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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CATiledLayer flashes and re-draws entirely when re-drawing a single tile
I have filed a bug report for this (FB17734946), but I'm posting it here verbatim in case others have the same issue and in hopes of getting attention from an Apple engineer sooner. When calling setNeedsDisplayInRect on a CATiledLayer - or a UIView whose backing layer is CATiledLayer - one would expect to re-draw only a region identified by the rect passed to the method. This is even written in the documentation for the class: "Regions of the layer may be invalidated using the setNeedsDisplayInRect: method however the update will be asynchronous. While the next display update will most likely not contain the updated content, a future update will." However, upon calling this method, CATiledLayer redraws whole contents instead of just the tile at the specified rect, and it flashes when doing so. It behaves exactly the same as if one had called setNeedsDisplay without passing any rect; all contents are cleared and re-drawn again. I'm 100% sure I've passed in the correct rect of the exact tile that I need to redraw. I have even tried passing much smaller rects, but still the same. (And yes, the rect I've passed accounts for the current level of detail.) I have found this GitHub repo https://github.com/frankus/NetPhotoScroller, which based on discussion from here https://forums.macrumors.com/threads/catiledlayer-blanks-out-tiles-when-redrawing.1333948/ aims at solving these issues by using two private methods on CATiledLayer class: (void)setNeedsDisplayInRect:(CGRect)r levelOfDetail:(int)level; (BOOL)canDrawRect:(CGRect)rect levelOfDetail:(int)level; I have explored the repo in detail, however I wasn't able to test exactly this code from the GitHub repo. I have tried using those two private methods myself (through an Objective-C class that defines the methods in the header file and then a swift class which inherits it), but I couldn't solve the issue; the flashing and the full re-draw is still there. After doing a lot of research, the conclusion seems to be that one cannot use CATiledLayer with contents that are downloaded remotely, on demand, as tiles are being requested. I have, however, found one interesting thing which seems to work so far: before calling setNeedsDisplayInRect (or just setNeedsDisplay, as they behave the same for CATiledLayer in my testing), cache the current layer's contents, and after calling setNeedsDisplay (or setNeedsDisplayInRect), restore the contents back to the layer. This prevents flashing and preserves any tiles that were drawn at the time of the re-draw. let c = tiledLayer.contents tiledLayer.setNeedsDisplay(tileRect) tiledLayer.contents = c However! Docs clearly state the warning: Do not attempt to directly modify the contents property of a CATiledLayer object. Doing so disables the ability of a tiled layer to asynchronously provide tiled content, effectively turning the layer into a regular CALayer object. I believe this message implies modifying the contents property with some raw content, like image data, and that it may be safe to re-apply the existing contents (which are in my testing of type CAImageProvider) -- but I can't rely on an implementation detail in my production app. I have tested this and confirmed that the bug appears on: iPhone 14 Pro, iOS 18.5 iPhone 13 Pro, iOS 17.5.1 iPhone 5s, iOS 15.8.3 iPad Pro 1st gen, iPadOS 18.4.1 a couple simulator versions I can also confirm that the fix (to re-apply contents property) is also working properly on all these versions. Is this expected behavior, that tiled layer redraws itself entirely instead of redrawing specific tiles? Is it safe to modify contents of a CATiledLayer by re-applying the existing contents? If not, is there an alternative to avoid flashing?
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212
May ’25
unable to click when ZoomNavigationTransition finished
I am using ".navigationTransition(ZoomNavigationTransition.zoom(sourceID: xxx, in: xxx))" to zooms the appearing view from a source view . When the appearing view dismissed, I can only click other view after a delay . It seems that the transition is not finished immediately when the appearing view dismissed . After a delay, the transition finished, than I can click other view. struct ContentView: View { @State private var path: NavigationPath = NavigationPath() @Namespace private var namespace var body: some View { NavigationStack(path: $path) { VStack(spacing: 0) { ForEach(["aaa", "bbb"], id: \.self) { string in Text(string) .frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2) .contentShape(Rectangle()) .onTapGesture { path.append(string) } .matchedTransitionSource(id: string, in: namespace) } } .navigationDestination(for: String.self, destination: { route in Text(route) .navigationTransition(ZoomNavigationTransition.zoom(sourceID: route, in: namespace)) }) } } } When using sheet on appearing view, It seems that the transition is finished immediately when the appearing view dismissed. extension String: Identifiable { public var id: String { return self } } struct ContentView: View { @State private var path: NavigationPath = NavigationPath() @Namespace private var namespace @State private var stringToSheet: String? var body: some View { NavigationStack(path: $path) { VStack(spacing: 0) { ForEach(["aaa", "bbb"], id: \.self) { string in Text(string) .frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2) .contentShape(Rectangle()) .onTapGesture { stringToSheet = string } .matchedTransitionSource(id: string, in: namespace) } } .sheet(item: $stringToSheet) { newValue in Text(newValue) .navigationTransition(ZoomNavigationTransition.zoom(sourceID: newValue, in: namespace)) } } } }
Topic: UI Frameworks SubTopic: SwiftUI
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84
Jun ’25
SwiftUI TextEditor in os26 supports attachment?
Glad to see that we have the capability to edit rich text in TextEditor with the latest os update, but I didn't get any clue to enable the attachment for this textEditor, either image/audio/video or other attachments. Any solution on this with TextEditor or I have to use the UIKit and AppKit alternatives?
Topic: UI Frameworks SubTopic: SwiftUI
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126
Jun ’25
Cursor position sync between IOS touch screen and app textview.
The app puts button values into a text view area and controls the cursor. Upon an IOS touch screen, cut or paste, the IOS cursor loses sync with the app cursor causing an address out of bounds and fails. The IOS cut or paste changes the cursor position and the text.endIndex address by shrinking or expanding the text field. IOS doesn't know about the app cursorPosition. If IOS could update the app cursor position and the text.endIndex position would solve the problem. Or if the app knew about the IOS change could update the app cursor position and the text.endIndex. The current work around is the user sets the cursor to the text.startIndex using an app navigating button before the touch screen. The app does not fail. The user then navigates the cursor using arrow buttons to another position. To see this happen download the free SummaGramIPAD Trial.(13") TSIs have been requested with engineer suggestions for well over one year. I hope someone could figure this out. I just finished SummaGram iPhone and would like to host it. Thanks for your help. Charlie
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139
Jul ’25
Live activity widget not updated locally after server update
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit. Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally. Can anyone please add some suggestions to fix this.
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163
May ’25
hidesBottomBarWhenPushed does not work on iOS 26
Since iOS 26, hidesBottomBarWhenPushed no longer works. We have numerous screens in our app which depend on being able to extend content to the bottom of the screen, and this feels like a bug. Consider this example, running the exact same code across iOS 18 and iOS 26. On iOS 18, pushing the button pushes a view controller and the tab bar disappears, on iOS 26, however, pushing the view controller does not hide the tab bar. I've filed this as FB18543961 and attached the sample project.
Topic: UI Frameworks SubTopic: UIKit Tags:
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207
Jul ’25
UICollectionView with orthogonal (horizontal) section not calling touchesShouldCancel(in:)
I have a UICollectionView with horizontally scrolling sections. In the cell I have a UIButton. I need to cancel the touches when the user swipes horizontally but it does not work. touchesShouldCancel(in:) is only called when swiping vertically over the UIButton, not horizontally. Is there a way to make it work? Sample code below import UIKit class ConferenceVideoSessionsViewController: UIViewController { let videosController = ConferenceVideoController() var collectionView: UICollectionView! = nil var dataSource: UICollectionViewDiffableDataSource <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>! = nil var currentSnapshot: NSDiffableDataSourceSnapshot <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>! = nil static let titleElementKind = "title-element-kind" override func viewDidLoad() { super.viewDidLoad() navigationItem.title = "Conference Videos" configureHierarchy() configureDataSource() } } extension ConferenceVideoSessionsViewController { func createLayout() -> UICollectionViewLayout { let sectionProvider = { (sectionIndex: Int, layoutEnvironment: NSCollectionLayoutEnvironment) -> NSCollectionLayoutSection? in let itemSize = NSCollectionLayoutSize(widthDimension: .fractionalWidth(1.0), heightDimension: .fractionalHeight(1.0)) let item = NSCollectionLayoutItem(layoutSize: itemSize) // if we have the space, adapt and go 2-up + peeking 3rd item let groupFractionalWidth = CGFloat(layoutEnvironment.container.effectiveContentSize.width > 500 ? 0.425 : 0.85) let groupSize = NSCollectionLayoutSize(widthDimension: .fractionalWidth(groupFractionalWidth), heightDimension: .absolute(200)) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) section.orthogonalScrollingBehavior = .continuous section.interGroupSpacing = 20 section.contentInsets = NSDirectionalEdgeInsets(top: 0, leading: 20, bottom: 0, trailing: 20) return section } let config = UICollectionViewCompositionalLayoutConfiguration() config.interSectionSpacing = 20 let layout = UICollectionViewCompositionalLayout( sectionProvider: sectionProvider, configuration: config) return layout } } extension ConferenceVideoSessionsViewController { func configureHierarchy() { collectionView = MyUICollectionView(frame: .zero, collectionViewLayout: createLayout()) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) collectionView.canCancelContentTouches = true } func configureDataSource() { let cellRegistration = UICollectionView.CellRegistration <ConferenceVideoCell, ConferenceVideoController.Video> { (cell, indexPath, video) in // Populate the cell with our item description. cell.buttonView.setTitle("Push, hold and swipe", for: .normal) cell.titleLabel.text = video.title } dataSource = UICollectionViewDiffableDataSource <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>(collectionView: collectionView) { (collectionView: UICollectionView, indexPath: IndexPath, video: ConferenceVideoController.Video) -> UICollectionViewCell? in // Return the cell. return collectionView.dequeueConfiguredReusableCell(using: cellRegistration, for: indexPath, item: video) } currentSnapshot = NSDiffableDataSourceSnapshot <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>() videosController.collections.forEach { let collection = $0 currentSnapshot.appendSections([collection]) currentSnapshot.appendItems(collection.videos) } dataSource.apply(currentSnapshot, animatingDifferences: false) } } class MyUICollectionView: UICollectionView { override func touchesShouldCancel(in view: UIView) -> Bool { print("AH: touchesShouldCancel view \(view.description)") if view is MyUIButton { return true } return false } } final class MyUIButton: UIButton { } class ConferenceVideoCell: UICollectionViewCell { static let reuseIdentifier = "video-cell-reuse-identifier" let buttonView = MyUIButton() let titleLabel = UILabel() override init(frame: CGRect) { super.init(frame: frame) configure() } required init?(coder: NSCoder) { fatalError() } } extension ConferenceVideoCell { func configure() { buttonView.translatesAutoresizingMaskIntoConstraints = false titleLabel.translatesAutoresizingMaskIntoConstraints = false contentView.addSubview(buttonView) contentView.addSubview(titleLabel) titleLabel.font = UIFont.preferredFont(forTextStyle: .caption1) titleLabel.adjustsFontForContentSizeCategory = true buttonView.layer.borderColor = UIColor.black.cgColor buttonView.layer.borderWidth = 1 buttonView.layer.cornerRadius = 4 buttonView.backgroundColor = UIColor.systemPink let spacing = CGFloat(10) NSLayoutConstraint.activate([ buttonView.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), buttonView.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), buttonView.topAnchor.constraint(equalTo: contentView.topAnchor), titleLabel.topAnchor.constraint(equalTo: buttonView.bottomAnchor, constant: spacing), titleLabel.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), titleLabel.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), titleLabel.bottomAnchor.constraint(equalTo: contentView.bottomAnchor) ]) } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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109
Jun ’25
FocusedBinding and selecting item in the List issue
Hello dear community! I'm still new to SwiftUI and going through the official Introducing SwiftUI Tutorials (basically, building the Landmarks app) And I'm struggle with some behavior I noticed in the macOS version of the Landmarks app. So, here is the idea, there is a list of Landmarks (the simplified version from the tutorial): struct LandmarkList: View { @Environment(ModelData.self) var modelData @State private var selectedLandmark: Landmark? var index: Int? { modelData.landmarks.firstIndex(where: { $0.id == selectedLandmark?.id }) } var body: some View { @Bindable var modelData = modelData NavigationSplitView { List(selection: $selectedLandmark) { ForEach(modelData.landmarks) { landmark in NavigationLink { LandmarkDetail(landmark: landmark) } label: { LandmarkRow(landmark: landmark) } .tag(landmark) } } .navigationTitle("Landmarks") .frame(minWidth: 300) } detail: { Text("Select a landmark") } .focusedValue(\.selectedLandmark, $modelData.landmarks[index ?? 0]) } } And there are a few helper structs which makes the possibility of the Marking a selected landmark as favorite (or remove) via shortcut and via menu: struct LandmarkCommands: Commands { @FocusedBinding(\.selectedLandmark) var selectedLandmark var body: some Commands { SidebarCommands() CommandMenu("Landmark") { Button("\(selectedLandmark?.isFavorite == true ? "Remove" : "Mark") as Favorite") { selectedLandmark?.isFavorite.toggle() } .keyboardShortcut("f", modifiers: [.shift, .option]) .disabled(selectedLandmark == nil) } } } private struct SelectedLandmarkKey: FocusedValueKey { typealias Value = Binding<Landmark> } extension FocusedValues { var selectedLandmark: Binding<Landmark>? { get { self[SelectedLandmarkKey.self] } set { self[SelectedLandmarkKey.self] = newValue } } } So, with this setup which is presented in the tutorial I notice 3 issues: On the first launch of the app, if I try to select a landmark — it's get unselected instantly. It I try to select it again — it works Marking a selected Landmark as favorite via shortcut (f+shift+opt) or via menu makes the selected Landmark unselected On the Landmark details — marking a Landmark as Favorite also makes the landmark unselected. You can check it on your own if you download the completed project from this page: https://developer.apple.com/tutorials/swiftui/creating-a-macos-app But could someone please explain why it's happening? And how to avoid such a bad UX with unselecting items in the list?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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268
Jul ’25
How to move from Share Extension to the main screen
My app is designed to share and import images with apps such as the File app. I created a program after looking at various information, but the app from which the images are shared does not work, and the screen cannot be moved to the main screen of my app. The program is as follows. How should I modify it? import UIKit import MobileCoreServices import UniformTypeIdentifiers class ShareViewController: UIViewController { let suiteName: String = "group.com.valida.pettyGeneral" let keyString: String = "share-general" override func viewDidLoad() { var nameArray: [String] = [String]() let sharedDefaults: UserDefaults = UserDefaults(suiteName: self.suiteName)! guard let inputItem = self.extensionContext?.inputItems.first as? NSExtensionItem, let attachments = inputItem.attachments else { return } let identifier = UTType.image.identifier let imgAttachments = attachments.filter { $0.hasItemConformingToTypeIdentifier(identifier) } let dispatchGroup = DispatchGroup() for (no, itemProvider) in imgAttachments.enumerated() { dispatchGroup.enter() itemProvider.loadItem(forTypeIdentifier: identifier, options: nil) { [self] item, error in do { if let error = error { throw error } else if let url = item as? URL { let data = try Data(contentsOf: url) let fileManager = FileManager.default let url = fileManager.containerURL(forSecurityApplicationGroupIdentifier: suiteName) if let url = url?.appendingPathComponent(String(no)) { try! data.write(to: url) } nameArray.append(String(no)) } do { dispatchGroup.leave() } } catch { print("Error") do { dispatchGroup.leave() } } } } dispatchGroup.notify(queue: .main) { [self] in // 全ての画像を保存 sharedDefaults.set(nameArray, forKey: self.keyString) sharedDefaults.synchronize() // メニュー画面に移動する openUrl(url: URL(string: "container-general://")) self.extensionContext!.completeRequest(returningItems: [], completionHandler: nil) } } //#selector(openURL(_:))はこの関数がないと作れない @objc func open(_ url: URL) {} func openUrl(url: URL?) { let selector = #selector(open(_ : )) var responder = (self as UIResponder).next while let r = responder, !r.responds(to: selector) { responder = r.next } _ = responder?.perform(selector, with: url) } func openContainerApp() { let url = URL(string: "container-general://") // カスタムスキームを作って指定する var responder: UIResponder? = self while responder != nil { if let application = responder as? UIApplication { let selector = sel_registerName("openURL:") application.perform(selector, with: url) break } responder = responder?.next } } }
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159
Jun ’25
TipKit popover inside ForEach Loop
I've encountered a problem when placing a tip on an element in a ForEach loop. As long as there is only one element in the list the tip will be shown. But if there are more than one element the tip does not appear on iOS and iPadOS. How do I get the tip to be displayed when several elements are displayed? Is it allowed to use the popoverTip() modifier in a ForEach loop or should it be avoided? Interestingly, it works if you run the attached sample code on macOS. Then the tip is displayed on the “Third” element. import SwiftUI import TipKit struct ContentView: View { private var elements: [String] = ["First", "Second", "Third"] let tip = DemoTip() var body: some View { NavigationStack { List { Section { ForEach(elements, id: \.self) { element in Text(element) .popoverTip(tip) } } } } } } struct DemoTip: Tip { var title: Text { Text("Demo Tip") } } @main struct TipKitTestApp: App { init() { #if DEBUG Tips.showAllTipsForTesting() #endif try? Tips.configure([.displayFrequency(.immediate)]) } var body: some Scene { WindowGroup { ContentView() } } }
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219
Jul ’25
@Observable with generic typed throw breaks SwiftCompile
@Observable seems not to work well with generic typed throw. The following code using @Observable with non-generic typed throw builds good: @Observable class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(Error) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(Error) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } But if I change Line 7 and 14 to generic, it'll breaks the build with a "Command SwiftCompile failed with a nonzero exit code" message : @Observable class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(E) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(E) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } A the same time, if I remove @Observable, the generic typed throw works again: class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(E) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(E) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } Currently the possible solution seems to fall back to use ObservableObject...
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107
Jun ’25
Tap area for focusing element during voice over is not correct
I have two overlay views on each side of a horizontal scroll. The overlay views are helper arrow buttons that can be used to scroll quickly. This issue occurs when I use either ZStack or .overlay modifier for layout. I am using accessibilitySortPriority modifier to maintain this reading order. Left Overlay View Horizontal Scroll Items Right Overlay View When voiceover is on and i do a single tap on views, the focus shifts to particular view as expected. But for the trailing overlay view, the focus does not shift to it as expected. Instead, the focus goes to the scroll item behind it.
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70
Jul ’25
iOS26 beta ToolbarItem with placement to principal width is not fill to screen
I’m trying to add a TextField to the toolbar using .principal placement, and I want it to either fill the screen width or expand based on the surrounding content. However, it’s not resizing as expected — the TextField only resizes correctly when I provide a hardcoded width value. This behavior was working fine in previous versions of Xcode, but seems to be broken in Xcode 26. Not sure if this is an intentional change or a bug. i am using iOS26 beta and Xcode 26 beta struct ContentView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .toolbar { ToolbarItem(placement: .principal) { HStack { TextField("Search", text: .constant("")) .textFieldStyle(.roundedBorder) .frame(maxWidth: .infinity) // .frame(width: 300) Button("cancel") { } } .frame(maxWidth: .infinity) } } } } #Preview { NavigationView { ContentView() } }
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339
Jun ’25
Crash in IndexSet.map during menu item validation in client report downloaded by Xcode
For many years I've had the following code to access the active objects of a table view in my App Store app: class MyViewController: NSViewController: NSMenuItemValidation { private var tableView: NSTableView! private var objects = [MyObject]() func numberOfRows(in tableView: NSTableView) -> Int { return objects.count } func tableView(_ tableView: NSTableView, viewFor tableColumn: NSTableColumn?, row: Int) -> NSView? { // make view for row } private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.map({ objects[$0] }) ?? [] } func validateMenuItem(_ menuItem: NSMenuItem) -> Bool { let activeObjects = self.activeObjects ... } } extension NSTableView { var activeRowIndexes: IndexSet { return clickedRow == -1 || selectedRowIndexes.contains(clickedRow) ? selectedRowIndexes : IndexSet(integer: clickedRow) } } In one of the recent updates, I wanted to add some kind of header to the table view, so I decided to add a row at the beginning and offset the indexes by 1. func numberOfRows(in tableView: NSTableView) -> Int { return objects.count + 1 } func tableView(_ tableView: NSTableView, viewFor tableColumn: NSTableColumn?, row: Int) -> NSView? { if row == 0 { // make header view } else { // make view for row - 1 } } private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.subtracting(IndexSet(integer: 0)).map({ objects[$0 - 1] }) ?? [] } But since I added this change, Xcode regularly downloads crash reports from clients crashing during menu item validation in IndexSet.map with reason Code 5 Trace/BPT trap: 5. I assumed that I was accessing an invalid array index, so I added some debug code: the crash report would then show the invalid index beside the crashed thread's name. private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.subtracting(IndexSet(integer: 0)).map({ i in if !objects.indices.contains(i - 1) { Thread.current.name = (Thread.current.name ?? "") + ". Invalid index \(i - 1) for count \(objects.count)" preconditionFailure() } return objects[i - 1] }) ?? [] } But the crash reports for this new app version look just like the old ones and the thread name is not changed. Indeed, when recreating an invalid index access on my Mac, the crash report mentions Array._checkSubscript(_:wasNativeTypeChecked:), which does not appear in the crash reports downloaded by Xcode. Manually symbolicating the crash report also doesn't give any more information: all lines referring to my app code are resolved to either /<compiler-generated>:0 or MyViewController.swift:0. Apparently the problem is not an invalid array index, but something else. Does anybody have a clue what the problem could be? (Note: the crash report mentions Sequence.compactMap because now I'm effectively calling tableView?.activeRowIndexes.compactMap, but the same crash happened before when calling IndexSet.map, which would appear in the crash report as Collection.map.) crash2.crash
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134
Jul ’25
SwiftUI app crashes (EXC_BAD_ACCESS) when view hierarchy becomes too large.
Hey! Our team is experiencing some issue in a large SwiftUI application. When loading large views, the app crashes with a EXC_BAD_ACCESS signal. This signal can be reported by Xcode either on the @main attribute, inside a view hierarchy, or any order property that is accessed in the view hierarchy. After some investigation we found several possible workarounds: Splitting up the view into smaller subviews Wrapping parts of the view into an AnyView, which isn't ideal. However, this only temporarily solved the issue. As the app becomes bigger, we run into this problem more frequently. When trying to reproduce this issue in a clean Xcode project, I came up with the following: struct ContentView: View { var body: some View { Text("Hello") .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} } } When running this, the app immediately crashes on an iPhone 14 (YMMV on different (newer) devices). Of course such a view is not very likely to occur, but in total a view hierarchy could have this many view modifiers. Is there some limit we should we aware of? How can we circumvent this? Thanks!
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103
Jun ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity<MyActivityAttributes>.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: "%02x", $0) }.joined() logger.log("Received push start token: \(tokenString, privacy: .public)") } } catch { logger.error("Failed to monitor push start tokens: \(error.localizedDescription, privacy: .public)") } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the token it first checks for the existence of a pushToStartToken using the this synchronous check prior to entering the for await if let pushStartTokenSync = Activity<AttributeType>.pushToStartToken { let tokenStr = pushStartToekSync.map { String(format: "%02x", $0) }.joined() nextPushToStartToken = pushStartTokenSync logger..log("**** Queried PushToStart Token: \(tokenStr, privacy: .public) ***") } else { logger..log("**** Queried PushToStart Token is nil! ***") } This works more reliably than just falling directly into the stream but I still see many instances where the result is nil. I'm trying to understand what is the correct way to obtain and manage the pushToStartTokens so that getting one is as reliable as possible especially in production builds. When I do get a token, should I persist it somewhere and use that (even across different app executions) until a new one is vended? Appreciate hearing ideas, thoughts and any code samples that illustrate a good management scheme Thank, You. Rob S.
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201
Jun ’25
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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Jun ’25
StoreKit not returning products after IAP localization was re-approved (Adapty: noProductIDsFound)
🔹 Description of the issue: My app uses Adapty to fetch and display in-app subscription products on a paywall. The system has worked perfectly until recently. After I edited the localizations of the subscriptions in App Store Connect, they were temporarily rejected. Since that moment, the products no longer show in the app. Even though I re-submitted the localizations and they were approved, StoreKit still does not return any products, and Adapty returns the error: less CopyEdit AdaptyError(code: 1000, message: "No products were found for provided product ids") 🔹 Error Message: noProductIDsFound — from Adapty SDK when attempting to load paywall products. 🔹 Steps to Reproduce: Open the Aida Nena app (App ID: 6737695739). Sign in with a test account or create a new one. Go to Profile → Subscription. The paywall will show but no products will appear. Logs show Adapty attempting to fetch product IDs but none are found in StoreKit. 🔹 What I’ve Tried: Re-activating the Adapty SDK. Forcing a cache reset via app reinstall. Re-checking App Store Connect: all subscriptions and localizations now show Approved (green). Waiting several hours in case of propagation. Verifying correct product identifiers are in use — they haven’t changed. 🔹 My Hypothesis: The StoreKit product metadata is still not properly refreshed after the rejection and re-approval of the localizations. This is preventing Adapty (and StoreKit) from returning the product data even though the products are live and approved. 🔹 Additional Info: SDK: @adapty/react-native + Adapty iOS SDK under the hood. This seems to be a known edge case among developers after a product's metadata/localization is changed and re-approved. Thanks, I appreciate any help.
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Jun ’25
Tesflight and Firebase Auth issues on AppResume
I am working on my app and encountering issues when promoting my app to TestFlight, after I download the app on testflight on my device I am able to log in, however if I minimize the app and try to re-open it again, I get a blank screen, after that, I have tried removing app and reinstalling but no sucess there. I have compiled the app in release mode in xcode directly (Scheme > Release) and was able to run the app normally and no isues observed in logm only when promoted to testflight for testing App stack: Flutter (built using latest Flutterflow build 6.0.34) Firebase backend
Topic: UI Frameworks SubTopic: General
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Jul ’25
CATiledLayer flashes and re-draws entirely when re-drawing a single tile
I have filed a bug report for this (FB17734946), but I'm posting it here verbatim in case others have the same issue and in hopes of getting attention from an Apple engineer sooner. When calling setNeedsDisplayInRect on a CATiledLayer - or a UIView whose backing layer is CATiledLayer - one would expect to re-draw only a region identified by the rect passed to the method. This is even written in the documentation for the class: "Regions of the layer may be invalidated using the setNeedsDisplayInRect: method however the update will be asynchronous. While the next display update will most likely not contain the updated content, a future update will." However, upon calling this method, CATiledLayer redraws whole contents instead of just the tile at the specified rect, and it flashes when doing so. It behaves exactly the same as if one had called setNeedsDisplay without passing any rect; all contents are cleared and re-drawn again. I'm 100% sure I've passed in the correct rect of the exact tile that I need to redraw. I have even tried passing much smaller rects, but still the same. (And yes, the rect I've passed accounts for the current level of detail.) I have found this GitHub repo https://github.com/frankus/NetPhotoScroller, which based on discussion from here https://forums.macrumors.com/threads/catiledlayer-blanks-out-tiles-when-redrawing.1333948/ aims at solving these issues by using two private methods on CATiledLayer class: (void)setNeedsDisplayInRect:(CGRect)r levelOfDetail:(int)level; (BOOL)canDrawRect:(CGRect)rect levelOfDetail:(int)level; I have explored the repo in detail, however I wasn't able to test exactly this code from the GitHub repo. I have tried using those two private methods myself (through an Objective-C class that defines the methods in the header file and then a swift class which inherits it), but I couldn't solve the issue; the flashing and the full re-draw is still there. After doing a lot of research, the conclusion seems to be that one cannot use CATiledLayer with contents that are downloaded remotely, on demand, as tiles are being requested. I have, however, found one interesting thing which seems to work so far: before calling setNeedsDisplayInRect (or just setNeedsDisplay, as they behave the same for CATiledLayer in my testing), cache the current layer's contents, and after calling setNeedsDisplay (or setNeedsDisplayInRect), restore the contents back to the layer. This prevents flashing and preserves any tiles that were drawn at the time of the re-draw. let c = tiledLayer.contents tiledLayer.setNeedsDisplay(tileRect) tiledLayer.contents = c However! Docs clearly state the warning: Do not attempt to directly modify the contents property of a CATiledLayer object. Doing so disables the ability of a tiled layer to asynchronously provide tiled content, effectively turning the layer into a regular CALayer object. I believe this message implies modifying the contents property with some raw content, like image data, and that it may be safe to re-apply the existing contents (which are in my testing of type CAImageProvider) -- but I can't rely on an implementation detail in my production app. I have tested this and confirmed that the bug appears on: iPhone 14 Pro, iOS 18.5 iPhone 13 Pro, iOS 17.5.1 iPhone 5s, iOS 15.8.3 iPad Pro 1st gen, iPadOS 18.4.1 a couple simulator versions I can also confirm that the fix (to re-apply contents property) is also working properly on all these versions. Is this expected behavior, that tiled layer redraws itself entirely instead of redrawing specific tiles? Is it safe to modify contents of a CATiledLayer by re-applying the existing contents? If not, is there an alternative to avoid flashing?
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212
Activity
May ’25
unable to click when ZoomNavigationTransition finished
I am using ".navigationTransition(ZoomNavigationTransition.zoom(sourceID: xxx, in: xxx))" to zooms the appearing view from a source view . When the appearing view dismissed, I can only click other view after a delay . It seems that the transition is not finished immediately when the appearing view dismissed . After a delay, the transition finished, than I can click other view. struct ContentView: View { @State private var path: NavigationPath = NavigationPath() @Namespace private var namespace var body: some View { NavigationStack(path: $path) { VStack(spacing: 0) { ForEach(["aaa", "bbb"], id: \.self) { string in Text(string) .frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2) .contentShape(Rectangle()) .onTapGesture { path.append(string) } .matchedTransitionSource(id: string, in: namespace) } } .navigationDestination(for: String.self, destination: { route in Text(route) .navigationTransition(ZoomNavigationTransition.zoom(sourceID: route, in: namespace)) }) } } } When using sheet on appearing view, It seems that the transition is finished immediately when the appearing view dismissed. extension String: Identifiable { public var id: String { return self } } struct ContentView: View { @State private var path: NavigationPath = NavigationPath() @Namespace private var namespace @State private var stringToSheet: String? var body: some View { NavigationStack(path: $path) { VStack(spacing: 0) { ForEach(["aaa", "bbb"], id: \.self) { string in Text(string) .frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2) .contentShape(Rectangle()) .onTapGesture { stringToSheet = string } .matchedTransitionSource(id: string, in: namespace) } } .sheet(item: $stringToSheet) { newValue in Text(newValue) .navigationTransition(ZoomNavigationTransition.zoom(sourceID: newValue, in: namespace)) } } } }
Topic: UI Frameworks SubTopic: SwiftUI
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84
Activity
Jun ’25
SwiftUI TextEditor in os26 supports attachment?
Glad to see that we have the capability to edit rich text in TextEditor with the latest os update, but I didn't get any clue to enable the attachment for this textEditor, either image/audio/video or other attachments. Any solution on this with TextEditor or I have to use the UIKit and AppKit alternatives?
Topic: UI Frameworks SubTopic: SwiftUI
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126
Activity
Jun ’25
Cursor position sync between IOS touch screen and app textview.
The app puts button values into a text view area and controls the cursor. Upon an IOS touch screen, cut or paste, the IOS cursor loses sync with the app cursor causing an address out of bounds and fails. The IOS cut or paste changes the cursor position and the text.endIndex address by shrinking or expanding the text field. IOS doesn't know about the app cursorPosition. If IOS could update the app cursor position and the text.endIndex position would solve the problem. Or if the app knew about the IOS change could update the app cursor position and the text.endIndex. The current work around is the user sets the cursor to the text.startIndex using an app navigating button before the touch screen. The app does not fail. The user then navigates the cursor using arrow buttons to another position. To see this happen download the free SummaGramIPAD Trial.(13") TSIs have been requested with engineer suggestions for well over one year. I hope someone could figure this out. I just finished SummaGram iPhone and would like to host it. Thanks for your help. Charlie
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139
Activity
Jul ’25
Live activity widget not updated locally after server update
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit. Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally. Can anyone please add some suggestions to fix this.
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163
Activity
May ’25
hidesBottomBarWhenPushed does not work on iOS 26
Since iOS 26, hidesBottomBarWhenPushed no longer works. We have numerous screens in our app which depend on being able to extend content to the bottom of the screen, and this feels like a bug. Consider this example, running the exact same code across iOS 18 and iOS 26. On iOS 18, pushing the button pushes a view controller and the tab bar disappears, on iOS 26, however, pushing the view controller does not hide the tab bar. I've filed this as FB18543961 and attached the sample project.
Topic: UI Frameworks SubTopic: UIKit Tags:
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207
Activity
Jul ’25
UICollectionView with orthogonal (horizontal) section not calling touchesShouldCancel(in:)
I have a UICollectionView with horizontally scrolling sections. In the cell I have a UIButton. I need to cancel the touches when the user swipes horizontally but it does not work. touchesShouldCancel(in:) is only called when swiping vertically over the UIButton, not horizontally. Is there a way to make it work? Sample code below import UIKit class ConferenceVideoSessionsViewController: UIViewController { let videosController = ConferenceVideoController() var collectionView: UICollectionView! = nil var dataSource: UICollectionViewDiffableDataSource <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>! = nil var currentSnapshot: NSDiffableDataSourceSnapshot <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>! = nil static let titleElementKind = "title-element-kind" override func viewDidLoad() { super.viewDidLoad() navigationItem.title = "Conference Videos" configureHierarchy() configureDataSource() } } extension ConferenceVideoSessionsViewController { func createLayout() -> UICollectionViewLayout { let sectionProvider = { (sectionIndex: Int, layoutEnvironment: NSCollectionLayoutEnvironment) -> NSCollectionLayoutSection? in let itemSize = NSCollectionLayoutSize(widthDimension: .fractionalWidth(1.0), heightDimension: .fractionalHeight(1.0)) let item = NSCollectionLayoutItem(layoutSize: itemSize) // if we have the space, adapt and go 2-up + peeking 3rd item let groupFractionalWidth = CGFloat(layoutEnvironment.container.effectiveContentSize.width > 500 ? 0.425 : 0.85) let groupSize = NSCollectionLayoutSize(widthDimension: .fractionalWidth(groupFractionalWidth), heightDimension: .absolute(200)) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) section.orthogonalScrollingBehavior = .continuous section.interGroupSpacing = 20 section.contentInsets = NSDirectionalEdgeInsets(top: 0, leading: 20, bottom: 0, trailing: 20) return section } let config = UICollectionViewCompositionalLayoutConfiguration() config.interSectionSpacing = 20 let layout = UICollectionViewCompositionalLayout( sectionProvider: sectionProvider, configuration: config) return layout } } extension ConferenceVideoSessionsViewController { func configureHierarchy() { collectionView = MyUICollectionView(frame: .zero, collectionViewLayout: createLayout()) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) collectionView.canCancelContentTouches = true } func configureDataSource() { let cellRegistration = UICollectionView.CellRegistration <ConferenceVideoCell, ConferenceVideoController.Video> { (cell, indexPath, video) in // Populate the cell with our item description. cell.buttonView.setTitle("Push, hold and swipe", for: .normal) cell.titleLabel.text = video.title } dataSource = UICollectionViewDiffableDataSource <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>(collectionView: collectionView) { (collectionView: UICollectionView, indexPath: IndexPath, video: ConferenceVideoController.Video) -> UICollectionViewCell? in // Return the cell. return collectionView.dequeueConfiguredReusableCell(using: cellRegistration, for: indexPath, item: video) } currentSnapshot = NSDiffableDataSourceSnapshot <ConferenceVideoController.VideoCollection, ConferenceVideoController.Video>() videosController.collections.forEach { let collection = $0 currentSnapshot.appendSections([collection]) currentSnapshot.appendItems(collection.videos) } dataSource.apply(currentSnapshot, animatingDifferences: false) } } class MyUICollectionView: UICollectionView { override func touchesShouldCancel(in view: UIView) -> Bool { print("AH: touchesShouldCancel view \(view.description)") if view is MyUIButton { return true } return false } } final class MyUIButton: UIButton { } class ConferenceVideoCell: UICollectionViewCell { static let reuseIdentifier = "video-cell-reuse-identifier" let buttonView = MyUIButton() let titleLabel = UILabel() override init(frame: CGRect) { super.init(frame: frame) configure() } required init?(coder: NSCoder) { fatalError() } } extension ConferenceVideoCell { func configure() { buttonView.translatesAutoresizingMaskIntoConstraints = false titleLabel.translatesAutoresizingMaskIntoConstraints = false contentView.addSubview(buttonView) contentView.addSubview(titleLabel) titleLabel.font = UIFont.preferredFont(forTextStyle: .caption1) titleLabel.adjustsFontForContentSizeCategory = true buttonView.layer.borderColor = UIColor.black.cgColor buttonView.layer.borderWidth = 1 buttonView.layer.cornerRadius = 4 buttonView.backgroundColor = UIColor.systemPink let spacing = CGFloat(10) NSLayoutConstraint.activate([ buttonView.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), buttonView.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), buttonView.topAnchor.constraint(equalTo: contentView.topAnchor), titleLabel.topAnchor.constraint(equalTo: buttonView.bottomAnchor, constant: spacing), titleLabel.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), titleLabel.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), titleLabel.bottomAnchor.constraint(equalTo: contentView.bottomAnchor) ]) } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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109
Activity
Jun ’25
FocusedBinding and selecting item in the List issue
Hello dear community! I'm still new to SwiftUI and going through the official Introducing SwiftUI Tutorials (basically, building the Landmarks app) And I'm struggle with some behavior I noticed in the macOS version of the Landmarks app. So, here is the idea, there is a list of Landmarks (the simplified version from the tutorial): struct LandmarkList: View { @Environment(ModelData.self) var modelData @State private var selectedLandmark: Landmark? var index: Int? { modelData.landmarks.firstIndex(where: { $0.id == selectedLandmark?.id }) } var body: some View { @Bindable var modelData = modelData NavigationSplitView { List(selection: $selectedLandmark) { ForEach(modelData.landmarks) { landmark in NavigationLink { LandmarkDetail(landmark: landmark) } label: { LandmarkRow(landmark: landmark) } .tag(landmark) } } .navigationTitle("Landmarks") .frame(minWidth: 300) } detail: { Text("Select a landmark") } .focusedValue(\.selectedLandmark, $modelData.landmarks[index ?? 0]) } } And there are a few helper structs which makes the possibility of the Marking a selected landmark as favorite (or remove) via shortcut and via menu: struct LandmarkCommands: Commands { @FocusedBinding(\.selectedLandmark) var selectedLandmark var body: some Commands { SidebarCommands() CommandMenu("Landmark") { Button("\(selectedLandmark?.isFavorite == true ? "Remove" : "Mark") as Favorite") { selectedLandmark?.isFavorite.toggle() } .keyboardShortcut("f", modifiers: [.shift, .option]) .disabled(selectedLandmark == nil) } } } private struct SelectedLandmarkKey: FocusedValueKey { typealias Value = Binding<Landmark> } extension FocusedValues { var selectedLandmark: Binding<Landmark>? { get { self[SelectedLandmarkKey.self] } set { self[SelectedLandmarkKey.self] = newValue } } } So, with this setup which is presented in the tutorial I notice 3 issues: On the first launch of the app, if I try to select a landmark — it's get unselected instantly. It I try to select it again — it works Marking a selected Landmark as favorite via shortcut (f+shift+opt) or via menu makes the selected Landmark unselected On the Landmark details — marking a Landmark as Favorite also makes the landmark unselected. You can check it on your own if you download the completed project from this page: https://developer.apple.com/tutorials/swiftui/creating-a-macos-app But could someone please explain why it's happening? And how to avoid such a bad UX with unselecting items in the list?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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268
Activity
Jul ’25
How to move from Share Extension to the main screen
My app is designed to share and import images with apps such as the File app. I created a program after looking at various information, but the app from which the images are shared does not work, and the screen cannot be moved to the main screen of my app. The program is as follows. How should I modify it? import UIKit import MobileCoreServices import UniformTypeIdentifiers class ShareViewController: UIViewController { let suiteName: String = "group.com.valida.pettyGeneral" let keyString: String = "share-general" override func viewDidLoad() { var nameArray: [String] = [String]() let sharedDefaults: UserDefaults = UserDefaults(suiteName: self.suiteName)! guard let inputItem = self.extensionContext?.inputItems.first as? NSExtensionItem, let attachments = inputItem.attachments else { return } let identifier = UTType.image.identifier let imgAttachments = attachments.filter { $0.hasItemConformingToTypeIdentifier(identifier) } let dispatchGroup = DispatchGroup() for (no, itemProvider) in imgAttachments.enumerated() { dispatchGroup.enter() itemProvider.loadItem(forTypeIdentifier: identifier, options: nil) { [self] item, error in do { if let error = error { throw error } else if let url = item as? URL { let data = try Data(contentsOf: url) let fileManager = FileManager.default let url = fileManager.containerURL(forSecurityApplicationGroupIdentifier: suiteName) if let url = url?.appendingPathComponent(String(no)) { try! data.write(to: url) } nameArray.append(String(no)) } do { dispatchGroup.leave() } } catch { print("Error") do { dispatchGroup.leave() } } } } dispatchGroup.notify(queue: .main) { [self] in // 全ての画像を保存 sharedDefaults.set(nameArray, forKey: self.keyString) sharedDefaults.synchronize() // メニュー画面に移動する openUrl(url: URL(string: "container-general://")) self.extensionContext!.completeRequest(returningItems: [], completionHandler: nil) } } //#selector(openURL(_:))はこの関数がないと作れない @objc func open(_ url: URL) {} func openUrl(url: URL?) { let selector = #selector(open(_ : )) var responder = (self as UIResponder).next while let r = responder, !r.responds(to: selector) { responder = r.next } _ = responder?.perform(selector, with: url) } func openContainerApp() { let url = URL(string: "container-general://") // カスタムスキームを作って指定する var responder: UIResponder? = self while responder != nil { if let application = responder as? UIApplication { let selector = sel_registerName("openURL:") application.perform(selector, with: url) break } responder = responder?.next } } }
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159
Activity
Jun ’25
TipKit popover inside ForEach Loop
I've encountered a problem when placing a tip on an element in a ForEach loop. As long as there is only one element in the list the tip will be shown. But if there are more than one element the tip does not appear on iOS and iPadOS. How do I get the tip to be displayed when several elements are displayed? Is it allowed to use the popoverTip() modifier in a ForEach loop or should it be avoided? Interestingly, it works if you run the attached sample code on macOS. Then the tip is displayed on the “Third” element. import SwiftUI import TipKit struct ContentView: View { private var elements: [String] = ["First", "Second", "Third"] let tip = DemoTip() var body: some View { NavigationStack { List { Section { ForEach(elements, id: \.self) { element in Text(element) .popoverTip(tip) } } } } } } struct DemoTip: Tip { var title: Text { Text("Demo Tip") } } @main struct TipKitTestApp: App { init() { #if DEBUG Tips.showAllTipsForTesting() #endif try? Tips.configure([.displayFrequency(.immediate)]) } var body: some Scene { WindowGroup { ContentView() } } }
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219
Activity
Jul ’25
@Observable with generic typed throw breaks SwiftCompile
@Observable seems not to work well with generic typed throw. The following code using @Observable with non-generic typed throw builds good: @Observable class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(Error) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(Error) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } But if I change Line 7 and 14 to generic, it'll breaks the build with a "Command SwiftCompile failed with a nonzero exit code" message : @Observable class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(E) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(E) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } A the same time, if I remove @Observable, the generic typed throw works again: class ThrowsLoadingViewModel<R, E: Error> { private(set) var isLoading = true private(set) var error: E? = nil private(set) var data: R? = nil private var task: () throws(E) -> R init(task: @escaping () throws(E) -> R) { self.task = task } func load() { do throws(E) { self.data = try task() } catch { // self.error = error } self.isLoading = false } } Currently the possible solution seems to fall back to use ObservableObject...
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107
Activity
Jun ’25
Tap area for focusing element during voice over is not correct
I have two overlay views on each side of a horizontal scroll. The overlay views are helper arrow buttons that can be used to scroll quickly. This issue occurs when I use either ZStack or .overlay modifier for layout. I am using accessibilitySortPriority modifier to maintain this reading order. Left Overlay View Horizontal Scroll Items Right Overlay View When voiceover is on and i do a single tap on views, the focus shifts to particular view as expected. But for the trailing overlay view, the focus does not shift to it as expected. Instead, the focus goes to the scroll item behind it.
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70
Activity
Jul ’25
iOS26 beta ToolbarItem with placement to principal width is not fill to screen
I’m trying to add a TextField to the toolbar using .principal placement, and I want it to either fill the screen width or expand based on the surrounding content. However, it’s not resizing as expected — the TextField only resizes correctly when I provide a hardcoded width value. This behavior was working fine in previous versions of Xcode, but seems to be broken in Xcode 26. Not sure if this is an intentional change or a bug. i am using iOS26 beta and Xcode 26 beta struct ContentView: View { var body: some View { VStack { Image(systemName: "globe") .imageScale(.large) .foregroundStyle(.tint) Text("Hello, world!") } .padding() .toolbar { ToolbarItem(placement: .principal) { HStack { TextField("Search", text: .constant("")) .textFieldStyle(.roundedBorder) .frame(maxWidth: .infinity) // .frame(width: 300) Button("cancel") { } } .frame(maxWidth: .infinity) } } } } #Preview { NavigationView { ContentView() } }
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339
Activity
Jun ’25
Crash in IndexSet.map during menu item validation in client report downloaded by Xcode
For many years I've had the following code to access the active objects of a table view in my App Store app: class MyViewController: NSViewController: NSMenuItemValidation { private var tableView: NSTableView! private var objects = [MyObject]() func numberOfRows(in tableView: NSTableView) -> Int { return objects.count } func tableView(_ tableView: NSTableView, viewFor tableColumn: NSTableColumn?, row: Int) -> NSView? { // make view for row } private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.map({ objects[$0] }) ?? [] } func validateMenuItem(_ menuItem: NSMenuItem) -> Bool { let activeObjects = self.activeObjects ... } } extension NSTableView { var activeRowIndexes: IndexSet { return clickedRow == -1 || selectedRowIndexes.contains(clickedRow) ? selectedRowIndexes : IndexSet(integer: clickedRow) } } In one of the recent updates, I wanted to add some kind of header to the table view, so I decided to add a row at the beginning and offset the indexes by 1. func numberOfRows(in tableView: NSTableView) -> Int { return objects.count + 1 } func tableView(_ tableView: NSTableView, viewFor tableColumn: NSTableColumn?, row: Int) -> NSView? { if row == 0 { // make header view } else { // make view for row - 1 } } private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.subtracting(IndexSet(integer: 0)).map({ objects[$0 - 1] }) ?? [] } But since I added this change, Xcode regularly downloads crash reports from clients crashing during menu item validation in IndexSet.map with reason Code 5 Trace/BPT trap: 5. I assumed that I was accessing an invalid array index, so I added some debug code: the crash report would then show the invalid index beside the crashed thread's name. private var activeObjects: [MyObject] { return tableView?.activeRowIndexes.subtracting(IndexSet(integer: 0)).map({ i in if !objects.indices.contains(i - 1) { Thread.current.name = (Thread.current.name ?? "") + ". Invalid index \(i - 1) for count \(objects.count)" preconditionFailure() } return objects[i - 1] }) ?? [] } But the crash reports for this new app version look just like the old ones and the thread name is not changed. Indeed, when recreating an invalid index access on my Mac, the crash report mentions Array._checkSubscript(_:wasNativeTypeChecked:), which does not appear in the crash reports downloaded by Xcode. Manually symbolicating the crash report also doesn't give any more information: all lines referring to my app code are resolved to either /<compiler-generated>:0 or MyViewController.swift:0. Apparently the problem is not an invalid array index, but something else. Does anybody have a clue what the problem could be? (Note: the crash report mentions Sequence.compactMap because now I'm effectively calling tableView?.activeRowIndexes.compactMap, but the same crash happened before when calling IndexSet.map, which would appear in the crash report as Collection.map.) crash2.crash
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Activity
Jul ’25
SwiftUI app crashes (EXC_BAD_ACCESS) when view hierarchy becomes too large.
Hey! Our team is experiencing some issue in a large SwiftUI application. When loading large views, the app crashes with a EXC_BAD_ACCESS signal. This signal can be reported by Xcode either on the @main attribute, inside a view hierarchy, or any order property that is accessed in the view hierarchy. After some investigation we found several possible workarounds: Splitting up the view into smaller subviews Wrapping parts of the view into an AnyView, which isn't ideal. However, this only temporarily solved the issue. As the app becomes bigger, we run into this problem more frequently. When trying to reproduce this issue in a clean Xcode project, I came up with the following: struct ContentView: View { var body: some View { Text("Hello") .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} .task {} } } When running this, the app immediately crashes on an iPhone 14 (YMMV on different (newer) devices). Of course such a view is not very likely to occur, but in total a view hierarchy could have this many view modifiers. Is there some limit we should we aware of? How can we circumvent this? Thanks!
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103
Activity
Jun ’25
Multitasking Button Notifications in Control Center
In iPadOS 26, the Control Center includes a Multitasking button that lets users switch between full-screen and windowed apps. Is any UISceneDelegate method invoked when this happens, or is there another mechanism by which the app is notified?
Topic: UI Frameworks SubTopic: UIKit
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Activity
Jul ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity<MyActivityAttributes>.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: "%02x", $0) }.joined() logger.log("Received push start token: \(tokenString, privacy: .public)") } } catch { logger.error("Failed to monitor push start tokens: \(error.localizedDescription, privacy: .public)") } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the token it first checks for the existence of a pushToStartToken using the this synchronous check prior to entering the for await if let pushStartTokenSync = Activity<AttributeType>.pushToStartToken { let tokenStr = pushStartToekSync.map { String(format: "%02x", $0) }.joined() nextPushToStartToken = pushStartTokenSync logger..log("**** Queried PushToStart Token: \(tokenStr, privacy: .public) ***") } else { logger..log("**** Queried PushToStart Token is nil! ***") } This works more reliably than just falling directly into the stream but I still see many instances where the result is nil. I'm trying to understand what is the correct way to obtain and manage the pushToStartTokens so that getting one is as reliable as possible especially in production builds. When I do get a token, should I persist it somewhere and use that (even across different app executions) until a new one is vended? Appreciate hearing ideas, thoughts and any code samples that illustrate a good management scheme Thank, You. Rob S.
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201
Activity
Jun ’25
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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Activity
Jun ’25
StoreKit not returning products after IAP localization was re-approved (Adapty: noProductIDsFound)
🔹 Description of the issue: My app uses Adapty to fetch and display in-app subscription products on a paywall. The system has worked perfectly until recently. After I edited the localizations of the subscriptions in App Store Connect, they were temporarily rejected. Since that moment, the products no longer show in the app. Even though I re-submitted the localizations and they were approved, StoreKit still does not return any products, and Adapty returns the error: less CopyEdit AdaptyError(code: 1000, message: "No products were found for provided product ids") 🔹 Error Message: noProductIDsFound — from Adapty SDK when attempting to load paywall products. 🔹 Steps to Reproduce: Open the Aida Nena app (App ID: 6737695739). Sign in with a test account or create a new one. Go to Profile → Subscription. The paywall will show but no products will appear. Logs show Adapty attempting to fetch product IDs but none are found in StoreKit. 🔹 What I’ve Tried: Re-activating the Adapty SDK. Forcing a cache reset via app reinstall. Re-checking App Store Connect: all subscriptions and localizations now show Approved (green). Waiting several hours in case of propagation. Verifying correct product identifiers are in use — they haven’t changed. 🔹 My Hypothesis: The StoreKit product metadata is still not properly refreshed after the rejection and re-approval of the localizations. This is preventing Adapty (and StoreKit) from returning the product data even though the products are live and approved. 🔹 Additional Info: SDK: @adapty/react-native + Adapty iOS SDK under the hood. This seems to be a known edge case among developers after a product's metadata/localization is changed and re-approved. Thanks, I appreciate any help.
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Activity
Jun ’25
Tesflight and Firebase Auth issues on AppResume
I am working on my app and encountering issues when promoting my app to TestFlight, after I download the app on testflight on my device I am able to log in, however if I minimize the app and try to re-open it again, I get a blank screen, after that, I have tried removing app and reinstalling but no sucess there. I have compiled the app in release mode in xcode directly (Scheme > Release) and was able to run the app normally and no isues observed in logm only when promoted to testflight for testing App stack: Flutter (built using latest Flutterflow build 6.0.34) Firebase backend
Topic: UI Frameworks SubTopic: General
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136
Activity
Jul ’25