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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Observation feedback loop on simple Map() view declaration
Project minimum iOS deployment is set to 16.4. When running this simple code in console we receive "Observation tracking feedback loop detected!" and map is unusable. Run code: Map(coordinateRegion: .constant(.init())) Console report: ... Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observable object key path '\_UICornerProvider.<computed 0x00000001a2768bc0 (Optional<UICoordinateSpace>)>' changed; performing invalidation for [layout] of: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_TtGC7SwiftUI21UIKitPlatformViewHostGVS_P10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS2_P10$24ce3fc8014AnnotationData____: 0x10acc2d00; baseClass = _TtGC5UIKit22UICorePlatformViewHostGV7SwiftUIP10$1a57c8f9c32PlatformViewRepresentableAdaptorGV15_MapKit_SwiftUI8_MapViewGSaVS3_P10$24ce3fc8014AnnotationData____; frame = (0 0; 353 595); anchorPoint = (0, 0); tintColor = UIExtendedSRGBColorSpace 0.333333 0.333333 0.333333 1; layer = <CALayer: 0x12443a430>> Observation tracking feedback loop detected! Make a symbolic breakpoint at UIObservationTrackingFeedbackLoopDetected to catch this in the debugger. Refer to the console logs for details about recent invalidations; you can also make a symbolic breakpoint at UIObservationTrackingInvalidated to catch invalidations in the debugger. Object receiving repeated [layout] invalidations: <_MapKit_SwiftUI._SwiftUIMKMapView: 0x10ae8ce00; frame = (0 0; 353 595); clipsToBounds = YES; autoresize = W+H; layer = <CALayer: 0x113beb7e0>> IDE: Xcode 26 Beta 3 Testing device: iPhone 15 Pro iOS 26 Beta 3 MacOS: Tahoe 26 Beta 3
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225
Jul ’25
Apple CarPlay Notification Custom Actions
I am setting up push notifications in CarPlay and when the user taps on notification from infotainment screen, it should open the app and a CPAlertTemplate should be presented. How can I achieve this? since I'm unable to get a trigger on the didReceiveNotificationResponse so handle some custom actions in between.
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89
Jun ’25
Button Glass Style Incorrect in Sheet + ScrollView on Mac Catalyst 26
Hi everyone! I've encountered an issue when using Sheet + ScrollView on Mac Catalyst: the buttons in the toolbar appear with an abnormal gray color. import SwiftUI struct ContentView: View { var body: some View { VStack { } .sheet(isPresented: .constant(true)) { Sheet() } } } struct Sheet: View { var body: some View { NavigationStack { ScrollView { // <-- no issue if use List } .toolbar { Button(action: {}) { // <-- 👀 weird gray color Image(systemName: "checkmark") } } } } } Steps to Reproduce: On macOS 26.0 beta 9, use Xcode 26.0 beta 7 to create an iOS project and enable Mac Catalyst. Paste the code above. Select the Mac Catalyst scheme and run the project. The buttons in the toolbar show a strange gray appearance. If you change the ScrollView to a List in the code, the issue does not occur. FB20120285
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408
Oct ’25
SpriteKit/RealityKit + SwiftUI Performance Regression on iOS 26
Hi, Toggling a SwiftUI menu in iOS 26 significantly reduces the framerate of an underlying SKView or ARView. Below are test cases for SpriteKit and RealityKit. I ran these tests on iOS 26.1 Beta using an iPhone 13 (A15 chip). Results were similar on iOS 26.0.1. Both scenes consist of circles and balls bouncing on the ground. The restitution of the physics bodies is set for near-perfect elasticity, so they keep bouncing indefinitely. In both SKView and ARView, the framerate drops significantly whenever the SwiftUI menu is toggled. The menu itself is simple and uses standard SwiftUI animations and styling. SpriteKit import SpriteKit import SwiftUI class SKRestitutionScene: SKScene { override func didMove(to view: SKView) { view.contentMode = .center size = view.bounds.size scaleMode = .resizeFill backgroundColor = .darkGray anchorPoint = CGPoint(x: 0.5, y: 0.5) let groundWidth: CGFloat = 300 let ground = SKSpriteNode(color: .gray, size: CGSize(width: groundWidth, height: 10)) ground.physicsBody = SKPhysicsBody(rectangleOf: ground.size) ground.physicsBody?.isDynamic = false addChild(ground) let circleCount = 5 let spacing: CGFloat = 60 let totalWidth = CGFloat(circleCount - 1) * spacing let startX = -totalWidth / 2 for i in 0..<circleCount { let circle = SKShapeNode(circleOfRadius: 18) circle.fillColor = .systemOrange circle.lineWidth = 0 circle.physicsBody = SKPhysicsBody(circleOfRadius: 18) circle.physicsBody?.restitution = 1 circle.physicsBody?.linearDamping = 0 let x = startX + CGFloat(i) * spacing circle.position = CGPoint(x: x, y: 150) addChild(circle) } } override func willMove(from view: SKView) { self.removeAllChildren() } } struct SKRestitutionView: View { var body: some View { ZStack { SpriteView(scene: SKRestitutionScene(), preferredFramesPerSecond: 120) .ignoresSafeArea() VStack { Spacer() Menu { Button("Edit", systemImage: "pencil") {} Button("Share", systemImage: "square.and.arrow.up") {} Button("Delete", systemImage: "trash") {} } label: { Text("Menu") } .buttonStyle(.glass) } .padding() } } } #Preview { SKRestitutionView() } RealityKit import RealityKit import SwiftUI struct ARViewPhysicsRestitution: UIViewRepresentable { let arView = ARView() func makeUIView(context: Context) -> some ARView { arView.contentMode = .center arView.cameraMode = .nonAR arView.automaticallyConfigureSession = false arView.environment.background = .color(.gray) // MARK: Root let anchor = AnchorEntity() arView.scene.addAnchor(anchor) // MARK: Camera let camera = Entity() camera.components.set(PerspectiveCameraComponent()) camera.position = [0, 1, 4] camera.look(at: .zero, from: camera.position, relativeTo: nil) anchor.addChild(camera) // MARK: Ground let groundWidth: Float = 3.0 let ground = Entity() let groundMesh = MeshResource.generateBox(width: groundWidth, height: 0.1, depth: groundWidth) let groundModel = ModelComponent(mesh: groundMesh, materials: [SimpleMaterial(color: .white, roughness: 1, isMetallic: false)]) ground.components.set(groundModel) let groundShape = ShapeResource.generateBox(width: groundWidth, height: 0.1, depth: groundWidth) let groundCollision = CollisionComponent(shapes: [groundShape]) ground.components.set(groundCollision) let groundPhysicsBody = PhysicsBodyComponent( material: PhysicsMaterialResource.generate(friction: 0, restitution: 0.97), mode: .static ) ground.components.set(groundPhysicsBody) anchor.addChild(ground) // MARK: Balls let ballCount = 5 let spacing: Float = 0.4 let totalWidth = Float(ballCount - 1) * spacing let startX = -totalWidth / 2 let radius: Float = 0.12 let ballMesh = MeshResource.generateSphere(radius: radius) let ballMaterial = SimpleMaterial(color: .systemOrange, roughness: 1, isMetallic: false) let ballShape = ShapeResource.generateSphere(radius: radius) for i in 0..<ballCount { let ball = Entity() let ballModel = ModelComponent(mesh: ballMesh, materials: [ballMaterial]) ball.components.set(ballModel) let ballCollision = CollisionComponent(shapes: [ballShape]) ball.components.set(ballCollision) var ballPhysicsBody = PhysicsBodyComponent( material: PhysicsMaterialResource.generate(friction: 0, restitution: 0.97), /// 0.97 for near perfect elasticity mode: .dynamic ) ballPhysicsBody.linearDamping = 0 ballPhysicsBody.angularDamping = 0 ball.components.set(ballPhysicsBody) let shadow = GroundingShadowComponent(castsShadow: true) ball.components.set(shadow) let x = startX + Float(i) * spacing ball.position = [x, 1, 0] anchor.addChild(ball) } return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct PhysicsRestitutionView: View { var body: some View { ZStack { ARViewPhysicsRestitution() .ignoresSafeArea() .background(.black) VStack { Spacer() Menu { Button("Edit", systemImage: "pencil") {} Button("Share", systemImage: "square.and.arrow.up") {} Button("Delete", systemImage: "trash") {} } label: { Text("Menu") } .buttonStyle(.glass) } .padding() } } } #Preview { PhysicsRestitutionView() }
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242
Oct ’25
Accessibility Permission In Sandbox For Keyboard
Hello! My question is about 1) if we can use any and or all accessibility features within a sandboxed app and 2) what steps we need to take to do so. Using accessibility permissions, my app was working fine in Xcode. It used NSEvent.addGlobalMonitorForEvents and localMoniter, along with CGEvent.tapCreate. However, after downloading the same app from the App Store, the code was not working. I believe this was due to differences in how permissions for accessibility are managed in Xcode compared to production. Is it possible for my app to get access to all accessibility features, while being distributed on the App Store though? Do I need to add / request any special entitlements like com.apple.security.accessibility? Thanks so much for the help. I have done a lot of research on this online but found some conflicting information, so wanted to post here for a clear answer.
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Oct ’25
How to prevent VoiceOver from reading text INSIDE an image?
In the example below, VoiceOver (in both iOS 18 and 26) reads the text contained within the image after the .accessibilityLabel, introduced by a “beep.” VoiceOver: Purple rounded square with the word 'Foo' in white letters. Image [beep] foo. I’d like it to only read the accessibility label. As a developer focused on accessibility, I make sure every image already has an appropriate label, so having iOS read the image text is redundant. Sample Code import SwiftUI struct ContentView: View { var body: some View { Image("TextInImage") .resizable() .scaledToFit() .frame(width: 64, height: 64) .accessibilityLabel("Purple rounded square with the word 'Foo' in white letters.") } } Sample Image Drop this image in to Assets.xcassets and confirm it's named TextInImage.
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257
Oct ’25
SF Symbols 6 app does not export 'Can Rotate' property of a layer
The SF Symbols app 6.0 (99) does not export the ‘Can Rotate’ property of layers when exporting a symbol via File > Export Symbol. Without this, all the new fantastic edit functions in the app related to rotating in SF Symbols is completely useless. This issue with the SF Symbols 6 app can be reproduced by exporting a rotatable symbol like fan.desk, and then by importing the result as custom symbol. When inspecting ‘Group 1’ of the imported symbol, it is no longer marked as rotatable. SF Symbols app 6.0 is still in beta, but hasn't been updated since 10 June. Hopefully this bug will be solved in the release version, or earlier. Does anyone know how to manually add the missing rotation info to the exported SVG file? In case an Apple engineer reads this: FB13916635
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778
Jun ’25
Menu's primaryAction:{} is broken on latest iOS 26 beta
The following shows minimal example to reproduce the issue: Menu { Button("Test"){} } label: { Text("Menu") } primaryAction: { // Some action } primaryAction modifier will not be called when pressing the menu button/view on iOS 26 beta, long pressing it will open the menu. Was tested on latest iOS 26 beta 8
Topic: UI Frameworks SubTopic: SwiftUI
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Nov ’25
Using `compactTabIdentifiers` and other iOS 18+ tab APIs
Hello I'm working on implementing some changes to my app's tab bar, particularly to support some features in the new iPad floating tab bar, which has required me to adopt some of the new tab APIs from iOS 18. The issue I've encountered is that I would like the tabs visible in regular (floating tab bar) and compact (bottom tab bar) to be slightly different. The compact variant should show a subset of the tabs visible on iPad. For example: Floating tab bar: Use tabs A, B, C Bottom tab bar: Use tabs A, B I'm finding this quite difficult, especially in the scenario of split view on iPad, where the size class and tab bar location can change as the user interacts with the app. I went down the route of changing my tab bar controller's tabs property when the trait collection changed tabBarController.tabs = eligibleTabs where eligibleTabs for compact passes tabs AB, and when in regular - ABC. This throws an exception UIViewController cannot be shared between multiple UITab *** Assertion failure in -[UITab viewController], UITab.m:173 I'm not sharing view controllers between tabs. I can only assume that the system doesn't like me passing the same values (always at least tabs A & B) multiple times to the tabs property. I then later noticed a new iOS 18 property on UITabBarController - compactTabIdentifiers. This seemed like exactly what I was looking for: An optional filter to display only select root-level tabs when in a compact appearance. Default is nil, which would make all tabs available. So I changed my implementation: tabBarController.tabs = [tabA, tabB, tabC] tabBarController.compactTabIdentifiers = [tabAIdentifier, tabBIdentifier] and don't make any explicit updates when split view is enabled. Unfortunately this doesn't seem to work, at least not how I would expect it to. When enabling split view on iPad, the bottom tab bar appears, but it doesn't respect the tab identifiers I passed in tabBarController.compactTabIdentifiers. I'm not sure if this a bug or that I'm not really understanding how to use tabBarController.compactTabIdentifiers. Does anyone have any insight on this?
Topic: UI Frameworks SubTopic: UIKit
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869
Jun ’25
Different UITextFieldDelegate behavior in iOS 26 with shouldChangeCharactersInRanges
Scenario: Typing Chinese Zhuyin “ㄨㄤ” and then selecting the candidate word “王”. On iOS 18, the delegate (textField:shouldChangeCharactersInRange:replacementString:) is called with: range: {0, 2} replacementString: "王" On iOS 26, the delegate (textField:shouldChangeCharactersInRanges:replacementString:) instead provides: ranges: [{2, 0}] replacementString: "王" This results in inconsistent text input handling compared to earlier system versions. Implement: Limit user input to a maximum of 100 Chinese characters. - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if ([textField markedTextRange]) { return YES; } NSString *changedString = [textField.text stringByReplacingCharactersInRange:range withString:string]; if (changedString.length > 100) { return NO; } return YES; } Questions: Is this an intentional change in iOS 26? If intentional, what is the recommended way to handle such cases in order to support both iOS 18 and iOS 26 consistently?
Topic: UI Frameworks SubTopic: UIKit
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Oct ’25
SubscriptionStoreView showing 'The subscription is unavailable in the current storefront.' in production (StoreKit2)
I Implement a 'SubscriptionStoreView' using 'groupID' into a project (iOS is targeting 17.2 and macOS is targeting 14.1).Build/run the application locally (both production and development environments will work fine), however once the application is live on the AppStore in AppStoreConnect, SubscriptionStoreView no longer shows products and only shows 'Subscription Unavailable' and 'The subscription is unavailable in the current storefront.' - this message is shown live in production for both iOS and macOS targets. There is no log messages shown in the Console that indicate anything going wrong with StoreKit 2, but I haven't made any changes to my code and noticed this first start appearing about 5 days ago. I expect the subscription store to be visible to all users and for my products to display. My application is live on both the iOS and macOS AppStores, it passed App Review and I have users who have previously been able to subscribe and use my application, I have not pushed any new changes, so something has changed in StoreKit2 which is causing unexpected behaviour and for this error message to display. As 'SubscriptionStoreView' is a view provided by Apple, I'm really not sure on the pathway forward other than going back to StoreKit1 which I really don't want to do. Is there any further error information that can be provided on what might be causing this and how I can fix it? (I have created a feedback ticket FB13658521)
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1.8k
Jun ’25
Searchable list with binding causes indexOutOfRange crash on iOS 18 physical device
Hi folks, Unsure if I've implemented some sort of anti-pattern here, but any help or feedback would be great. I've created a minimal reproducible sample below that lets you filter a list of people and mark individuals as a favourite. When invoking the search function on a physical device running iOS 18.3.1, it crashes with Swift/ContiguousArrayBuffer.swift:675: Fatal error: Index out of range. It runs fine on iOS 17 (physical device) and also on the various simulators I've tried (iOS 18.0, iOS 18.2, iOS 18.3.1). If I remove the toggle binding, the crash doesn't occur (but I also can't update the toggles in the view model). I'm expecting to be able to filter the list without a crash occurring and retain the ability to have the toggle switches update the view model. Sample code is below. Thanks for your time 🙏! import SwiftUI struct Person { let name: String var isFavorite = false } @MainActor class ViewModel: ObservableObject { private let originalPeople: [Person] = [ .init(name: "Holly"), .init(name: "Josh"), .init(name: "Rhonda"), .init(name: "Ted") ] @Published var filteredPeople: [Person] = [] @Published var searchText: String = "" { didSet { if searchText.isEmpty { filteredPeople = originalPeople } else { filteredPeople = originalPeople.filter { $0.name.lowercased().contains(searchText.lowercased()) } } } } init() { self.filteredPeople = originalPeople } } struct ContentView: View { @ObservedObject var viewModel = ViewModel() var body: some View { NavigationStack { List { ForEach($viewModel.filteredPeople, id: \.name) { person in VStack(alignment: .leading) { Text(person.wrappedValue.name) Toggle("Favorite", isOn: person.isFavorite) } } } .navigationTitle("Contacts") } .searchable(text: $viewModel.searchText) } } #Preview { ContentView() }```
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425
Feb ’25
iPadOS 26 + UIToolbar in Storyboard + UIDesignRequiresCompatibility
Hi Community, I found an issue and wanted to ask you for confirmation... or help? (I will, if the issue persists or gets confirmed, of course file a bug report.) Context/Setup: macOS 15.5 Xcode 26 Beta 2 iPad Simulator, seems to be any, tested with "Simulator iPad Pro 11-inch (M4)" and "Simulator iPad mini (A17 Pro)" and also two physical iPads (mini and Pro) running iPadOS 26 Beta 2. Issue: In our project we are facing a runtime issue. Condensed down, when there is a storyboard with a UIToolbar (empty or with buttons) AND the project has the new UIDesignRequiresCompatibility set to true AND we run the app on an iPad (physical device or simulator)... As soon as the storyboard is loaded and about to be displayed the app crashes, console print: "UIKitCore/UICoreHostingView.swift:54: Fatal error: init(coder:) has not been implemented" Any iPhone (physical or simulator) works fine. Also with UIDesignRequiresCompatibility set to false it works everywhere including iPads. Minimum Deployment Target has between iOS 15 to 26 does has no effect on the outcome. So it seems there is an issue with UIToolbar in Storyboards with UIDesignRequiresCompatibility on iPads. Did anyone experience the same issue or can confirm it? Any idea how to solve it? Thanks a lot!
Topic: UI Frameworks SubTopic: UIKit Tags:
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432
Jun ’25
Mac Catalyst: Toolbar still appears below title bar, leaving empty safe area
Hi everyone, I’m testing my Catalyst SwiftUI project on iOS 26 / iPadOS 26 / macOS 26. I started with a NavigationSplitView (triple-column) inside a WindowGroup. On iPad it looks great: the toolbar items merge into the navigation bar, with the three traffic lights. But on Mac Catalyst, the app always reserves a blank safe area below the traffic lights, and places the toolbar on a separate line beneath the title bar. That leaves wasted vertical space I don’t want. What I expect (based on Apple’s WWDC session “Elevate the design of your iPad app”): The toolbar should merge into the title bar with the traffic lights, no separate row. Content should extend into the full height of the window. What I get on Mac Catalyst: Title bar + traffic lights at the top. Then a completely separate toolbar row below it. Safe area inset prevents my content from reaching the top of the window. What I’ve tried: .toolbarRole(.automatic), .editor, .browser → no effect. Hiding the title bar via titlebar?.titleVisibility = .hidden → removes the text but not the toolbar gap. Clearing titlebar?.toolbar → no difference. So far, I can’t find any way to get Catalyst to integrate toolbars into the window chrome the way native SwiftUI on macOS does. Is this a known limitation of Mac Catalyst, or is there a supported way to achieve the same “inline toolbar with window controls” layout? Switching to a Mac app vs. Catalyst fixes the issue, but I would have a lot more work to do to get the app ready for release, not ideal since it works near perfect on iPad. Thanks!
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306
Oct ’25
CMD+V is not working on Tahoe OS with runForModalWindow screen
After upgrading my OS to Tahoe OS , in my application observed that Cmd+V is not working only on runForModalWindow. But menu Edit->Paste and Right click Paste is working on the same screen. Other screens in the application have no issues with Cmd+V. Could you please help with this issue why Cmd+V is not working only in this screen. Thanks, Sowmya
Topic: UI Frameworks SubTopic: AppKit
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119
Oct ’25
UIBarButtonItem alignment in UIToolbar on iOS 26 in UIDesignRequiresCompatibility mode
The screenshot is showing the same app deployed using Xcode version 26.0 beta 4 (17A5285i) on iOS 18.5 and on iOS 26.0. In iOS 26 beta 4 on the right the spacing of the UIBarButtonItem elements does not look good: The buttons are created like so: colorButtonText = [[UIBarButtonItem alloc] initWithImage:[UIImage systemImageNamed:@"paintbrush"] style:UIBarButtonItemStylePlain target:self action:@selector(drawingActionColor:)]; //... [drawingToolbarText setItems:@[colorButtonText, ...]]; Is this a known issue with the current iOS 26? Am I doing something wrong?
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449
Oct ’25