I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera:
however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean.
Here are my results:
I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency.
Here is my test SwiftUI code:
struct GlassPicker: View {
@State private var selected: Int?
var body: some View {
ScrollView([.horizontal], showsIndicators: false) {
HStack(spacing: 0) {
ForEach(0..<20) { i in
Text("Row \(i)")
.id(i)
.padding()
}
}
.scrollTargetLayout()
}
.contentMargins(.horizontal, 161)
.scrollTargetBehavior(.viewAligned)
.scrollPosition(id: $selected, anchor: .center)
.background(.foreground.opacity(0.2))
.clipShape(.capsule)
.overlay {
DefaultGlassEffectShape()
.fill(.clear) // Removes a semi-transparent foreground fill
.frame(width: 110, height: 50)
.glassEffect(.clear)
}
}
}
Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
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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I'm developing a rhythm game for iOS which has four buttons spanning the width of the screen in portrait. I noticed that my testers were having some missed inputs on the buttons on the left and right due to the fact that iOS, by default, tries to ignore accidental touches on the edges of the screen. So I enabled "Defer System Gestures" on the left and right edges, but then quickly started to notice a new, very specific, issue.
Description of the issue
If you have finger #1 touching and holding anywhere in the middle of the screen, and finger #2 touches on the far right or left edge of the screen just below the horizontal position of finger #1, those touches are inconsistently not recognized. If finger #1 is not present, this issue does not occur. If finger #2 is above or well below finger #1, this issue also does not occur. A dead zone is created on the right and left edges of the screen just below the horizontal position of the first touch.
Here is a rough representative example of where touches #1 and #2 need to be for this issue to manifest, in case the text above is not clear.
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9;&#9;&#9;&#9;|
It just so happens that this issue is causing major usability problems with my game, as it results in what the user sees as sporadic and inconsistent response when the game calls for two notes to be played at the same time.
Steps to recreate the issue
Here are the steps if you want to recreate the problem yourself using the "Create New Gesture" pane in "Assistive Touch" (Note that this problem is not specific to the Settings app, but rather is an issue across the system—however this panel defers system gestures and shows where touches are being read, so it is a great place to demonstrate):
(1) Go to Settings > Accessibility > Touch > Assistive Touch > Create New Gesture...;
(2) With one finger, touch the middle of the screen and hold it through step 3;
(3) With a second finger, tap 4 times along the right (or left) edge of the screen in the following places:
(a) well above the vertical position of the first touch,
(b) just above the vertical position of the first touch,
(c) just below the vertical position of the first touch, and
(d) well below the vertical position of the first touch;
(4) Notice how, more than half the time, touch (c) does not register. I have found that this problem is more replicatable when the first touch is on the lower half of the screen, but I have been able to replicate it when the finger is higher as well, just not as consistently.
Here are the four positions described in the steps above:
Position a: both touches register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
Position b: both touches usually register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9; 2|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
Position c: only touch 1 registers
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9;&#9;&#9;&#9;|
Position d: both touches register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9; 2|
Is there anything I can do to resolve this behavior? My app requires gesture deferment to be on for the expected experience by the user, and this bug is causing other issues for my testers that kind of need to be resolved before I can confidently release the game.
I’m encountering an accessibility issue in SwiftUI related to keyboard navigation.
🐞 Problem
When using an AttributedString to display Markdown content in a SwiftUI view (such as a Text view), any links included in the Markdown are not keyboard focusable when Full Keyboard Access is enabled. This means users can’t navigate to or activate the links using the Tab key or other keyboard-only methods.
💻 Platform
iOS version: 16+
Framework: SwiftUI
Device: All tested iPhones and iPads
🧪 Steps to Reproduce
Enable Full Keyboard Access in iOS settings.
Run the included SwiftUI Playground or equivalent app using the code below.
Try to navigate to the link using Tab or keyboard arrow keys.
Observe that the Markdown link is not reachable via keyboard focus.
🧩 Expected Behavior
The Markdown link should be reachable via keyboard focus.
It should be possible to activate the link using Space or Return.
📚 Example code
struct ContentView: View {
let attributedString: AttributedString
init() {
self.attributedString = try! AttributedString(
markdown: "This is a [test link](https://apple.com) inside an attributed string."
)
}
var body: some View {
VStack {
Text("Issue: Attributed Markdown Link Is Not Focusable with full keyboard access")
.font(.headline)
.padding()
Text(attributedString) // The link is not focusable with
.padding()
.border(Color.gray, width: 1)
Text("Expected: The link should be focusable with Full Keyboard Access.")
.foregroundColor(.red)
.padding()
}
}
}
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator.
Create tvOS project with a tab bar controller.
Create pages/tabs which contain focusable items (ie. buttons)
Scroll down to any focusable item (ie. a button or UICollectionView cell)
Hit the Siri Remote back button. See expect behavior below:
Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen.
Actual results: App is closed and user is taken back to the Home Screen.
Has anyone else noticed this behavior?
When you use .navigationTransition(.zoom(sourceID: "placeholder", in: placehoder)) for navigation animation, going back using the swipe gesture is still very buggy on IOS26. I know it has been mentioned in other places like here: https://developer.apple.com/forums/thread/796805?answerId=856846022#856846022 but nothing seems to have been done to fix this issue.
Here is a video showing the bug comparing when the back button is used vs swipe to go back: https://imgur.com/a/JgEusRH
I wish there was a way to at least disable the swipe back gesture until this bug is fixed.
Hello,
While integrating the Liquid Glass UI introduced in iOS 26 into my existing app, I encountered an unexpected issue.
My app uses a UITabBarController, where each tab contains a UINavigationController,
and the actual content resides in each UIViewController.
Typically, I perform navigation using navigationController?.pushViewController(...) and hide the TabBar by setting vc.hidesBottomBarWhenPushed = true when needed.
This structure worked perfectly fine prior to iOS 26, and I believe many apps use a similar approach.
However, after enabling Liquid Glass UI, a problem occurs.
Problem Description
From AViewController, I push BViewController with hidesBottomBarWhenPushed = true.
BViewController appears, and the TabBar is hidden as expected.
When performing a swipe-back gesture, as soon as AViewController becomes visible, the TabBar immediately reappears (likely due to A’s viewWillAppear).
The TabBar remains visible for a short moment even if the gesture is canceled — during that time, it is also interactable.
Before iOS 26, the TabBar appeared synchronized with AViewController and did not prematurely show during the swipe transition.
Tried using the new iOS 18 API:
tabBarController?.setTabBarHidden(false, animated: true)
It slightly improves the animation behavior, but the issue persists.
If hidesBottomBarWhenPushed is now deprecated or discouraged,
migrating entirely to setTabBarHidden would require significant refactoring, which is not practical for many existing apps.
Is this caused by a misuse of hidesBottomBarWhenPushed,
or could this be a regression or design change in iOS 26’s Liquid Glass UI?
When navigationTransition returns through the return gesture, the original view disappears。
The same problem occurs when using the official example。
https://developer.apple.com/documentation/swiftui/enhancing-your-app-content-with-tab-navigation
xcode Version 16.4 (16F6)
macOS 15.5
Try this simple code:
import SwiftUI
import StoreKit
struct ReviewView: View {
@Environment(\.requestReview) var requestReview
var body: some View {
Button("Leave a review") {
requestReview()
}
}
}
When the Review Alert shows, the "Not Now" button is disabled for some reason!? It was always tappable in all iOS versions that I remember. And there is no way to opt out, unless the user taps on the stars first. Is it a bug or a feature?
Thanks for looking into it!
Looking to see if anyone has experienced this issue, and is aware of any workarounds.
With an app migrating towards SwiftUI Views but still using UIKit for primary navigation, my app makes use of UIHostingController to push SwiftUI Views onto a UINavigationController stack in a lot of areas. With iOS 26, I notice that SwiftUI's Menu view really struggles to present when contained in a UIHostingController. An error is logged to the console on presentation, and depending on the UI, the Menu won't present inside of it's container, or will jump around the screen.
The bug, it seems is based in a private class UIReparentingView and I am curious if anyone has found a work around for this issue. The error reported is:
Adding '_UIReparentingView' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead.
The simplest way to see this issue is to create a new storyboard based project. From the ViewController present a UIHostingController with a SwiftUI view that has a Menu and then simply tap to open the Menu. Thanks for any input!
I want to add a widget to my app that will display the # of pickups the user has for the day. I have the DeviceActivityReport working in the main app but can't get it to display in the widget since it is not a supported view for widgets. Is there any workaround for getting this view to the widget?
I tried converting the DeviceActivityReport view to a UI image thinking maybe that would be a way to use a widget approved view type but ImageRenderer seems to fail to render an image for the view (which is just a Text view).
To summarize my questions:
Is it possible to display a DeviceActivityReport in a widget? If so, what is the best practice?
Is converting the DeviceActivityReport view into an image and displaying that in a widget an option?
Here's my attempt to convert the DeviceActivityReport view into a UIImage:
import SwiftUI
import _DeviceActivity_SwiftUI
struct PickupsDeviceActivityReport: View {
@State private var context: DeviceActivityReport.Context = .totalActivity
@State private var renderedImage = Image(systemName: "exclamationmark.triangle")
@Environment(\.displayScale) var displayScale
var body: some View {
renderedImage
.onAppear { render() }
.onChange(of: context) {
_ in render()
}
}
@MainActor func render() {
let renderer = ImageRenderer(content: DeviceActivityReport(context))
renderer.scale = displayScale
if let uiImage = renderer.uiImage {
renderedImage = Image(uiImage: uiImage)
}
}
}
Help is appreciated. Thank you.
Hi,
I’m seeing a crash when running my app on iOS 18 simulators or devices using Xcode 26 beta 3.
My app’s minimum deployment target is iOS 17, and the crash does not happen when running from Xcode 16.4.
The crash occurs specifically at this line:
return UIStoryboard(name: storyboard.rawValue, bundle: nil)
.instantiateViewController(withIdentifier: view.rawValue)
Crash Details:
** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ because no class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)'
*** First throw call stack:
(0x191c3321c 0x18f0cdabc 0x191c91ea0 0x19d740774 0x19d740a18 0x19d740cac 0x194626680 0x194dbc784 0x19d740890 0x19d740cac 0x1949aadd8 0x19d740890 0x19d740a18 0x19d740cac 0x194802e24 0x1945f008c 0x194ed1808 0x107a8bfa0 0x107a8c05c 0x1945ec128 0x19d740890 0x19d740cac 0x1945eba60 0x19d740890 0x19d740a18 0x19d740cac 0x1945f07dc 0x1945eaea4 0x19492ee80 0x10763de00 0x1076e56fc 0x1076e5674 0x1076e5e04 0x19496108c 0x194f9b9a0 0x1949072c4 0x194f998cc 0x194f9af04 0x19445139c 0x19445ac28 0x194467508 0x1079afaec 0x1079aff5c 0x1944189a0 0x194417be4 0x1944114e4 0x194411404 0x194410ab4 0x19440c1e4 0x191b28a8c 0x191b288a4 0x191b28700 0x191b29080 0x191b2ac3c 0x1ded09454 0x19453d274 0x194508a28 0x1073564f4 0x1b89fff08)
terminating due to uncaught exception of type NSException
The crash occurs immediately at app launch, when attempting to load a storyboard-based UITabBarController.
Works as expected on:
Xcode 16.4 + iOS 18 (simulator/device)
Xcode 26 beta 3 + iOS 26 (simulator/device)
Running from Xcode 26 beta 3 onto iOS 18 simulators or devices and it immediate crash from the particular storyboard
Setup:
Xcode: 26 beta 3
macOS: 15.5
iOS Simulators: iOS 18.5
Minimum deployment target: iOS 17
UIKit-based app (not using SwiftUI)
No custom toolbars or host views in use explicitly
Is this a known compatibility issue when building with the iOS 26 SDK and running on iOS 18?
Are there any workarounds or recommendations for running apps targeting iOS 17+ on iOS 18 simulators when using Xcode 26?
I am using a common UI pattern: UITabBarController as window root, each tab with a separate UINavigationController stack. I want the (bottom!) tab bar to be only visible when the user is at the root of the app and hide it when a detail page is opened.
To do that, I used hidesBottomBarWhenPushed on any view controller that would be pushed on my navigation stacks and that worked fine in the past.
But with iOS 26, I am seeing several issues:
On iOS where when the bottom tab bar is used, when in a details page and navigating back, the tab bar becomes fully visible immediately instead of slowly animating in as it has been in the past. This is particular visible and annoying when using the "swipe to go back" gesture
On iPad, the situation is even worse:
On iPadOS 18, the tab bar appeared in the navigation controller's navigation bar - no matter if hidesBottomBarWhenPushed was set or not - fine. But now, with iPadOS 26, this top tab bar disappears when a child is pushed.
Not only that, it disappears abruptly, without animation, and the Liquid Glass effect on the UIBarButtonItems is broken as well. There is no transition whatsoever, buttons are simply replaced with the new UIBarButtonItems of the pushed view controller once it became fully visible.
It gets even worse when swipe-back navigating on iPadOS: As soon as the back transition starts, the tab bar becomes visible again (without animation), covering the title (view) of the UINavigationController. If the swipe-back transition is not completed the tab bar suddenly stays visible
When the swipe-back transition is interrupted close to the end of the transition and it goes back to the pushed view controller, the top UIBarButtonItems are showing a visual glitch where the content (text or icon) stays on the area where the tab bar is, while their container (the glass effect) are on the vertically aligned to the title view.
I am surprised that I have not found any similar reports of these problems, so I am wondering if I am doing anything wrong or using hidesBottomBarWhenPushed simply isn't recommended or supported any more.
[Submitted as FB18870294, but posting here for visibility.]
In iOS 26 beta 3 (23A5287g), implicit animations no longer work when conditionally showing or hiding rows in a Form.
Rows with Text or other views inside a Section appear and disappear abruptly, even when wrapped in withAnimation or using .animation() modifiers. This is a regression from iOS 18.5, where the row item animates in and out correctly with the same code.
Repro Steps
Create a new iOS App › SwiftUI project.
Replace its ContentView struct with the code below
Build and run on an iOS 18 device.
Tap the Show Middle Row toggle and note how the Middle Row animates.
Build and run on an iOS 26 beta 3 device.
Tap the Show Middle Row toggle.
Expected
Middle Row item should smoothly animate in and out as it does on iOS 18.
Actual
Middle Row item appears and disappears abruptly, without any animation.
Code
struct ContentView: View {
@State private var showingMiddleRow = false
var body: some View {
Form {
Section {
Toggle(
"Show **Middle Row**",
isOn: $showingMiddleRow.animation()
)
if showingMiddleRow {
Text("Middle Row")
}
Text("Last Row")
}
}
}
}
I've been testing the safeAreaBar modifier to develop a custom tab bar. From my understanding, this should enable the .scrollEdgeEffectStyle to work with this bar, but I don't see any effect.
Could you please clarify the difference between safeAreaBar and safeAreaInset?
My app doesn't respond on iPhone Air iOS 26.1.
After startup, my app shows the main view with a tab bar controller containing 4 navigation controllers. However, when a second-level view controller is pushed onto any navigation controller, the UI freezes and becomes unresponsive. The iPhone simulator running iOS 26.1 exhibits the same problem.
The debug profile shows CPU usage at 100%.
However, other devices and simulators do not have this problem.
Hi,
I am running iOS Simulator on iOS 26 and I am trying to change unselectedItemTintColor of UITabBarItem in my TabBarViewController but it did not work when I tried following ways:
Setting an iconColor through UITabBarAppearance() class
Setting unselected item tint color like tabBar.unselectedItemTintColor = .black
As an example attached file, I would like to set Settings tab's item color (icon + title) with different one when it is unselected.
When using my app's complications with either Siri Intents or App Intents after syncing .watchface files, the complications appear without names in the iOS Watch app's complication picker. This leads to complications showing as blank entries without previews in the native watch app selector.
I'm using WidgetKit to create Watch complications with both approaches: AppIntents and Siri Intents.
We've tried multiple approaches with our WidgetKit watch complications:
Switching between IntentConfiguration and StaticConfiguration
Using different naming conventions for kind strings
Ensuring display names are properly set
Testing across different watchOS versions
But the result is always the same: after syncing .watchface files, our complications appear unnamed in the Watch app's complication picker.
Is this a known limitation with .watchface syncing, a bug in the current implementation, or is there a specific requirement we're missing to maintain complication names during the sync process?
I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15.
How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)?
FB15513599
import SwiftUI
struct ContentView: View {
@State private var showEditItem = false
var body: some View {
VStack {
VStack {
Text("Instructions to reproduce the crash")
.font(.title)
.padding()
Text("""
1. Click on "Toggle Item"
2. In the menu go to File > New Window
3. In new window, click on "Toggle Item"
""")
}
.padding()
Button {
showEditItem.toggle()
} label: {
Text("Toggle Item")
}
}
.padding()
.toolbar(id: "main") {
ToolbarItem(id: "new") {
Button {
} label: {
Text("New…")
}
}
if showEditItem {
ToolbarItem(id: "edit") {
Button {
} label: {
Text("Edit…")
}
}
}
}
}
}
I have a macOS app made with SwiftUI where I want to show a list of data in a tabular fashion. SwiftUI Table seems to be the only built-in component that can do this.
I would like to let the user size the columns and have their widths restored when the app is relaunched. I can find no documentation on how to do this and it does not seem to be saved and restored automatically.
I can find no way to listen for changes in the column widths when the user resizes and no way to set the size from code.
For a macOS app it seems that the only way to set the width of a column is to use e.g. .width(min: 200, max: 200). This in effect disables resizing of the column. It seems that idealSize is totally ignored on macOS.
Any suggestions?
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