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

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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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886
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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193
Jun ’25
Custom view interactive glass effect clipped by view bounds when tapped
Take this piece of code for example: Menu { ... } label: { Image(systemName: "ellipsis.circle") .resizable() .foregroundStyle(Color.primary) .frame(width: 24, height: 24) .contentShape(.circle) .padding(.spacing8) .glassEffect(.regular.interactive(), in: .circle) } .tint(nil) When tapped, the interactive liquid glass effect expands in response, but the expanded glass is then clipped by the original bounds of the view. In this example, the button would briefly show up as a highlighted square due to the clipping. If I add enough padding around the Menu's label, the expanded glass effect is be able to show unclipped, but this feels like a hack. Is this a bug in the framework, or am I doing something wrong? I have submitted FB19801519 with screen recording and demo project.
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177
Aug ’25
`Invalid frame dimension (negative or non-finite)` on iPhone 12 mini
Hi everyone, I’m encountering the following error when displaying a TextField inside a Form together with a ToolbarItem(placement: .keyboard): Invalid frame dimension (negative or non-finite). Environment This issue reproduces on iPhone 12 mini (iOS 18.6). The same code does not reproduce on iPhone 15. I confirmed that explicitly constraining the size of the TextField or Text with .frame(width:height:) does not resolve the issue. Minimal Reproducible Example import SwiftUI struct Test: View { @State var value: Int = 0 var body: some View { Form { TextField("0", value: $value, format: .number) } .toolbar { ToolbarItem(placement: .keyboard) { Text("Close") } } } } Has anyone else encountered this issue? Is this a known bug, or is there a recommended workaround for devices with smaller screen widths such as the iPhone 12 mini? Thanks in advance for your help! Best regards, Naoya Ozawa
Topic: UI Frameworks SubTopic: SwiftUI
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111
Aug ’25
Menu view flashes white before closing when device is set to dark appearance
Feedback ID: FB19846667 When dismissing a Menu view when the device is set to dark appearance, there is a flash of lightness that is distracting and feels unnatural. This becomes an issue for apps that rely on the user interacting with Menu views often. When using the overflow menu on a toolbar, the effect of dismissing the menu is a lot more natural and there is less flashing. I expect a similar visual effect when creating Menu views outside of a toolbar. Has anyone found a way around this somehow? Comparison between dismissing a menu and a toolbar overflow: https://www.youtube.com/shorts/H2gUQOwos3Y Slowed down version of dismissing a menu with a visible light flash: https://www.youtube.com/shorts/MBCCkK-GfqY
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200
Aug ’25
Crash due to likely infinitely recursive call in SwiftUI `Color.Resolved.init`
So I'm dealing with a really obtuse crash that appears to be a stack overflow in an internal SwiftUI code path creating a Color.Resolved. I haven't found anyone one else with this issue online, and I cannot get it to reproduce on my own device. Interestingly enough, it is only happening on 1 device in the field (according to XCode crash logs). Here are some lines from the crashed thread. You can see that my code is never called, and it appears to be starting in some Array equality check checking the equality of colors (which I can't think of anywhere in my app I am doing anyway). You can see from this trace here that it appears to be a recursive call through Color.Resolved and NSColor.withColorAppearance. I don't have any idea how to solve this, but it keeps happening with at least one in-the-field device across multiple app updates. So my whole app is open source on github at https://github.com/msdrigg/roam, but I don't even use NSColor explicitly anywhere except for here which doesn't match the stack trace. I also tried changing the accent color of the app with defaults write com.msdrigg.roam AppleAccentColor -integer 1 to see if that somehow caused the crash, but my app opened up totally fine (and respected the change). Besides this, the only places I think I could be using dynamic colors is I when define an AccentColor and a WidgetBackground color for my app using xcassets, and then I use these colors from SwiftUI. In most of my app I stick to the system colors (Color.gray and such). Thread 0 Crashed: 0 libsystem_pthread.dylib 0x000000018601213c ___chkstk_darwin + 60 1 CoreFoundation 0x0000000186108434 -[NSArray isEqualToArray:] + 52 (NSArray.m:454) 2 AppKit 0x000000018a21fcd4 -[NSCoreUICatalogColor resolvedCUINamedColorForAppearance:] + 164 (NSColor.m:5057) 3 AppKit 0x0000000189c32cd4 -[NSCoreUICatalogColor resolvedColor] + 48 (NSColor.m:5148) 4 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410) 5 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149) 6 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14) 7 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0) 8 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156) 9 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0) 10 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12) 11 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0) 12 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408) 13 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142) 14 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151) 15 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288) 16 SwiftUICore 0x0000000222435e30 Color.resolve(in:) + 72 (Color.swift:87) 17 SwiftUI 0x00000001b53b1c88 closure #1 in NSColor.init(_:) + 196 (AppKitColorConversions.swift:124) 18 SwiftUI 0x00000001b4542714 thunk for @escaping @callee_guaranteed (@guaranteed NSAppearance) -> (@owned NSColor) + 56 (<compiler-generated>:0) 19 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410) //// ... Repeating for 500 lines 500 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149) 501 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14) 502 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0) 503 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156) 504 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0) 505 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12) 506 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0) 507 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408) 508 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142) 509 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151) 510 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288) full-log.crash
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137
May ’25
tvOS: Using .onExitCommand to Navigate to Home Tab Before Exiting — Is This Acceptable?
Hi Apple Developer Team, In my tvOS app built with SwiftUI, I have a tab-based interface with several sections. The first tab (index 0) is the Home tab. Other tabs include Contact, WiFi, Welcome, etc. I want to handle the remote's Menu / Back button (.onExitCommand) so that: If the user is on any tab other than Home (tabs 1, 2, 3, etc.), pressing the Menu button takes them back to the Home tab. If the user is already on the Home tab, then pressing the TV/Home button (not Menu) behaves as expected — suspending or exiting the app (handled by the system, no code involved). Here's a simplified version of what I implemented: .onExitCommand { if selectedTab != 0 { selectedTab = 0 focusedTab = 0 } else { // Let system handle the exit when user presses the TV/Home button } } This behavior ensures users don’t accidentally exit the app when they're browsing other tabs, and provides a consistent navigation experience. Question: Is this an acceptable and App Store-compliant use of .onExitCommand on tvOS? I'm not calling exit(0) or trying to force-terminate the app — just using .onExitCommand for in-app navigation purposes. Any official guidance or best practices would be greatly appreciated! Thanks, Prashant
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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107
May ’25
In navigationLink closure, FocusState doesn't work in sheet
Hello, I have a question about FocusState, navigationLink and sheet, the code which in navigationLink closure doesn’t work, but work without navigationLink, just like the following code struct ContentView: View { var body: some View { NavigationStack { // this work interView() // this doesn't work NavigationLink { interView() } label: { Text("into interView") } } } } struct interView: View { @FocusState var focusStateA : Int? @State var show : Bool = false @State var text: String = "" var body: some View { ScrollView { VStack { coreView Button("Detail") { show.toggle() } } .sheet(isPresented: $show, content: { coreView }) } } } extension interView { var coreView : some View { VStack { VStack { putdown TextField("hi", text: $text) .focused($focusStateA , equals: 1) } } } var putdown : some View { Button(action: { if focusStateA != nil { focusStateA = nil print("OK") } else { print("It's nil") } }, label: { Text("Put down the keyboard") }) } } and there are some strange phenomena, I must put all view into a scrollview, otherwise, it even doesn’t work without navigationLink This problem has existed in IOS 18, and now in IOS26 still doesn’t be settled, is it a problem or some character?
Topic: UI Frameworks SubTopic: SwiftUI
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62
Jun ’25
Remove persistent bottom gray bar at the bottom when using hardware keyboard
DESCRIPTION OF PROBLEM When using SwiftUI’s TextField or TextEditor on iPadOS, a persistent gray or default system material bar appears at the bottom of the screen. This gray bar is not present in Apple’s native apps (such as Notes, Mail, Messages) or in third-party apps like ChatGPT and Beeper STEPS TO REPRODUCE Create a TextField or TextEditor. Run the code, click on it, without software keyboard enabled.
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132
May ’25
Custom font ok on iOS, fuzzy on OSX
Hi! I am adding MacOS to a SwiftUI based multiplatform app in XCode, and have noticed an effect on the OTF font I am using. When started for a MacOSX target, the font looks a bit fuzzy, or too bold for the same display: Above is the display running in an iPhone 13 mini simulator, below the macOS version running for the "My Mac" target. The font is in both cases just fetched with static let tkDisplayFont = Font.custom("Segment7Standard", size: 38) Same applies in dark mode: This makes the numbers and especially the decimal point a bit harder to read. The same happens with the system font, but it is not such a problem there: I guess this is handled a bit differently between UIFont and NSFont underneath. Is there a way to tell the font to behave the same way as on iOS?
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174
Sep ’25
iOS26: onDrag of SwiftUI won't be called in specific cases.
There is no issue with triggering onDrag when long-pressing for the first time. However, if the user releases their finger and the DropDelegate determines this is not a valid drop operation, it will not trigger a view update. In this case, when the user long-presses the same view again, the onDrag method will not be triggered even though the floating Preview view is already displayed under the finger. The problem will not recur if the DropDelegate updates the view (such as swapping the positions of views). The same code works without issues on iOS 18. The problem can be reproduced with simple code like the following: struct ContentView: View { var body: some View { Rectangle() .fill(.blue) .onDrag { print("OnDrag") return NSItemProvider() } } } The "OnDrag" log will only be output once.
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62
Sep ’25
SwiftUI's `WebPage` back navigation not working as expected
I'm currently testing SwiftUI's WebKit by building a browsing application. For the back navigation, I have the following code implemented: if let item = webPage.backForwardList.backList.last { webPage.load(item) print( """ ===== backForwardList.backList: \(webPage.backForwardList.backList) --- backForwardList.currentItem: \(webPage.backForwardList.currentItem) --- backForwardList.forwardList: \(webPage.backForwardList.forwardList) ===== """.trimmingCharacters(in: .whitespacesAndNewlines) ) } When I look at the logs, it shows that whenever I navigate back, the currentItem is updated with the item, but the backList is appended with the previous currentItem, and the forwardList is always empty. Am I implementing this incorrectly? Thanks in advance!
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125
Sep ’25
Inconsistent ornament scale
I am developing an application which make use of 2 ornaments anchored to a volumetric window, one used a toolbar and one to display different views. The problem I am facing consistently is that the ornaments seems to scale up or down after moving the volume using the OS handle or starting a GroupActivity session. This first image shows the ornaments as soon as I started the app, no dragging nor group activities: This second images shows them as soon as I join a group activity session: The map, which might seem smaller, has not been touched and has always the same scale. In this last image I had just dragged the entire volume using the OS toolbar, resulting in the ornaments scaling down: This is how the volume and the ornaments are declared: WindowGroup(id: "CityVolume") { let cityVM = CityViewModel(volumeSize: CityView.initialVolumeSize) CityView(cityVM: cityVM) .ornament(attachmentAnchor: .scene(.bottomFront)) { HStack { TourismChartsButton() LandmarksListButton() CenterMapButton() ToggleImmersiveSpaceButton() TrafficDataButton() BusLinesButton() } .padding() .offset(z: 10) .rotation3DEffect(Angle(degrees: 15), axis: (x: 1.0, y: 0.0, z: 0.0)) } .ornament(attachmentAnchor: .scene(.back)) { ZStack { if AppModel.Instance.tourismVM.isChartViewVisible { TourismChartsView() } if AppModel.Instance.busLinesVM.isDataViewEnabled { BusLineView() } } } .task(observeGroupActivity) .onAppear { appModel.cityVM = cityVM } } .windowStyle(.volumetric) .windowResizability(.contentSize) .volumeWorldAlignment(.gravityAligned) .defaultSize(CityView.initialVolumeSize, in: .meters) It happens also without starting a SharePlay session, but not as frequently as during SharePlay. Experienced the same behaviour with toolbars. Am I doing something wrong with how I created the ornaments? Am I missing something?
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106
Apr ’25
timeline method is not being called for AppIntentTimelineProvider implementation on iOS 17 only
I have a widget that runs well on iOS 18. It is configurable and implements AppIntentTimelineProvider on the Provider. On iOS 17 it will call the placeholder method 7 times and not call the timeline method. The configuration intent implements WidgetConfigurationIntent. I've looked through the console logs and saw "ApplicationExtension record not found" but I'm not sure where to go from there. Why would the same widget work fine on iOS 18 and not 17? If I implement TimelineProvider and use a StaticConfiguration it works on iOS 17. Any help / guidance would be appreciated.
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121
Jun ’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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90
Jun ’25
Food-Truck-Sample navigation broken from Live Activity?
https://github.com/apple/sample-food-truck Hi! I'm seeing what looks like some weird navigation issue in the Food Truck app. It's from the Live Activity that should deep link to a specific point in the app. There seems be some state where the app is not linking to the correct component. Here are my repro steps on iPhone: Start live activity from OrderDetailView. Navigate to Sidebar component. Tap the Live Activity. App opens TruckView. The App should be opening the OrderDetailView for the Order that was passed to the Live Activity. This seems to work when the app is not currently on Sidebar. Any ideas? I'm testing this on iPhone OS 18.4.1. Is this an issue inside NavigationSplitView? Is this an issue with how Food Truck handles deeplinking?
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73
May ’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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886
Activity
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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Activity
Jun ’25
Custom view interactive glass effect clipped by view bounds when tapped
Take this piece of code for example: Menu { ... } label: { Image(systemName: "ellipsis.circle") .resizable() .foregroundStyle(Color.primary) .frame(width: 24, height: 24) .contentShape(.circle) .padding(.spacing8) .glassEffect(.regular.interactive(), in: .circle) } .tint(nil) When tapped, the interactive liquid glass effect expands in response, but the expanded glass is then clipped by the original bounds of the view. In this example, the button would briefly show up as a highlighted square due to the clipping. If I add enough padding around the Menu's label, the expanded glass effect is be able to show unclipped, but this feels like a hack. Is this a bug in the framework, or am I doing something wrong? I have submitted FB19801519 with screen recording and demo project.
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177
Activity
Aug ’25
`Invalid frame dimension (negative or non-finite)` on iPhone 12 mini
Hi everyone, I’m encountering the following error when displaying a TextField inside a Form together with a ToolbarItem(placement: .keyboard): Invalid frame dimension (negative or non-finite). Environment This issue reproduces on iPhone 12 mini (iOS 18.6). The same code does not reproduce on iPhone 15. I confirmed that explicitly constraining the size of the TextField or Text with .frame(width:height:) does not resolve the issue. Minimal Reproducible Example import SwiftUI struct Test: View { @State var value: Int = 0 var body: some View { Form { TextField("0", value: $value, format: .number) } .toolbar { ToolbarItem(placement: .keyboard) { Text("Close") } } } } Has anyone else encountered this issue? Is this a known bug, or is there a recommended workaround for devices with smaller screen widths such as the iPhone 12 mini? Thanks in advance for your help! Best regards, Naoya Ozawa
Topic: UI Frameworks SubTopic: SwiftUI
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111
Activity
Aug ’25
How do I create Edit Action Menus in SwiftUI on macOS?
Various TextField and TextView elements of Apple apps have text edit actions for text correction, but also auto completion. How can I create such a menu for a TextField in SwiftUI on macOS? the textCompletion modifier did not result in this menu. Many thanks in advance! Jan
Topic: UI Frameworks SubTopic: SwiftUI
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Activity
May ’25
How to animate tab transitions in SwiftUI's TabView for macOS?
In SwiftUI for macOS, how can I animate the transition from one Tab to another Tab within TabView when the selection changes? In AppKit, we can do the following: let tabViewController = NSTabViewController() tabViewController.transitionOptions = [.crossfade, .allowUserInteraction] How can I achieve the same crossfade effect when using TabView?
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Activity
May ’25
Sections in LazyVStack jump/flicker on scroll
ScrollView(.vertical) { LazyVStack { ForEach(0..<700, id: \.self) { index in Section { Text("Content \(index)") .font(.headline) .padding() } header: { Text("Section \(index)") .font(.title) .padding() } } } } iOS: 18.5, iPhone 15 Pro Max, Xcode 16.4
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183
Activity
Jul ’25
How can a CommandGroup access the .modelContext environment?
I'm trying to use @Query in a wrapper view around a Button to keep a macOS menu command up to date but I keep getting Set a .modelContext in view's environment to use Query even though @Environment(\.modelContext) private var modelContext is part of the views.
Topic: UI Frameworks SubTopic: SwiftUI
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63
Activity
Apr ’25
Menu view flashes white before closing when device is set to dark appearance
Feedback ID: FB19846667 When dismissing a Menu view when the device is set to dark appearance, there is a flash of lightness that is distracting and feels unnatural. This becomes an issue for apps that rely on the user interacting with Menu views often. When using the overflow menu on a toolbar, the effect of dismissing the menu is a lot more natural and there is less flashing. I expect a similar visual effect when creating Menu views outside of a toolbar. Has anyone found a way around this somehow? Comparison between dismissing a menu and a toolbar overflow: https://www.youtube.com/shorts/H2gUQOwos3Y Slowed down version of dismissing a menu with a visible light flash: https://www.youtube.com/shorts/MBCCkK-GfqY
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200
Activity
Aug ’25
Crash due to likely infinitely recursive call in SwiftUI `Color.Resolved.init`
So I'm dealing with a really obtuse crash that appears to be a stack overflow in an internal SwiftUI code path creating a Color.Resolved. I haven't found anyone one else with this issue online, and I cannot get it to reproduce on my own device. Interestingly enough, it is only happening on 1 device in the field (according to XCode crash logs). Here are some lines from the crashed thread. You can see that my code is never called, and it appears to be starting in some Array equality check checking the equality of colors (which I can't think of anywhere in my app I am doing anyway). You can see from this trace here that it appears to be a recursive call through Color.Resolved and NSColor.withColorAppearance. I don't have any idea how to solve this, but it keeps happening with at least one in-the-field device across multiple app updates. So my whole app is open source on github at https://github.com/msdrigg/roam, but I don't even use NSColor explicitly anywhere except for here which doesn't match the stack trace. I also tried changing the accent color of the app with defaults write com.msdrigg.roam AppleAccentColor -integer 1 to see if that somehow caused the crash, but my app opened up totally fine (and respected the change). Besides this, the only places I think I could be using dynamic colors is I when define an AccentColor and a WidgetBackground color for my app using xcassets, and then I use these colors from SwiftUI. In most of my app I stick to the system colors (Color.gray and such). Thread 0 Crashed: 0 libsystem_pthread.dylib 0x000000018601213c ___chkstk_darwin + 60 1 CoreFoundation 0x0000000186108434 -[NSArray isEqualToArray:] + 52 (NSArray.m:454) 2 AppKit 0x000000018a21fcd4 -[NSCoreUICatalogColor resolvedCUINamedColorForAppearance:] + 164 (NSColor.m:5057) 3 AppKit 0x0000000189c32cd4 -[NSCoreUICatalogColor resolvedColor] + 48 (NSColor.m:5148) 4 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410) 5 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149) 6 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14) 7 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0) 8 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156) 9 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0) 10 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12) 11 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0) 12 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408) 13 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142) 14 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151) 15 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288) 16 SwiftUICore 0x0000000222435e30 Color.resolve(in:) + 72 (Color.swift:87) 17 SwiftUI 0x00000001b53b1c88 closure #1 in NSColor.init(_:) + 196 (AppKitColorConversions.swift:124) 18 SwiftUI 0x00000001b4542714 thunk for @escaping @callee_guaranteed (@guaranteed NSAppearance) -> (@owned NSColor) + 56 (<compiler-generated>:0) 19 AppKit 0x0000000189c31e74 -[NSDynamicNamedColor colorUsingColorSpace:] + 32 (NSColor.m:4410) //// ... Repeating for 500 lines 500 SwiftUICore 0x0000000221ca9fd8 CoreColorPlatformColorGetComponents + 116 (CoreColorFunctions.m:149) 501 SwiftUICore 0x0000000221faaf28 specialized Color.Resolved.init(platformColor:) + 92 (CoreColor.swift:14) 502 SwiftUICore 0x0000000221faa5b0 Color.Resolved.init(platformColor:) + 16 (<compiler-generated>:0) 503 SwiftUI 0x00000001b53b1dc4 closure #1 in NSColor.resolve(in:) + 20 (AppKitColorConversions.swift:156) 504 SwiftUI 0x00000001b53b222c partial apply for closure #1 in static NSColor.withColorAppearance(in:_:) + 32 (<compiler-generated>:0) 505 SwiftUI 0x00000001b46b1e54 closure #1 in SubmitTriggerSource.dispatchUpdate(_:) + 28 (PlatformViewCoordinator.swift:12) 506 SwiftUI 0x00000001b5484488 thunk for @escaping @callee_guaranteed () -> () + 28 (<compiler-generated>:0) 507 AppKit 0x0000000189c174a4 +[NSAppearance _performWithCurrentAppearance:usingBlock:] + 72 (NSAppearance.m:2408) 508 SwiftUI 0x00000001b53b2088 specialized static NSColor.withColorAppearance(in:_:) + 324 (AppKitColorConversions.swift:142) 509 SwiftUI 0x00000001b53b1e7c protocol witness for ColorProvider.resolve(in:) in conformance NSColor + 68 (<compiler-generated>:151) 510 SwiftUICore 0x0000000222436e6c ColorBox.resolve(in:) + 124 (Color.swift:288) full-log.crash
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May ’25
tvOS: Using .onExitCommand to Navigate to Home Tab Before Exiting — Is This Acceptable?
Hi Apple Developer Team, In my tvOS app built with SwiftUI, I have a tab-based interface with several sections. The first tab (index 0) is the Home tab. Other tabs include Contact, WiFi, Welcome, etc. I want to handle the remote's Menu / Back button (.onExitCommand) so that: If the user is on any tab other than Home (tabs 1, 2, 3, etc.), pressing the Menu button takes them back to the Home tab. If the user is already on the Home tab, then pressing the TV/Home button (not Menu) behaves as expected — suspending or exiting the app (handled by the system, no code involved). Here's a simplified version of what I implemented: .onExitCommand { if selectedTab != 0 { selectedTab = 0 focusedTab = 0 } else { // Let system handle the exit when user presses the TV/Home button } } This behavior ensures users don’t accidentally exit the app when they're browsing other tabs, and provides a consistent navigation experience. Question: Is this an acceptable and App Store-compliant use of .onExitCommand on tvOS? I'm not calling exit(0) or trying to force-terminate the app — just using .onExitCommand for in-app navigation purposes. Any official guidance or best practices would be greatly appreciated! Thanks, Prashant
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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107
Activity
May ’25
In navigationLink closure, FocusState doesn't work in sheet
Hello, I have a question about FocusState, navigationLink and sheet, the code which in navigationLink closure doesn’t work, but work without navigationLink, just like the following code struct ContentView: View { var body: some View { NavigationStack { // this work interView() // this doesn't work NavigationLink { interView() } label: { Text("into interView") } } } } struct interView: View { @FocusState var focusStateA : Int? @State var show : Bool = false @State var text: String = "" var body: some View { ScrollView { VStack { coreView Button("Detail") { show.toggle() } } .sheet(isPresented: $show, content: { coreView }) } } } extension interView { var coreView : some View { VStack { VStack { putdown TextField("hi", text: $text) .focused($focusStateA , equals: 1) } } } var putdown : some View { Button(action: { if focusStateA != nil { focusStateA = nil print("OK") } else { print("It's nil") } }, label: { Text("Put down the keyboard") }) } } and there are some strange phenomena, I must put all view into a scrollview, otherwise, it even doesn’t work without navigationLink This problem has existed in IOS 18, and now in IOS26 still doesn’t be settled, is it a problem or some character?
Topic: UI Frameworks SubTopic: SwiftUI
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62
Activity
Jun ’25
Remove persistent bottom gray bar at the bottom when using hardware keyboard
DESCRIPTION OF PROBLEM When using SwiftUI’s TextField or TextEditor on iPadOS, a persistent gray or default system material bar appears at the bottom of the screen. This gray bar is not present in Apple’s native apps (such as Notes, Mail, Messages) or in third-party apps like ChatGPT and Beeper STEPS TO REPRODUCE Create a TextField or TextEditor. Run the code, click on it, without software keyboard enabled.
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132
Activity
May ’25
Custom font ok on iOS, fuzzy on OSX
Hi! I am adding MacOS to a SwiftUI based multiplatform app in XCode, and have noticed an effect on the OTF font I am using. When started for a MacOSX target, the font looks a bit fuzzy, or too bold for the same display: Above is the display running in an iPhone 13 mini simulator, below the macOS version running for the "My Mac" target. The font is in both cases just fetched with static let tkDisplayFont = Font.custom("Segment7Standard", size: 38) Same applies in dark mode: This makes the numbers and especially the decimal point a bit harder to read. The same happens with the system font, but it is not such a problem there: I guess this is handled a bit differently between UIFont and NSFont underneath. Is there a way to tell the font to behave the same way as on iOS?
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174
Activity
Sep ’25
iOS26: onDrag of SwiftUI won't be called in specific cases.
There is no issue with triggering onDrag when long-pressing for the first time. However, if the user releases their finger and the DropDelegate determines this is not a valid drop operation, it will not trigger a view update. In this case, when the user long-presses the same view again, the onDrag method will not be triggered even though the floating Preview view is already displayed under the finger. The problem will not recur if the DropDelegate updates the view (such as swapping the positions of views). The same code works without issues on iOS 18. The problem can be reproduced with simple code like the following: struct ContentView: View { var body: some View { Rectangle() .fill(.blue) .onDrag { print("OnDrag") return NSItemProvider() } } } The "OnDrag" log will only be output once.
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Activity
Sep ’25
SwiftUI's `WebPage` back navigation not working as expected
I'm currently testing SwiftUI's WebKit by building a browsing application. For the back navigation, I have the following code implemented: if let item = webPage.backForwardList.backList.last { webPage.load(item) print( """ ===== backForwardList.backList: \(webPage.backForwardList.backList) --- backForwardList.currentItem: \(webPage.backForwardList.currentItem) --- backForwardList.forwardList: \(webPage.backForwardList.forwardList) ===== """.trimmingCharacters(in: .whitespacesAndNewlines) ) } When I look at the logs, it shows that whenever I navigate back, the currentItem is updated with the item, but the backList is appended with the previous currentItem, and the forwardList is always empty. Am I implementing this incorrectly? Thanks in advance!
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125
Activity
Sep ’25
Inconsistent ornament scale
I am developing an application which make use of 2 ornaments anchored to a volumetric window, one used a toolbar and one to display different views. The problem I am facing consistently is that the ornaments seems to scale up or down after moving the volume using the OS handle or starting a GroupActivity session. This first image shows the ornaments as soon as I started the app, no dragging nor group activities: This second images shows them as soon as I join a group activity session: The map, which might seem smaller, has not been touched and has always the same scale. In this last image I had just dragged the entire volume using the OS toolbar, resulting in the ornaments scaling down: This is how the volume and the ornaments are declared: WindowGroup(id: "CityVolume") { let cityVM = CityViewModel(volumeSize: CityView.initialVolumeSize) CityView(cityVM: cityVM) .ornament(attachmentAnchor: .scene(.bottomFront)) { HStack { TourismChartsButton() LandmarksListButton() CenterMapButton() ToggleImmersiveSpaceButton() TrafficDataButton() BusLinesButton() } .padding() .offset(z: 10) .rotation3DEffect(Angle(degrees: 15), axis: (x: 1.0, y: 0.0, z: 0.0)) } .ornament(attachmentAnchor: .scene(.back)) { ZStack { if AppModel.Instance.tourismVM.isChartViewVisible { TourismChartsView() } if AppModel.Instance.busLinesVM.isDataViewEnabled { BusLineView() } } } .task(observeGroupActivity) .onAppear { appModel.cityVM = cityVM } } .windowStyle(.volumetric) .windowResizability(.contentSize) .volumeWorldAlignment(.gravityAligned) .defaultSize(CityView.initialVolumeSize, in: .meters) It happens also without starting a SharePlay session, but not as frequently as during SharePlay. Experienced the same behaviour with toolbars. Am I doing something wrong with how I created the ornaments? Am I missing something?
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Activity
Apr ’25
timeline method is not being called for AppIntentTimelineProvider implementation on iOS 17 only
I have a widget that runs well on iOS 18. It is configurable and implements AppIntentTimelineProvider on the Provider. On iOS 17 it will call the placeholder method 7 times and not call the timeline method. The configuration intent implements WidgetConfigurationIntent. I've looked through the console logs and saw "ApplicationExtension record not found" but I'm not sure where to go from there. Why would the same widget work fine on iOS 18 and not 17? If I implement TimelineProvider and use a StaticConfiguration it works on iOS 17. Any help / guidance would be appreciated.
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Activity
Jun ’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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90
Activity
Jun ’25
Tipkit on tvOS, where are my actions ?
Hello ! I manage to displays tips on tvOS no issue. However when I want to add actions, they are not visible. Is there something specific to do here ? I just provided the actions attributes to my tips. The documentation does not say anything more. Thanks!
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195
Activity
Aug ’25
Food-Truck-Sample navigation broken from Live Activity?
https://github.com/apple/sample-food-truck Hi! I'm seeing what looks like some weird navigation issue in the Food Truck app. It's from the Live Activity that should deep link to a specific point in the app. There seems be some state where the app is not linking to the correct component. Here are my repro steps on iPhone: Start live activity from OrderDetailView. Navigate to Sidebar component. Tap the Live Activity. App opens TruckView. The App should be opening the OrderDetailView for the Order that was passed to the Live Activity. This seems to work when the app is not currently on Sidebar. Any ideas? I'm testing this on iPhone OS 18.4.1. Is this an issue inside NavigationSplitView? Is this an issue with how Food Truck handles deeplinking?
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73
Activity
May ’25