Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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551
Jun ’25
Programmatically overriding Liquid Glass dock icon?
Hello, I recently updated my app’s icon to use the new Liquid Glass style by adding an .icon file created with Icon Composer to my project. Previously, I had two image sets (light and dark versions of the app icon), and I’d implemented a settings option that let users either manually select their preferred icon, or let the app automatically switch between light/dark based on the system appearance. Is there a way to achieve the same behavior with the new Liquid Glass .icon file?Specifically, can I programmatically override the system-selected Liquid Glass dock icon and force a particular variant? Thank you.
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CarPlay app not receiving data updates when iPhone screen is locked
We are building a CarPlay app and have run into an issue with data updates. When the app is running on the CarPlay display and the iPhone screen is locked, no data updates are shown on the CarPlay screen. As soon as the phone is unlocked, the data updates appear instantly on the CarPlay display. Has anyone encountered this behavior before? Is there a specific setting, entitlement, or background mode we need to enable in order to ensure the CarPlay app continues to receive and display data while the iPhone is locked? Any guidance would be greatly appreciated.
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iOS 26 UISearchController always appears at the bottom instead of top with preferredSearchBarPlacement = .stacked
Hi everyone, I’m running into a strange issue with UISearchController placement with iOS 26 SDK. In one of my view controllers, I was able to move the search bar to the top of the navigation bar by setting: navigationItem.searchController = searchController navigationItem.hidesSearchBarWhenScrolling = false navigationItem.preferredSearchBarPlacement = .stacked This works as expected — the search bar is placed at the top. However, in another view controller with almost identical configuration, the search bar always shows up at the bottom. If I delay the setup with DispatchQueue.main.async, it appears at the bottom; if I don’t, it doesn’t appear at all. Both VCs are wrapped in their own UINavigationController. So my questions are: Has anyone faced this issue where preferredSearchBarPlacement = .stacked is ignored? Are there hidden requirements or limitations for placing the search bar at the top? Why could the same setup behave differently in two controllers? Any help or ideas would be appreciated!
Topic: UI Frameworks SubTopic: UIKit Tags:
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1h
iPad: How to prevent the new floating decimalPad when using a keyboard toolbar (iPadOS 26)
On iPad running iOS 26, UIKeyboardType.decimalPad sometimes appears as a floating keypad (compact panel) instead of the docked, full-width keyboard. Our app attaches a custom toolbar via inputAccessoryView, so the floating keypad hides the toolbar and breaks the flow. We’d like to opt out of the floating keypad or force the keyboard to remain docked when a toolbar is present. Environment Device: iPad (multiple models) OS: iPadOS 26.0 App type: UIKit Field: UITextField with keyboardType = .decimalPad We present a custom toolbar via inputAccessoryView Expected Docked (full-width) keyboard so the inputAccessoryView toolbar is visible and sized correctly. Actual A floating decimal keypad appears and covers content; our accessory toolbar isn’t visible/attached to it. Why this matters Our toolbar contains required domain actions (Done/Next, Previous). When the keypad floats, the user loses these controls. Questions Is there a supported way to opt out of the floating numeric keypad on iPad when using decimalPad? Is there an API/trait to prefer docked keyboard (e.g., when an inputAccessoryView is present)?
Topic: UI Frameworks SubTopic: UIKit Tags:
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5h
Bug Report: SwiftUI @State Array Assignment Fails to Trigger UI Updates. Presumably when lengths of the old and new arrays are the same.
Environment: — Xcode Version: [Current version] — iOS Version: [Target iOS version] — Swift Version: 6.0.3 — Platform: iOS Summary: Direct assignment of new arrays to @State properties sometimes fails to trigger UI updates, even when the arrays contain different data. The assignment appears to succeed in code but the UI continues to display stale data. Presumably when lengths of both arrays are the same. Assigning first empty array and then the new array fixed the issue. Expected Behavior: When assigning a new array to a @State property (self.stateArray = newArray), SwiftUI should detect the change and update the UI to reflect the new data. Actual Behavior: The assignment self.stateArray = newArray executes without error, but the UI continues to display data from the previous array. Debugging shows that self._stateArray (the underlying property wrapper) retains the old data despite the assignment. Minimal Reproduction Case: struct ContentView: View { @State private var items: [String] = ["Old Item"] var body: some View { VStack { ForEach(items, id: \.self) { item in Text(item) } Button("Update Items") { // This assignment may not trigger UI update self.items = ["New Item", "Another Item"] // Workaround: Clear first, then assign // self.items = [] // self.items = ["New Item", "Another Item"] } } } } Workaround: Force the state update by clearing the array before assignment: self.items = [] // Clear first self.items = newArray // Then assign new data Additional Context: — This issue was discovered in a production app where item data loaded from cache wasn't updating the UI. — The same data loading pattern worked in one view (which is modal and doesn't reload data) but failed in another (which needs to be refreshed). — Console logs showed fresh data was loaded but UI displayed stale data. — Debugger showed self._items instead of self.items, which might suggest property wrapper issues. Impact: This causes significant user experience issues where the UI doesn't reflect the actual application state, leading to confusion and apparent data inconsistency. Request: Please investigate why direct @State array assignment sometimes fails and consider fixing the underlying cause, or at minimum document this behavior and recommended workarounds.
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6h
ios26 NumberPad keyboard issue on iPad
On an iPad running iOS26, there is an issue with the numberPad keyboard I have a UITextField with a keyboard type of .numberPad When I first tap in the field, a new number pad with just numbers (similar to the one that shows up on iPhone) shows up. When I tap again in the field, that number pad goes away. When I tap in the field again, the full keyboard with numbers etc shows up (this is the one that used to always show up pre-iOS26)
Topic: UI Frameworks SubTopic: UIKit
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I need help
I am trying to learn to write swift. I am very proficient MS VB, which I have been using for almost 20 years. The Book I am learning from is: SwiftUI for Masterminds. I have got to chapter 7 with no problem. The exercise I am having a problem with Listing 7-5. The error I am getting is: Thread 1: Fatal error: No Observable object of type ApplicationData found. A View.environmentObject(_:) for ApplicationData may be missing as an ancestor of this view. I have spent the last 2 days rechecking my code. The MacBook I am using was purchased in May this year, is 16 in, M4 Max chip, 128 G ram. Firstly I want to thank you for reading this post. Secondly is there a better book to learn SwiftUI. Regards Terry Harrison
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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I need help
I am trying to learn to write swift. I am very proficient MS VB, which I have been using for almost 20 years. The Book I am learning from is: SwiftUI for Masterminds by J.D Gauchat. I have got to chapter 7 with no problem. The exercise I am having a problem with Listing 7-5. The error I am getting is: Thread 1: Fatal error: No Observable object of type ApplicationData found. A View.environmentObject(_:) for ApplicationData may be missing as an ancestor of this view. I have spent the last 2 days rechecking my code. The MacBook I am using was purchased in May this year, is 16 inch, Max 4 pro chip with 128 G Ram I am seeking help here as a last resort, I understand everybody is busy. The main issue I have with the book is the author assumes you know as much as he does. As I stated, I am very proficient MS VB Firstly Is the SwiftUI for Masterminds to advanced for? Secondly What is the best book to start with and then move on to SwiftUI for Masterminds. Thirdly I thank you for reading my first post here. Regards Terry Harrison
Topic: UI Frameworks SubTopic: SwiftUI
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13h
Learn to write SwiftUI
I am trying to learn to write swift. I am very proficient MS VB, which I have been using for almost 20 years. The Book I am learning from is: SwiftUI for Masterminds. I have got to chapter 7 with no problem. The exercise I am having a problem with Listing 7-5. The error I am getting is: Thread 1: Fatal error: No Observable object of type ApplicationData found. A View.environmentObject(_:) for ApplicationData may be missing as an ancestor of this view. I have spent the last 2 days rechecking my code. The MacBook I am using was purchased in May this year, is 16 in, M4 Max chip, 128 G ram. Firstly I want to thank you for reading this post. Secondly is there a better book to learn SwiftUI. Regards Terry Harrison
Topic: UI Frameworks SubTopic: SwiftUI
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13h
Black Launch Screen with UIImageView - SwiftUI Xcode 26
I am trying to create a Launch Screen for a new SwiftUI app built with Xcode 26. However, upon adding a UIImageView, the launch screen appears black and does not show anything. I have followed the typical steps to create a screen: New file from template -> Launch Screen Add image to xcassets, reference in UIImageView Set to initial view controller, add file name in general tab to Launch Screen File I have troubleshooted with the following sources: https://stackoverflow.com/questions/63978396/launch-screen-not-working-on-ios-14-with-xcode-12 https://developer.apple.com/forums/thread/665358 I have created a minimally reproducible example here: https://github.com/nickdebaise/launch-screen-bug
Topic: UI Frameworks SubTopic: General
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17h
Custom Keyboard help
import UIKit class KeyboardViewController: UIInputViewController { // MARK: - Properties private var keyboardView: KeyboardView! private var heightConstraint: NSLayoutConstraint! private var hasInitialLayout = false // 存储系统键盘高度和动画参数 private var systemKeyboardHeight: CGFloat = 300 private var keyboardAnimationDuration: Double = 0.25 private var keyboardAnimationCurve: UIView.AnimationOptions = .curveEaseInOut // MARK: - Lifecycle override func viewDidLoad() { super.viewDidLoad() setupKeyboard() } override func viewWillAppear(_ animated: Bool) { super.viewWillAppear(animated) // 在视图显示前更新键盘高度,避免闪动 if !hasInitialLayout { hasInitialLayout = true } } override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) } // MARK: - Setup private func setupKeyboard() { // 创建键盘视图 keyboardView = KeyboardView() keyboardView.translatesAutoresizingMaskIntoConstraints = false view.addSubview(keyboardView) // 设置约束 - 确保键盘贴紧屏幕底部 NSLayoutConstraint.activate([ keyboardView.leftAnchor.constraint(equalTo: view.leftAnchor), keyboardView.rightAnchor.constraint(equalTo: view.rightAnchor), keyboardView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) // 设置初始高度约束(使用系统键盘高度或默认值) let initialHeight = systemKeyboardHeight heightConstraint = keyboardView.heightAnchor.constraint(equalToConstant: initialHeight) heightConstraint.isActive = true } // MARK: - Layout Events override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() } override func viewSafeAreaInsetsDidChange() { super.viewSafeAreaInsetsDidChange() } // MARK: - 键盘高度请求 // 这个方法可以确保键盘扩展报告正确的高度给系统 override func updateViewConstraints() { super.updateViewConstraints() // 确保我们的高度约束是最新的 if heightConstraint == nil { let height = systemKeyboardHeight > 0 ? systemKeyboardHeight : 216 heightConstraint = NSLayoutConstraint( item: self.view!, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 0.0, constant: height ) heightConstraint.priority = UILayoutPriority(999) view.addConstraint(heightConstraint) } else { let height = systemKeyboardHeight > 0 ? systemKeyboardHeight : 216 heightConstraint.constant = height } } } // MARK: - Keyboard View Implementation class KeyboardView: UIView { private var keysContainer: UIStackView! override init(frame: CGRect) { super.init(frame: frame) setupView() } required init?(coder: NSCoder) { super.init(coder: coder) setupView() } private func setupView() { backgroundColor = UIColor(red: 0.82, green: 0.84, blue: 0.86, alpha: 1.0) // 创建按键容器 keysContainer = UIStackView() keysContainer.axis = .vertical keysContainer.distribution = .fillEqually keysContainer.spacing = 8 keysContainer.translatesAutoresizingMaskIntoConstraints = false addSubview(keysContainer) // 添加约束 - 确保内容在安全区域内 NSLayoutConstraint.activate([ keysContainer.topAnchor.constraint(equalTo: safeAreaLayoutGuide.topAnchor, constant: 8), keysContainer.leftAnchor.constraint(equalTo: safeAreaLayoutGuide.leftAnchor, constant: 8), keysContainer.rightAnchor.constraint(equalTo: safeAreaLayoutGuide.rightAnchor, constant: -8), keysContainer.bottomAnchor.constraint(equalTo: safeAreaLayoutGuide.bottomAnchor, constant: -8) ]) // 添加键盘行 } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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99
17h
Why isn't Liquid Glass effect applied when using pyobjc?
I can compile this #import <Cocoa/Cocoa.h> @interface AppDelegate : NSObject <NSApplicationDelegate> @property (strong) NSWindow *window; @property (strong) NSSlider *slider; @end @implementation AppDelegate - (void)applicationDidFinishLaunching:(NSNotification *)notification { // Window size NSRect frame = NSMakeRect(0, 0, 400, 300); NSUInteger style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable; self.window = [[NSWindow alloc] initWithContentRect:frame styleMask:style backing:NSBackingStoreBuffered defer:NO]; [self.window setTitle:@"Centered Slider Example"]; [self.window makeKeyAndOrderFront:nil]; // Slider size CGFloat sliderWidth = 200; CGFloat sliderHeight = 32; CGFloat windowWidth = self.window.frame.size.width; CGFloat windowHeight = self.window.frame.size.height; CGFloat sliderX = (windowWidth - sliderWidth) / 2; CGFloat sliderY = (windowHeight - sliderHeight) / 2; self.slider = [[NSSlider alloc] initWithFrame:NSMakeRect(sliderX, sliderY, sliderWidth, sliderHeight)]; [self.slider setMinValue:0]; [self.slider setMaxValue:100]; [self.slider setDoubleValue:50]; [self.window.contentView addSubview:self.slider]; } @end int main(int argc, const char * argv[]) { @autoreleasepool { NSApplication *app = [NSApplication sharedApplication]; AppDelegate *delegate = [[AppDelegate alloc] init]; [app setDelegate:delegate]; [app run]; } return 0; } with (base) johnzhou@Johns-MacBook-Pro liquidglasstest % clang -framework Foundation -framework AppKit testobjc.m and get this neat liquid glass effect: https://github.com/user-attachments/assets/4199493b-6011-4ad0-9c9f-25db8585e547 However if I use pyobjc to make an equivalent import sys from Cocoa import ( NSApplication, NSApp, NSWindow, NSSlider, NSMakeRect, NSWindowStyleMaskTitled, NSWindowStyleMaskClosable, NSWindowStyleMaskResizable, NSBackingStoreBuffered, NSObject ) class AppDelegate(NSObject): def applicationDidFinishLaunching_(self, notification): # Create the main window window_size = NSMakeRect(0, 0, 400, 300) style = NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable self.window = NSWindow.alloc().initWithContentRect_styleMask_backing_defer_( window_size, style, NSBackingStoreBuffered, False ) self.window.setTitle_("Centered Slider Example") self.window.makeKeyAndOrderFront_(None) # Slider size and positioning slider_width = 200 slider_height = 32 window_width = self.window.frame().size.width window_height = self.window.frame().size.height slider_x = (window_width - slider_width) / 2 slider_y = (window_height - slider_height) / 2 self.slider = NSSlider.alloc().initWithFrame_(NSMakeRect(slider_x, slider_y, slider_width, slider_height)) self.slider.setMinValue_(0) self.slider.setMaxValue_(100) self.slider.setDoubleValue_(50) self.window.contentView().addSubview_(self.slider) if __name__ == "__main__": app = NSApplication.sharedApplication() delegate = AppDelegate.alloc().init() app.setDelegate_(delegate) app.run() I get a result shown at https://github.com/user-attachments/assets/7da022bc-122b-491d-9e08-030dcb9337c3 which does not have the new liquid glass effect. Why is this? Is this perhaps related to the requirement that you must compile on latest Xcode as indicated in the docs? Why, is the compiler doing some magic?
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19h
tabViewBottomAccessory inline functionality missing?
Summary As presented in the SwiftUI WWDC video, the new tabViewBottomAccessory should allow for unique contents for .inline. This is what was presented as being used for the Apple Music miniplayer. However, the functionality seems to be either missing or unintuitive. As seen in the photos attached, not only does .inline functionality not seem to do anything, but the inline accessory also has misaligned elements that cannot be fixed by conditionally modifying the contents. Build Target iOS 26.0 Details This problem recurs on physical devices, simulators, and Xcode previews. Here is a view I've constructed for use as a tabViewBottomAccessory: struct FitnessToolbarAccessory: View { @Environment(\.tabViewBottomAccessoryPlacement) var placement var body: some View { if (placement == .inline) { Text("hello") } else { HStack { HStack { Image(systemName: "dumbbell.fill") VStack(alignment: .leading) { Text("Active Workout") Text("Push Day - Chest") .font(.system(size: 13)) } Spacer() Image(systemName: "pause.fill") } .padding() } } } } Here is the result, working as expected in expanded mode: And here is the result in inline mode after minimizing the tabViewBottomAccessory: The content of this inline accessory is clearly incorrect, as it was specified to contain a Text view containing "hello". Additionally, the contents seem to have some incorrect alignment. This occurs regardless of the contents of the accessory, even plain text.
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20h
tabViewBottomAccessory AttributeGraph cycles, broken behavior of views participating in cycles
Seemingly innocuous contents passed to tabViewBottomAccessory can trigger inscrutable AttributeGraph cycles, which can then cause unexplained broken behavior of views that may be participating in these cycles. These cycles can be introduced by adding common elements to the tabViewBottomAccessory view hierarchy, like Slider, Button, Toggle, and even things simple if statements surrounding Text elements. These cycles can even also be triggered in a manner that causes the tabViewBottomAccessoryPlacement Environment value to be nil, which can then cause views that depend on this value to render incorrectly or not at all. The errors logged to the Xcode console are of the form: === AttributeGraph: cycle detected through attribute 29528 === === AttributeGraph: cycle detected through attribute 324264 === No further information about this attribute is available in any public Xcode tools. Environment XCode Version 26.0 (17A324) iOS 26.0 (23A343) Steps to reproduce Run the sample above in Simulator Observe no AttributeGraph cycles in Xcode console. Uncomment any of the commented out examples in SliderView.body Observe Xcode console for AttributeGraph cycle messages. Observe glitchy animation behavior Expected Behavior No AttributeGraph cycle diagnostics for ordinary state changes. tabViewBottomAccessoryPlacement always present (non-nil) while accessory is attached. Dependent views update consistently. Errors logged to the Console would help guide me towards a resolution Impact Undermines confidence in adopting tabViewBottomAccessory. Hard to debug: cycle traces are opaque and environment silently degrades (becomes nil) instead of asserting. Nearly shipped a UI where accessory layout fails sporadically. What would help Underlying fix to prevent cycles for ordinary accessory content mutations. Guarantee (or documented contract) that tabViewBottomAccessoryPlacement is never nil while accessory is active, or an assert if invariants break. Option to enable detailed environment propagation trace when a cycle is detected. Symbolic source identifiers in cycle backtraces. Documentation note on current limitations (if certain view types are not yet supported in accessory regions).
Topic: UI Frameworks SubTopic: SwiftUI
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50
20h
SF symbols not rendering in swiftui views
Summary: The minus.capsule and minus.capsule.fill SF Symbols do not render in my project. Other SF Symbols (e.g., plus.capsule and minus.circle) render correctly in the same context. Steps to Reproduce 1. Add an Image(systemName: "minus.capsule") or Image(systemName: "minus.capsule.fill") to a SwiftUI view. 2. Run the app on the latest macOS. Expected Result The minus capsule symbols should render consistently, similar to plus.capsule. Actual Result minus.capsule and minus.capsule.fill do not render at all. Additional Testing • Replaced minus.capsule with minus.circle: renders correctly. • Swapped the right-hand plus.capsule symbol in my slider with minus.capsule: the symbol fails to render in that position as well. That rules out clipping or layout issues.
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21h
Showing space .navigationTitle leads to unexpected results.
I wanted to set navigationTitle value to space symbol on my iOS app (Swift 6, iOS 26.0) (so that navigationBar opens in large mode initially before the actual value is being fetched). In my view I used this: .navigationTitle(" ") And on device I got unexpectedly two quote symbols: Not sure if there is space in between, and the symbols look like opening and closing quote (both quotes in code I think are the same symbols) - so probably it's not part of my code is visible in UI as one might think... . Is this a bug? Or undocumented feature?
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Source view disappearing when interrupting a zoom navigation transition
When I use the .zoom transition in a navigation stack, I get a glitch when interrupting the animation by swiping back before it completes. When doing this, the source view disappears. I can still tap it to trigger the navigation again, but its not visible on screen. This seems to be a regression in iOS 26, as it works as expected when testing on iOS 18. Has someone else seen this issue and found a workaround? Is it possible to disable interrupting the transition? Filed a feedback on the issue FB19601591 Screen recording: https://share.icloud.com/photos/04cio3fEcbR6u64PAgxuS2CLQ Example code @State var showDetail = false @Namespace var namespace var body: some View { NavigationStack { ScrollView { showDetailButton } .navigationTitle("Title") .navigationBarTitleDisplayMode(.inline) .navigationDestination(isPresented: $showDetail) { Text("Detail") .navigationTransition(.zoom(sourceID: "zoom", in: namespace)) } } } var showDetailButton: some View { Button { showDetail = true } label: { Text("Show detail") .padding() .background(.green) .matchedTransitionSource(id: "zoom", in: namespace) } } }
Topic: UI Frameworks SubTopic: SwiftUI
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