext.render(...) / createCGImage(...). It’s just the time to access outputImage (i.e., building the Core Image graph / RAW pipeline setup). Observed behavior First time accessing CIRAWFilter.outputImage: ~3 seconds Second time (same app session, similar RAW): ~3 milliseconds So something heavy is happening only on first use (decoder initialization, pipeline setup, shader/library compilation, caching, etc.). Using Metal System Trace, I also noticed that during the slow first call there are many “Create MTLLibrary” events, while the second call doesn’t show this pattern. Warm-up attempts using bundled DNG I tried to “warm up” early (e.g., on camera screen entry) by loading a bundled DNG and then accessing CIRAWFilter.outputImage by taking a photo: Warm-up with a ~247 KB DNG → first real RAW outputImage cost drops to ~1.42s Warm-up with a ~25 MB DNG → first real RAW outputImage cost drops to ~843ms This helps, but it’s still far from the steady-state ~3ms. Warm-up by capturing a real RAW (works, but concerns) The only method that fully eliminates the delay is to trigger a real RAW capture programmatically before the user’s first photo, then use that captured rawData to warm up the CIRAWFilter.outputImage path. This brings the first user-facing capture close to the steady-state timing. However: In some regions, the camera shutter sound cannot be suppressed, so “hidden warm-up capture” is unacceptable UX. I’m also unsure whether triggering a real capture without an explicit user action could raise compliance/privacy concerns, even if the image is immediately discarded and never saved/uploaded. Questions Is the large first-time cost of CIRAWFilter.outputImage expected (RAW pipeline initialization / shader compilation)? Is there an Apple-recommended way to pre-initialize the Core Image RAW pipeline / Metal resources so the first outputImage is fast, without taking a real photo? Are there any best practices (e.g. CIContext creation timing, prepareRender(...), specific options) that reliably reduce this first-use overhead for CIRAWFilter? Attachments Figure 1: First RAW capture with no warm-up (~3s outputImage time) Figure 2: First RAW capture after warm-up with bundled DNG (improved but still hundreds of ms) Thanks for any guidance or experience sharing!
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3
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2
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653
Activity
Jan ’26
Ios26 beta 3 concerns about liquid glass design
With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.
Topic: Design SubTopic: General Tags:
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2
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249
Activity
Jul ’25
SwiftUI safe area stays offset after keyboard dismissal with “Reduce Motion” + “Prefer Cross-Fade” enabled (iOS 26)
I’m seeing a layout issue in SwiftUI on iOS 26 that only reproduces with specific Accessibility Motion settings. Steps to reproduce 1. Open Settings → Accessibility → Motion. 2. Enable Reduce Motion and Prefer Cross-Fade Transitions. 3. Launch an app with a SwiftUI TextField. 4. Tap the field to show the keyboard. 5. Dismiss the keyboard (tap outside, swipe down, etc.). Expected: After the keyboard is dismissed, the view’s bottom safe area / layout should return to normal. Actual: The view continues to reserve space equal to the keyboard height — as if the keyboard were still visible. UI anchored to the safe area remains shifted upward until the view is reloaded.
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4
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2
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1.1k
Activity
Oct ’25
tabBarMinimizeBehavior no longer working after upgrading to Xcode 16 beta 5 / iOS 18 beta 5
Hello! The minimize behavior was working correctly while I was using Xcode 26 beta 4 with iOS 26 beta 4 simulator — when scrolling down, the Tab Bar would minimize as expected. However, after upgrading both Xcode and iOS simulator to beta 5, the tabBarMinimizeBehavior setting no longer has any visible effect — the Tab Bar stays fixed in place. Code snippet: if #available(iOS 26.0, *) { self.tabBarMinimizeBehavior = .onScrollDown } Steps to reproduce: 1. Create a UITabBarController with at least one tab containing a scrollable view (e.g., UITableView). 2. In viewDidLoad, set tabBarMinimizeBehavior to .onScrollDown. 3. Run on iOS 26 beta 5 simulator. Expected behavior (beta 4): Scrolling down hides/minimizes the Tab Bar with animation. Actual behavior (beta 5): Tab Bar remains fixed; no minimize animation is triggered. Environment: • Xcode 26 beta 5 (Build: 17A5295f) • iOS 26 beta 5 simulator (Build: 1055) – iPhone 16 Pro • Also tested on iPhone 13 mini – iOS 26 (Build: 23A5308g)
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3
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2
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287
Activity
Sep ’25
Template (custom entitlement) name not supported
Hi All! Ever since the new PLA I have issues with adding my entitlements to my profiles. Previously when adding an entitlement I used the format [entitlementName] [AppId] [type] e.g. Apple Pay Pass Suppression [AppId] Development However ever since the new PLA I get an warning in my terminal that the template name is not supported by the App Store Connect API. Anyone that can help me out with the new format? I cant seem to find any helpful documentation online. Thanks! PS: the link in the screenshot points to this website: https://docs.fastlane.tools/actions/match/#managed-capabilities The naming strategy the use on the website doesnt work either: Apple Pay Pass Suppression Development
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2
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2
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252
Activity
Sep ’25
Is there a native iOS swiftui component for these email filter tabs?
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!!
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3
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0
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113
Activity
Oct ’25
Contact UISearchBar missing.
Feedback id: FB16140301 Below are the steps to reproduce the bug in Contacts app. Open Contacts app. Now search for a contact and didSelect that contact. Now slightly hold swipe right(from view's center leading position) as to pop the view but not fully swipe, now release the finger and you can see the back nav bar button missing and tapping the back button position also doesn't perform dismiss action. Now do fully swipe from left to right to dismiss(pop) current view. Here you can see the search bar missing.-> That's the bug.
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1
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238
Activity
Jun ’25
Why are system reserved files consuming half of my storage?
I am constantly running out of storage on my iPhone 16 Pro. I keep having to move my photos and videos to my laptop and delete them from my phone, and I’m constantly needing to offload apps and manually clear caches in some apps to free up storage. I finally got sick of having this cycle every two weeks so looked into it more closely. I’m finding that iOS consumes 32 GB, and then another system reserve category is consuming an additional 23 GB. Meaning the system reserved files are consuming half of the storage on this phone and effectively making it a 64 GB model. I understand the system will need to consume some capacity for itself and that iOS is getting larger, but nearly 50% of the capacity of the phone is insane. Looking closer into the categories, I’m seeing that iOS has taken it upon itself to also permanently provision 10% of the storage capacity for reserve update space. Already another instance of “why am I having to lose so much of my functional capacity to an occasional process?” but I can understand the utility of this — if I didn’t still have to offload basically all my apps every single time I run a software update, because I’m still some not-insignificant amount short. I seem to recall it being between 6-20 GB across the different updates I’ve had to do since iOS 26 rolled around. I’d also like to be clear that preprovisioning the storage space for updates isn’t a bad idea, just give us an off switch if we’d rather be able to take a few hundred more photos, have another few apps, etc. than have the space sit mostly unused. The biggest culprit is this “system data” category which is somehow consuming as much space as the entire operating system and its extensions. There’s no clear way to request iOS to clear this down if some of it is temporary data, which we should have a button for even if Apple thinks it should “just work.” Windows usually trims down on its temp files, but on the occasion you go look and see 67 GB of temporary files, being able to manually run the disk cleanup tool is very helpful. I’m hesitant to try any third party app because I shouldn’t need to, and knowing Apple, it wouldn’t have access to anything it would actually have to touch anyway. Which is neither here nor there, but give us a button to clear cache or maybe run the cleanup when the phone reboots? I am running the developer beta right now so maybe that’s part of it. However I’m not sure… I had switched to mainline release for a while when it released, and it didn’t seem any different with storage consumption and battery drain. I jumped back to beta to see some of the new features and am waiting for another mainline release to switch back to as the recent betas have been much more unstable/buggy than the entire prerelease beta period. Just wondering if anyone has any kind of input on this storage issue in particular as it’s not really been talked about as much as the battery drain issue from what I can see.
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5
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350
Activity
Oct ’25
Xcode26 build app with iOS26, UITabBarController set CustomTabBar issue
Our project using UITabBarController and set a custom tabbar using below code: let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: "tabBar") But when using Xcode 26 build app in iOS 26, the tabbar does not show: above code works well in iOS 18: below is the demo code: AppDelegate.swift: import UIKit @main class AppDelegate: UIResponder, UIApplicationDelegate { let window: UIWindow = UIWindow() func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { window.rootViewController = TabBarViewController() window.makeKeyAndVisible() return true } } CustomTabBar.swift: import UIKit class CustomTabBar: UITabBar { class TabBarModel { let title: String let icon: UIImage? init(title: String, icon: UIImage?) { self.title = title self.icon = icon } } class TabBarItemView: UIView { lazy var titleLabel: UILabel = { let titleLabel = UILabel() titleLabel.translatesAutoresizingMaskIntoConstraints = false titleLabel.font = .systemFont(ofSize: 14) titleLabel.textColor = .black titleLabel.textAlignment = .center return titleLabel }() lazy var iconView: UIImageView = { let iconView = UIImageView() iconView.translatesAutoresizingMaskIntoConstraints = false iconView.contentMode = .center return iconView }() private var model: TabBarModel init(model: TabBarModel) { self.model = model super.init(frame: .zero) setupSubViews() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupSubViews() { addSubview(iconView) iconView.topAnchor.constraint(equalTo: topAnchor).isActive = true iconView.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true iconView.widthAnchor.constraint(equalToConstant: 34).isActive = true iconView.heightAnchor.constraint(equalToConstant: 34).isActive = true iconView.image = model.icon addSubview(titleLabel) titleLabel.topAnchor.constraint(equalTo: iconView.bottomAnchor).isActive = true titleLabel.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true titleLabel.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true titleLabel.heightAnchor.constraint(equalToConstant: 16).isActive = true titleLabel.text = model.title } } private var dataSource: [TabBarModel] init(with dataSource: [TabBarModel]) { self.dataSource = dataSource super.init(frame: .zero) setupTabBars() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func sizeThatFits(_ size: CGSize) -> CGSize { var sizeThatFits = super.sizeThatFits(size) let safeAreaBottomHeight: CGFloat = safeAreaInsets.bottom sizeThatFits.height = 52 + safeAreaBottomHeight return sizeThatFits } private func setupTabBars() { backgroundColor = .orange let multiplier = 1.0 / Double(dataSource.count) var lastItemView: TabBarItemView? for model in dataSource { let tabBarItemView = TabBarItemView(model: model) addSubview(tabBarItemView) tabBarItemView.translatesAutoresizingMaskIntoConstraints = false tabBarItemView.topAnchor.constraint(equalTo: topAnchor).isActive = true tabBarItemView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true if let lastItemView = lastItemView { tabBarItemView.leadingAnchor.constraint(equalTo: lastItemView.trailingAnchor).isActive = true } else { tabBarItemView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true } tabBarItemView.widthAnchor.constraint(equalTo: widthAnchor, multiplier: multiplier).isActive = true lastItemView = tabBarItemView } } } TabBarViewController.swift: import UIKit class NavigationController: UINavigationController { override func viewDidLoad() { super.viewDidLoad() } } class HomeViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .red navigationItem.title = "Home" } } class PhoneViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .purple navigationItem.title = "Phone" } } class PhotoViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .yellow navigationItem.title = "Photo" } } class SettingViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .green navigationItem.title = "Setting" } } class TabBarViewController: UITabBarController { override func viewDidLoad() { super.viewDidLoad() let homeVC = HomeViewController() let homeNav = NavigationController(rootViewController: homeVC) let phoneVC = PhoneViewController() let phoneNav = NavigationController(rootViewController: phoneVC) let photoVC = PhotoViewController() let photoNav = NavigationController(rootViewController: photoVC) let settingVC = SettingViewController() let settingNav = NavigationController(rootViewController: settingVC) viewControllers = [homeNav, phoneNav, photoNav, settingNav] let dataSource = [ CustomTabBar.TabBarModel(title: "Home", icon: UIImage(systemName: "house")), CustomTabBar.TabBarModel(title: "Phone", icon: UIImage(systemName: "phone")), CustomTabBar.TabBarModel(title: "Photo", icon: UIImage(systemName: "photo")), CustomTabBar.TabBarModel(title: "Setting", icon: UIImage(systemName: "gear")) ] let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: "tabBar") } } And I have post a feedback in Feedback Assistant(id: FB18141909), the demo project code can be found there. How are we going to solve this problem? Thank you.
Topic: UI Frameworks SubTopic: UIKit Tags:
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5
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853
Activity
Feb ’26
Generic parameter 'V' could not be inferred Xcode error Please help
Generic parameter 'V' could not be inferred ERROR
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7
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0
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7.7k
Activity
Jun ’25
VNDocumentCameraViewController UI issues in iOS 26
We're observing several UI issues with VNDocumentCameraViewController on devices running iOS 26. These screens were functioning correctly in earlier iOS versions. Issue 1 - On the edge correction screen, the top bar now appears as a gray strip beneath the status bar, whereas in previous iOS versions, it was positioned at the bottom of the screen. Do we have any workarounds to address this issue? Issue2 - The edit buttons and their labels are not clearly visible, affecting usability. Im using XCode 16.4 to build to iOS26 and the usage is like below: `let scanner = VNDocumentCameraViewController() scanner.delegate = self self.present(scanner, animated: true)`
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2
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1
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258
Activity
Nov ’25
simultaneousGesture no longer works when inside a scrollView on Xcode 26
Did iOS 26 or Xcode 26 change scrollview gesture system? I just found an issue that simultaneousGesture inside a scrollview will cause scrolling disabled, but it works fine on iOS 18. Any solutions here? I also saw serverl similar posts on Twitter and forums.
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2
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1
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180
Activity
Oct ’25
iOS Swift: run screen recording programmatically
Is it possible to start screen recording (through Control Center) without user prompt? I mean to ask user permission for the first time and after that to start and stop recording programmatically only? I need to record screen only for specific events.
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5
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1
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5.9k
Activity
Oct ’25
Is it still possible to change the color of unselected icons in a TabView?
Hi. I‘m making an app with SwiftUI for iOS 26, and found that the old ways of changing unselected icons color seem not working as they did in old versions of iOS. I tried these methods: TabView() { Tab { // some view here } label: { Label(title: { Text("something") }, icon: { Image(systemName: "checkmark.seal.fill") .foregroundStyle(.blue) } } } I wrapped Image with an if-else, but itisn't able to change any color even without if; struct ParentView: View { init() { UITabBar.appearance() .unselectedItemTintColor = UIColor.red } var body: some View { TabView() { // some tabs here } } } and an extension of above struct ParentView: View { init() { let tabBarAppearance = UITabBarAppearance() tabBarAppearance.configureWithOpaqueBackground() tabBarAppearance.backgroundColor = UIColor.green tabBarAppearance.stackedLayoutAppearance .selected.titleTextAttributes = [.foregroundColor: UIColor.red] tabBarAppearance.stackedLayoutAppearance.normal .titleTextAttributes = [.foregroundColor: UIColor.black] tabBarAppearance.stackedLayoutAppearance .normal.iconColor = UIColor.black tabBarAppearance.stackedLayoutAppearance .selected.iconColor = UIColor.red UITabBar.appearance() .scrollEdgeAppearance = tabBarAppearance UITabBar.appearance() .standardAppearance = tabBarAppearance UITabBar.appearance() .unselectedItemTintColor = .black } var body: some View { TabView() { // some tabs here } } } I read about this from reddit https://www.reddit.com/r/iOSProgramming/comments/1ftmfoa/tabbartabview_icon_and_text_colors_in_ios_18/, it successfully changes the color of the texts in the tabbar, but not the icons. After these, GitHub Copilot suggested me to draw two versions of icons, for different colors, which does work, but out of my capabilities. Is there any other ways to do this on new systems? Thank you very much for any replies.
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1
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0
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183
Activity
Oct ’25
Unable to Download iOS 26 Simulator Runtime – “invalid signature (code or signature have been modified)” Error
When attempting to download the iOS 26 simulator runtime from Xcode → Settings → Platforms, the process fails with the following error: (-67061 invalid signature (code or signature have been modified) Domain: SimDiskImageErrorDomain Code: 5 User Info: { unusableErrorDetail = ""; } Even after manually importing other runtimes (e.g., iOS 18.2), they do not appear under Xcode → Product → Destination, and the simulator list remains empty. System Information: macOS: 26.0.1 (Build 25A362) Xcode: 26.0.1 (24229) (Build 17A400) Processor: Intel Core i5 (Intel-based Mac) The error occurs consistently each time I try to download the runtime, preventing Xcode from adding the iOS 26 simulator. No third-party tools or manual modifications were made to Xcode. What I’ve Tried: Restarted Xcode and macOS Cleared DerivedData and simulator cache Verified Xcode path via xcode-select -p Imported iOS 18.2 runtime manually using: xcodebuild -importPlatform "iOS_18.2_Simulator_Runtime.dm Reset CoreSimulator service and re-created simulators via xcrun simctl Despite all of this, no simulator appears in Xcode’s destination list, and I keep getting the signature validation error when trying to download iOS 26 from Xcode.
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0
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1
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307
Activity
Oct ’25