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.

All subtopics
Posts under UI Frameworks topic

Post

Replies

Boosts

Views

Activity

UIViewRepresentable never dismantled on deletion (MEMORY LEAK)
I have find out that a UIViewRepresentable, even with a simples UIView, seems to never be dismantled when deleted from a ForEach and this can cause serious crashes. In the following example you can observe this behavior by deleting a row from the list. The dismantleUIView function of SomeUIViewRepresentable or the deinit of SomeUIView are never called. Has anyone faced this and found a solution for it? I have also filled a Feedback: FB11979117 class SomeUIView: UIView {     deinit {         print(#function)     } } struct SomeUIViewRepresentable: UIViewRepresentable {     func makeUIView(context: Context) -> SomeUIView {         let uiView = SomeUIView()         uiView.backgroundColor = .systemBlue         return uiView     }     func updateUIView(_ uiView: SomeUIView, context: Context) { }     static func dismantleUIView(_ uiView: SomeUIView, coordinator: Coordinator) {         print(#function)     } } struct Model: Identifiable {     let id = UUID() } struct ContentView: View {     @State var models = [Model(), Model(), Model(), Model(), Model()]     var body: some View {         List {             ForEach(models) { _ in                 SomeUIViewRepresentable()             }             .onDelete {                 models.remove(atOffsets: $0)             }         }     } }
1
3
1.5k
May ’25
In a List row on macOS, changing Image color when row is selected
When using an image in a List item, you sometimes want to tint that image, but only if the item isn’t selected. When it’s selected, you usually want the contents of the list item to be all-white, for contrast. The backgroundProminence Environment value ostensibly exists for this purpose, but in my tests, it never seems to change. Am I doing something wrong? Is there an alternative solution? For instance, this code: import SwiftUI struct ProminentBackgroundInList: View { var body: some View { List(selection: .constant(0)) { ListItem().tag(0) ListItem().tag(1) } } } struct ListItem: View { @Environment(\.backgroundProminence) var backgroundProminence var body: some View { HStack { Image(systemName: "person.fill") .foregroundStyle(backgroundProminence == .standard ? .orange : .primary) Text("Person") } } } #Preview { ProminentBackgroundInList() } Produces this result:
2
0
194
Feb ’26
Small Size Icons and NSToolbar on MacOS 12.0 Monterey -- can it work?
I noticing that Monterey defaults to the NSWindowToolbarStyleAutomatic / NSWindowToolbarStyleUnified toolbar style, which suppresses the "use Small Size" menu item and customization checkbox. So I've set the window to use NSWindowToolbarStyleExpanded. However, the toolbar will no longer change to a smaller icon size, as it did in MacOS 10.14, 10.15, and 11.0. I've tried to set the toolbar item sizing to "Automatic" for all of our toolbar icons, but that results in bad positioning in both Regular and Small Size mode -- the height is way too big. The native size of the icon .png files are 128 x 128. What's odd is that if I resize the window with the toolbar to be wider, the NSToolbarItems in the overflow area will be displayed in the toolbar are 128 x 128, where the rest of the toolbar icons get displayed as a 32 x 32 icon. The only way to get it to layout remotely correct is to make the NSToolbarItem to have an explicit minimum size of 24 x 24 and maximum size of 32 x 32. And that USED to allow "small size", but on Monterey, it no longer does. Anyone had any success with small size icons on Monterey?
Topic: UI Frameworks SubTopic: AppKit Tags:
2
2
1.4k
Feb ’26
.safeAreaBar(edge: .bottom), animation lag on appear/disappear
When I try to show/hide the content in .safeAreaBar(edge: .bottom), especially the content with a large height, the background animation of the toolbar is very laggy. iOS 26 RC Feedback ID - FB19768797 import SwiftUI struct ContentView: View { @State private var isShown: Bool = false var body: some View { NavigationStack { Button("Toggle") { withAnimation { isShown.toggle() } } ScrollView(.vertical) { ForEach(0..<100) { index in Text("\(index)") .padding() .border(.blue) .background(.blue) .frame(maxWidth: .infinity) } } .scrollEdgeEffectStyle(.soft, for: .bottom) .safeAreaBar(edge: .bottom) { if isShown { Text("Safe area bar") .padding(64) .background(.red) } } } } } #Preview { ContentView() }
1
3
204
Feb ’26
AsyncImage - Cancelled Loading before View is Visible
I have been playing around with the new AsyncImage Api in SwiftUI I am using the initialiser that passes in a closure with the AsyncImagePhase, to view why an image may not load, when I looked at the error that is passed in if the phase is failure, the localised description of the error is "Cancelled" but this is happening before the view is being displayed. I am loading these images in a list, I imagine I am probably doing something which is causing the system to decide to cancel the loading, but I cannot see what. Are there any tips to investigate this further?
16
8
13k
Jan ’26
Persisting User Settings with SwiftData
I was wondering what the recommended way is to persist user settings with SwiftData? It seems the SwiftData API is focused around querying for multiple objects, but what if you just want one UserSettings object that is persisted across devices say for example to store the user's age or sorting preferences. Do we just create one object and then query for it or is there a better way of doing this? Right now I am just creating: import SwiftData @Model final class UserSettings { var age: Int = 0 var sortAtoZ: Bool = true init(age: Int = 0, sortAtoZ: Bool = true) { self.age = age self.sortAtoZ = sortAtoZ } } In my view I am doing as follows: import SwiftUI import SwiftData struct SettingsView: View { @Environment(\.modelContext) var context @Query var settings: [UserSettings] var body: some View { ForEach(settings) { setting in let bSetting = Bindable(setting) Toggle("Sort A-Z", isOn: bSetting.sortAtoZ) TextField("Age", value: bSetting.age, format: .number) } .onAppear { if settings.isEmpty { context.insert(UserSettings(age: 0, sortAtoZ: true)) } } } } Unfortunately, there are two issues with this approach: I am having to fetch multiple items when I only ever want one. Sometimes when running on a new device it will create a second UserSettings while it is waiting for the original one to sync from CloudKit. AppStorage is not an option here as I am looking to persist for the user across devices and use CloudKit syncing.
3
0
525
Jan ’26
SwiftUI navigationTransition(.zoom) glitches during interactive swipe-back
Hi everyone 👋 I’m fairly new to iOS development and I’ve been stuck on a SwiftUI issue for a while now, so I’m hoping someone here can spot what I’m doing wrong. I’m using navigationTransition(.zoom) together with matchedTransitionSource to animate navigation between views. The UI consists of a grid of items (currently a LazyVGrid, though the issue seems unrelated to laziness). Tapping an item zooms it into its detail view, which is structurally the same view type and can contain further items. All good expect that interactive swipe-back sometimes causes the item to disappear from the grid once the parent view is revealed. This only happens when dismissing via the drag gesture; it does not occur when using the back button. I’ve attached a short demo showing the issue and the Swift file containing the relevant view code. Is there something obvious I’m doing wrong with navigationTransition / matchedTransitionSource, or is this a known limitation or bug with interactive swipe-back? Thanks in advance. import SwiftUI struct TestFileView: View { @Namespace private var ns: Namespace.ID let nodeName: String let children: [String] let pathPrefix: String private func transitionID(for childName: String) -> String { "Zoom-\(pathPrefix)->\(childName)" } private let columns = Array(repeating: GridItem(.flexible(), spacing: 12), count: 3) var body: some View { ScrollView { VStack(alignment: .leading, spacing: 12) { Text(nodeName) .font(.title.bold()) .padding(.bottom, 6) LazyVGrid(columns: columns, spacing: 12) { ForEach(children, id: \.self) { childName in let id = transitionID(for: childName) NavigationLink { TestFileView( nodeName: childName, children: childrenFor(childName), pathPrefix: "\(pathPrefix)/\(childName)" ) .navigationTransition(.zoom(sourceID: id, in: ns)) } label: { TestFileCard(title: childName) .matchedTransitionSource(id: id, in: ns) } .buttonStyle(.plain) } } } .padding() } } private func childrenFor(_ name: String) -> [String] { switch name { case "Lorem": return ["Ipsum", "Dolor", "Sit"] case "Ipsum": return ["Amet", "Consectetur"] case "Dolor": return ["Adipiscing", "Elit", "Sed"] case "Sit": return ["Do", "Eiusmod"] case "Amet": return ["Tempor", "Incididunt", "Labore"] case "Adipiscing": return ["Magna", "Aliqua"] case "Elit": return ["Ut", "Enim", "Minim"] case "Tempor": return ["Veniam", "Quis"] case "Magna": return ["Nostrud", "Exercitation"] default: return [] } } } struct TestFileCard: View { let title: String var body: some View { VStack(alignment: .leading, spacing: 8) { Image(systemName: "square.stack.3d.up") .symbolRenderingMode(.hierarchical) .font(.headline) Text(title) .font(.subheadline.weight(.semibold)) .lineLimit(2) .minimumScaleFactor(0.85) Spacer(minLength: 0) } .padding(12) .frame(maxWidth: .infinity, minHeight: 90, alignment: .topLeading) .background(.thinMaterial, in: RoundedRectangle(cornerRadius: 14, style: .continuous)) } } private struct TestRoot: View { var body: some View { NavigationStack { TestFileView( nodeName: "Lorem", children: ["Ipsum", "Dolor", "Sit"], pathPrefix: "Lorem" ) } } } #Preview { TestRoot() }
Topic: UI Frameworks SubTopic: SwiftUI
3
3
409
Jan ’26
Liquid Glass clear variant isn't clear
I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera: however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean. Here are my results: I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency. Here is my test SwiftUI code: struct GlassPicker: View { @State private var selected: Int? var body: some View { ScrollView([.horizontal], showsIndicators: false) { HStack(spacing: 0) { ForEach(0..<20) { i in Text("Row \(i)") .id(i) .padding() } } .scrollTargetLayout() } .contentMargins(.horizontal, 161) .scrollTargetBehavior(.viewAligned) .scrollPosition(id: $selected, anchor: .center) .background(.foreground.opacity(0.2)) .clipShape(.capsule) .overlay { DefaultGlassEffectShape() .fill(.clear) // Removes a semi-transparent foreground fill .frame(width: 110, height: 50) .glassEffect(.clear) } } } Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
2
3
200
Aug ’25
OTP AutoFill Fails to Distribute Code Across Multiple UITextFields on iOS 26.x
Issue Summary: On iOS 26.0.1 to 26.3, apps using multiple UITextFields for OTP input face a critical issue where the system autofill pastes the entire OTP string into a single text field, usually the focused one, rather than splitting digits across fields. Delegate events like textDidChange: do not trigger consistently on autofill, breaking existing input handling logic. Expected Behavior: OTP autofill should distribute each digit correctly across all OTP UITextFields. Delegate or control events should fire on autofill to enable manual handling. (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if (string.length > 1) { // Autofill detected - distribute OTP manually for (int i = 0; i < string.length && i < self.arrayOTPText.count; i++) { UITextField *field = self.arrayOTPText[i]; field.text = [NSString stringWithFormat:@"%c", [string characterAtIndex:i]]; } UITextField *lastField = self.arrayOTPText[string.length - 1]; [lastField becomeFirstResponder]; return NO; } // Handle normal single character or deletion input here return YES; } // // Setup UITextFields - set .oneTimeCode on first field only for (int i = 0; i < self.arrayOTPText.count; i++) { UITextField *field = self.arrayOTPText[i]; field.delegate = self; if (@available(iOS 12.0, *)) { field.textContentType = (i == 0) ? UITextContentTypeOneTimeCode : UITextContentTypeNone; } } What We’ve Tried: Setting textContentType properly. Handling OTP distribution in delegate method. Verifying settings and keyboard use. Testing on multiple iOS 26.x versions. Impact: Major usability degradation during OTP entry. Forces fragile workarounds. Inconsistent autofill reduces user confidence. Request: Request Apple fix OTP autofill to natively support multi-field UITextField OTP input or provide enhanced delegate callbacks for consistent behavior. Did any one face this issue in recent time with iOS 26.0.1 to 26.3 beta version
1
3
224
Dec ’25
tvOS 18.0 Siri back button behavior bug
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator. Create tvOS project with a tab bar controller. Create pages/tabs which contain focusable items (ie. buttons) Scroll down to any focusable item (ie. a button or UICollectionView cell) Hit the Siri Remote back button. See expect behavior below: Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen. Actual results: App is closed and user is taken back to the Home Screen. Has anyone else noticed this behavior?
8
3
1.3k
Aug ’25
Keyboard dismissal not animated
Hello, I’ve encountered what seems to be a bug with the keyboard dismissal animation on iOS 26.0 Beta (25A5349a), Xcode Version 26.0 beta 5 (17A5295f). When dismissing the keyboard from a SwiftUI TextField using @FocusState, the keyboard does not animate downward as expected. Instead, it instantly disappears, which feels jarring and inconsistent with system behavior. I am attaching a short video demonstrating the issue. Below is the minimal reproducible code sample: // // ContentView.swift // TestingKeyboardDismissal // // Created by Sasha Morozov on 27/08/25. // import SwiftUI struct ContentView: View { @State private var text: String = "" @FocusState private var isFocused: Bool var body: some View { ZStack { Color.clear.ignoresSafeArea() VStack(spacing: 20) { TextField("Enter text here...", text: $text) .textFieldStyle(.roundedBorder) .focused($isFocused) .padding(.horizontal) HStack { Button("Focus") { isFocused = true } .buttonStyle(.borderedProminent) Button("Unfocus") { isFocused = false } .buttonStyle(.bordered) } } .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center) .padding() } .ignoresSafeArea(.keyboard, edges: .bottom) } } #Preview { ContentView() } Steps to reproduce: Run** the app on iOS 26.0 beta 5 (17A5295f). Tap Focus → keyboard appears as expected. Tap Unfocus → keyboard disappears instantly without the usual slide-down animation. Expected result: Keyboard should animate smoothly downwards when dismissed. Actual result: Keyboard instantly vanishes without animation. p.s. we should be really able to upload videos here for demostration
2
1
273
Aug ’25
Sheet background in share extension ignores Liquid Glass effect in iOS 26/Xcode 26
I’m developing a share extension for iOS 26 with Xcode 26. When the extension’s sheet appears, it always shows a full white background, even though iOS 26 introduces a new “Liquid Glass” effect for partial sheets. Expected: The sheet background should use the iOS 26 glassmorphism effect as seen in full apps. Actual behavior: Custom sheets in my app get the glass effect, but the native system sheet in the share extension always opens as plain white. Steps to reproduce: Create a share extension using UIKit Present any UIViewController as the main view Set modalPresentationStyle = .pageSheet (or leave as default) Observe solid white background, not glassmorphism Sample code: swift override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .clear preferredContentSize = CGSize(width: UIScreen.main.bounds.width, height: 300) } Troubleshooting attempted: Tried adding UIVisualEffectView with system blur/materials Removed all custom backgrounds Set modalPresentationStyle explicitly Questions: Is it possible to enable or force the Liquid Glass effect in share extensions on iOS 26? Is this a limitation by design or a potential bug? Any workaround to make extension sheet backgrounds match system glass appearance?
9
1
1.1k
Feb ’26
UIKit crash on app built with Xcode 26 but run on iOS 18.X
An app built on Xcode 26 (beta4) presents various UIViewCOntrollers. Presentation of any UIViewController that contains a UIToolbar leads to a UIKit crash when run on an iOS 18.5 device, it does not crash when run on iOS 26. The exception logged: *** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView because no class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' Anyone else seen this? I've submitted a bug report via Feedback Assistant, including a minimal Xcode workspace that reproduces the crash, hoping this will get some attention.
13
3
654
Aug ’25
Issue with multiple touches with "Defer System Gestures" on, with iOS
I'm developing a rhythm game for iOS which has four buttons spanning the width of the screen in portrait. I noticed that my testers were having some missed inputs on the buttons on the left and right due to the fact that iOS, by default, tries to ignore accidental touches on the edges of the screen. So I enabled "Defer System Gestures" on the left and right edges, but then quickly started to notice a new, very specific, issue. Description of the issue If you have finger #1 touching and holding anywhere in the middle of the screen, and finger #2 touches on the far right or left edge of the screen just below the horizontal position of finger #1, those touches are inconsistently not recognized. If finger #1 is not present, this issue does not occur. If finger #2 is above or well below finger #1, this issue also does not occur. A dead zone is created on the right and left edges of the screen just below the horizontal position of the first touch. Here is a rough representative example of where touches #1 and #2 need to be for this issue to manifest, in case the text above is not clear. |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| It just so happens that this issue is causing major usability problems with my game, as it results in what the user sees as sporadic and inconsistent response when the game calls for two notes to be played at the same time. Steps to recreate the issue Here are the steps if you want to recreate the problem yourself using the "Create New Gesture" pane in "Assistive Touch" (Note that this problem is not specific to the Settings app, but rather is an issue across the system—however this panel defers system gestures and shows where touches are being read, so it is a great place to demonstrate): (1) Go to Settings &gt; Accessibility &gt; Touch &gt; Assistive Touch &gt; Create New Gesture...; (2) With one finger, touch the middle of the screen and hold it through step 3; (3) With a second finger, tap 4 times along the right (or left) edge of the screen in the following places: (a) well above the vertical position of the first touch, (b) just above the vertical position of the first touch, (c) just below the vertical position of the first touch, and (d) well below the vertical position of the first touch; (4) Notice how, more than half the time, touch (c) does not register. I have found that this problem is more replicatable when the first touch is on the lower half of the screen, but I have been able to replicate it when the finger is higher as well, just not as consistently. Here are the four positions described in the steps above: Position a: both touches register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position b: both touches usually register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position c: only touch 1 registers |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position d: both touches register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| Is there anything I can do to resolve this behavior? My app requires gesture deferment to be on for the expected experience by the user, and this bug is causing other issues for my testers that kind of need to be resolved before I can confidently release the game.
2
2
1.3k
Dec ’25
Xcode 26 Beta 3 Crash on iOS 18 Simulators - NSInvalidUnarchiveOperationException (ToolbarVisualProvider8RootView missing)
Hi, I’m seeing a crash when running my app on iOS 18 simulators or devices using Xcode 26 beta 3. My app’s minimum deployment target is iOS 17, and the crash does not happen when running from Xcode 16.4. The crash occurs specifically at this line: return UIStoryboard(name: storyboard.rawValue, bundle: nil) .instantiateViewController(withIdentifier: view.rawValue) Crash Details: ** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ because no class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' *** First throw call stack: (0x191c3321c 0x18f0cdabc 0x191c91ea0 0x19d740774 0x19d740a18 0x19d740cac 0x194626680 0x194dbc784 0x19d740890 0x19d740cac 0x1949aadd8 0x19d740890 0x19d740a18 0x19d740cac 0x194802e24 0x1945f008c 0x194ed1808 0x107a8bfa0 0x107a8c05c 0x1945ec128 0x19d740890 0x19d740cac 0x1945eba60 0x19d740890 0x19d740a18 0x19d740cac 0x1945f07dc 0x1945eaea4 0x19492ee80 0x10763de00 0x1076e56fc 0x1076e5674 0x1076e5e04 0x19496108c 0x194f9b9a0 0x1949072c4 0x194f998cc 0x194f9af04 0x19445139c 0x19445ac28 0x194467508 0x1079afaec 0x1079aff5c 0x1944189a0 0x194417be4 0x1944114e4 0x194411404 0x194410ab4 0x19440c1e4 0x191b28a8c 0x191b288a4 0x191b28700 0x191b29080 0x191b2ac3c 0x1ded09454 0x19453d274 0x194508a28 0x1073564f4 0x1b89fff08) terminating due to uncaught exception of type NSException The crash occurs immediately at app launch, when attempting to load a storyboard-based UITabBarController. Works as expected on: Xcode 16.4 + iOS 18 (simulator/device) Xcode 26 beta 3 + iOS 26 (simulator/device) Running from Xcode 26 beta 3 onto iOS 18 simulators or devices and it immediate crash from the particular storyboard Setup: Xcode: 26 beta 3 macOS: 15.5 iOS Simulators: iOS 18.5 Minimum deployment target: iOS 17 UIKit-based app (not using SwiftUI) No custom toolbars or host views in use explicitly Is this a known compatibility issue when building with the iOS 26 SDK and running on iOS 18? Are there any workarounds or recommendations for running apps targeting iOS 17+ on iOS 18 simulators when using Xcode 26?
Topic: UI Frameworks SubTopic: UIKit Tags:
9
3
590
Aug ’25
Keyboard Notification UIKit magic.
Dear random Apple UIKit engineer. This is a question for you. Today let's speak about keyboard notifications. In particular, UIResponder.keyboardWillShowNotification and UIResponder.keyboardWillHideNotification. While working with those, I noticed some undocumented behaviour. First, let me give you some context: extension UIViewController { func registerForKeyboardNotifications() { NotificationCenter.default.addObserver(self, selector: #selector(keyboardNotification), name: UIResponder.keyboardWillShowNotification, object: nil) NotificationCenter.default.addObserver(self, selector: #selector(keyboardNotification), name: UIResponder.keyboardWillHideNotification, object: nil) } /// Override this method to handle keyboard notifications. @objc func keyboardNotification(_ notification: Notification) { ... } } Eventually, I found that latter method with 3 dots has an implicit animation inside it's scope. Here is the [proof.](https://medium.com /uptech-team/why-does-uiresponder-keyboard-notification-handler-animate-10cc96bce372) Another thing I noticed, is that this property definition is perfectly valid let curve = UIView.AnimationCurve(rawValue: 7)!. The 7 btw comes from UIResponder.keyboardAnimationCurveUserInfoKey as a default value during my tests. So, the enum with 4 possible values (0...3) can be initialized with a value out of enum's cases range. Also, how can I initialize UIView.AnimationOption from 7? I will pollute my OptionSet which I feed to options parameter on UIView.animate(...) My questions: Why implicit animation is not documented and can I trust it or it's a subject to change. Why UIView.AnimationCurve(rawValue: 7)! does not crash. How can I convert UIResponder.keyboardAnimationCurveUserInfoKey's value into UIView.AnimationOption properly if I don't want to use implicit value. I don't encroach on UIKit secrets. I just need to know how to work with the API. Thank you!
3
2
1.4k
Nov ’25
UIModernBarButton causing a lot of console constraint warning and eventual animation glitches
is there anything I can do about this? It's in a navigation controller, and I get a lot of these when I pop and push. eventually it causes glitches with zoom animations making for some really loopy zooms. I posted a movie to FB20439774. If there's anything I can do to fix it would be great. Unable to simultaneously satisfy constraints. ( "<NSAutoresizingMaskLayoutConstraint:0x600002149680 h=-&- v=-&- TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700.minX == 0 (active, names: '|':TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0 )>", "<NSAutoresizingMaskLayoutConstraint:0x600002149590 h=-&- v=-&- H:[TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700]-(0)-| (active, names: '|':TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0 )>", "<NSLayoutConstraint:0x600002142b20 _TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700.width == _UIButtonBarButton:0x106b16ef0.width (active)>", "<NSLayoutConstraint:0x60000214a4e0 'UITemporaryLayoutWidth' TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0.width == 0 (active)>", "<NSLayoutConstraint:0x600002143200 'IB_Leading_Leading' H:|-(1)-[_UIModernBarButton:0x106b09810] (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>", "<NSLayoutConstraint:0x6000021434d0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x106b09810]-(1)-| (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0x6000021434d0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x106b09810]-(1)-| (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>
2
2
253
Nov ’25
UIViewRepresentable never dismantled on deletion (MEMORY LEAK)
I have find out that a UIViewRepresentable, even with a simples UIView, seems to never be dismantled when deleted from a ForEach and this can cause serious crashes. In the following example you can observe this behavior by deleting a row from the list. The dismantleUIView function of SomeUIViewRepresentable or the deinit of SomeUIView are never called. Has anyone faced this and found a solution for it? I have also filled a Feedback: FB11979117 class SomeUIView: UIView {     deinit {         print(#function)     } } struct SomeUIViewRepresentable: UIViewRepresentable {     func makeUIView(context: Context) -> SomeUIView {         let uiView = SomeUIView()         uiView.backgroundColor = .systemBlue         return uiView     }     func updateUIView(_ uiView: SomeUIView, context: Context) { }     static func dismantleUIView(_ uiView: SomeUIView, coordinator: Coordinator) {         print(#function)     } } struct Model: Identifiable {     let id = UUID() } struct ContentView: View {     @State var models = [Model(), Model(), Model(), Model(), Model()]     var body: some View {         List {             ForEach(models) { _ in                 SomeUIViewRepresentable()             }             .onDelete {                 models.remove(atOffsets: $0)             }         }     } }
Replies
1
Boosts
3
Views
1.5k
Activity
May ’25
In a List row on macOS, changing Image color when row is selected
When using an image in a List item, you sometimes want to tint that image, but only if the item isn’t selected. When it’s selected, you usually want the contents of the list item to be all-white, for contrast. The backgroundProminence Environment value ostensibly exists for this purpose, but in my tests, it never seems to change. Am I doing something wrong? Is there an alternative solution? For instance, this code: import SwiftUI struct ProminentBackgroundInList: View { var body: some View { List(selection: .constant(0)) { ListItem().tag(0) ListItem().tag(1) } } } struct ListItem: View { @Environment(\.backgroundProminence) var backgroundProminence var body: some View { HStack { Image(systemName: "person.fill") .foregroundStyle(backgroundProminence == .standard ? .orange : .primary) Text("Person") } } } #Preview { ProminentBackgroundInList() } Produces this result:
Replies
2
Boosts
0
Views
194
Activity
Feb ’26
Small Size Icons and NSToolbar on MacOS 12.0 Monterey -- can it work?
I noticing that Monterey defaults to the NSWindowToolbarStyleAutomatic / NSWindowToolbarStyleUnified toolbar style, which suppresses the "use Small Size" menu item and customization checkbox. So I've set the window to use NSWindowToolbarStyleExpanded. However, the toolbar will no longer change to a smaller icon size, as it did in MacOS 10.14, 10.15, and 11.0. I've tried to set the toolbar item sizing to "Automatic" for all of our toolbar icons, but that results in bad positioning in both Regular and Small Size mode -- the height is way too big. The native size of the icon .png files are 128 x 128. What's odd is that if I resize the window with the toolbar to be wider, the NSToolbarItems in the overflow area will be displayed in the toolbar are 128 x 128, where the rest of the toolbar icons get displayed as a 32 x 32 icon. The only way to get it to layout remotely correct is to make the NSToolbarItem to have an explicit minimum size of 24 x 24 and maximum size of 32 x 32. And that USED to allow "small size", but on Monterey, it no longer does. Anyone had any success with small size icons on Monterey?
Topic: UI Frameworks SubTopic: AppKit Tags:
Replies
2
Boosts
2
Views
1.4k
Activity
Feb ’26
.safeAreaBar(edge: .bottom), animation lag on appear/disappear
When I try to show/hide the content in .safeAreaBar(edge: .bottom), especially the content with a large height, the background animation of the toolbar is very laggy. iOS 26 RC Feedback ID - FB19768797 import SwiftUI struct ContentView: View { @State private var isShown: Bool = false var body: some View { NavigationStack { Button("Toggle") { withAnimation { isShown.toggle() } } ScrollView(.vertical) { ForEach(0..<100) { index in Text("\(index)") .padding() .border(.blue) .background(.blue) .frame(maxWidth: .infinity) } } .scrollEdgeEffectStyle(.soft, for: .bottom) .safeAreaBar(edge: .bottom) { if isShown { Text("Safe area bar") .padding(64) .background(.red) } } } } } #Preview { ContentView() }
Replies
1
Boosts
3
Views
204
Activity
Feb ’26
Issue with preselecting images on iOS 26.1 in photo library
I have checked the sample project from the documentation page and noticed there is an issue with image/images not being preselected. The issue happens on iOS 26.1 and above (checked iOS 26.2 beta). I couldn't find any change to the PhotoPicker in the documentation.
Topic: UI Frameworks SubTopic: UIKit
Replies
4
Boosts
2
Views
335
Activity
Feb ’26
AsyncImage - Cancelled Loading before View is Visible
I have been playing around with the new AsyncImage Api in SwiftUI I am using the initialiser that passes in a closure with the AsyncImagePhase, to view why an image may not load, when I looked at the error that is passed in if the phase is failure, the localised description of the error is "Cancelled" but this is happening before the view is being displayed. I am loading these images in a list, I imagine I am probably doing something which is causing the system to decide to cancel the loading, but I cannot see what. Are there any tips to investigate this further?
Replies
16
Boosts
8
Views
13k
Activity
Jan ’26
Persisting User Settings with SwiftData
I was wondering what the recommended way is to persist user settings with SwiftData? It seems the SwiftData API is focused around querying for multiple objects, but what if you just want one UserSettings object that is persisted across devices say for example to store the user's age or sorting preferences. Do we just create one object and then query for it or is there a better way of doing this? Right now I am just creating: import SwiftData @Model final class UserSettings { var age: Int = 0 var sortAtoZ: Bool = true init(age: Int = 0, sortAtoZ: Bool = true) { self.age = age self.sortAtoZ = sortAtoZ } } In my view I am doing as follows: import SwiftUI import SwiftData struct SettingsView: View { @Environment(\.modelContext) var context @Query var settings: [UserSettings] var body: some View { ForEach(settings) { setting in let bSetting = Bindable(setting) Toggle("Sort A-Z", isOn: bSetting.sortAtoZ) TextField("Age", value: bSetting.age, format: .number) } .onAppear { if settings.isEmpty { context.insert(UserSettings(age: 0, sortAtoZ: true)) } } } } Unfortunately, there are two issues with this approach: I am having to fetch multiple items when I only ever want one. Sometimes when running on a new device it will create a second UserSettings while it is waiting for the original one to sync from CloudKit. AppStorage is not an option here as I am looking to persist for the user across devices and use CloudKit syncing.
Replies
3
Boosts
0
Views
525
Activity
Jan ’26
hidesBottomBarWhenPushed in iOS 26
It appears that hidesBottomBarWhenPushed no longer works in iOS 26 Beta 1. Is it supposed to work, is it going away or is there a alternate behavior we should be using?
Topic: UI Frameworks SubTopic: UIKit
Replies
19
Boosts
3
Views
2.5k
Activity
Sep ’25
SwiftUI navigationTransition(.zoom) glitches during interactive swipe-back
Hi everyone 👋 I’m fairly new to iOS development and I’ve been stuck on a SwiftUI issue for a while now, so I’m hoping someone here can spot what I’m doing wrong. I’m using navigationTransition(.zoom) together with matchedTransitionSource to animate navigation between views. The UI consists of a grid of items (currently a LazyVGrid, though the issue seems unrelated to laziness). Tapping an item zooms it into its detail view, which is structurally the same view type and can contain further items. All good expect that interactive swipe-back sometimes causes the item to disappear from the grid once the parent view is revealed. This only happens when dismissing via the drag gesture; it does not occur when using the back button. I’ve attached a short demo showing the issue and the Swift file containing the relevant view code. Is there something obvious I’m doing wrong with navigationTransition / matchedTransitionSource, or is this a known limitation or bug with interactive swipe-back? Thanks in advance. import SwiftUI struct TestFileView: View { @Namespace private var ns: Namespace.ID let nodeName: String let children: [String] let pathPrefix: String private func transitionID(for childName: String) -> String { "Zoom-\(pathPrefix)->\(childName)" } private let columns = Array(repeating: GridItem(.flexible(), spacing: 12), count: 3) var body: some View { ScrollView { VStack(alignment: .leading, spacing: 12) { Text(nodeName) .font(.title.bold()) .padding(.bottom, 6) LazyVGrid(columns: columns, spacing: 12) { ForEach(children, id: \.self) { childName in let id = transitionID(for: childName) NavigationLink { TestFileView( nodeName: childName, children: childrenFor(childName), pathPrefix: "\(pathPrefix)/\(childName)" ) .navigationTransition(.zoom(sourceID: id, in: ns)) } label: { TestFileCard(title: childName) .matchedTransitionSource(id: id, in: ns) } .buttonStyle(.plain) } } } .padding() } } private func childrenFor(_ name: String) -> [String] { switch name { case "Lorem": return ["Ipsum", "Dolor", "Sit"] case "Ipsum": return ["Amet", "Consectetur"] case "Dolor": return ["Adipiscing", "Elit", "Sed"] case "Sit": return ["Do", "Eiusmod"] case "Amet": return ["Tempor", "Incididunt", "Labore"] case "Adipiscing": return ["Magna", "Aliqua"] case "Elit": return ["Ut", "Enim", "Minim"] case "Tempor": return ["Veniam", "Quis"] case "Magna": return ["Nostrud", "Exercitation"] default: return [] } } } struct TestFileCard: View { let title: String var body: some View { VStack(alignment: .leading, spacing: 8) { Image(systemName: "square.stack.3d.up") .symbolRenderingMode(.hierarchical) .font(.headline) Text(title) .font(.subheadline.weight(.semibold)) .lineLimit(2) .minimumScaleFactor(0.85) Spacer(minLength: 0) } .padding(12) .frame(maxWidth: .infinity, minHeight: 90, alignment: .topLeading) .background(.thinMaterial, in: RoundedRectangle(cornerRadius: 14, style: .continuous)) } } private struct TestRoot: View { var body: some View { NavigationStack { TestFileView( nodeName: "Lorem", children: ["Ipsum", "Dolor", "Sit"], pathPrefix: "Lorem" ) } } } #Preview { TestRoot() }
Topic: UI Frameworks SubTopic: SwiftUI
Replies
3
Boosts
3
Views
409
Activity
Jan ’26
Liquid Glass clear variant isn't clear
I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera: however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean. Here are my results: I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency. Here is my test SwiftUI code: struct GlassPicker: View { @State private var selected: Int? var body: some View { ScrollView([.horizontal], showsIndicators: false) { HStack(spacing: 0) { ForEach(0..<20) { i in Text("Row \(i)") .id(i) .padding() } } .scrollTargetLayout() } .contentMargins(.horizontal, 161) .scrollTargetBehavior(.viewAligned) .scrollPosition(id: $selected, anchor: .center) .background(.foreground.opacity(0.2)) .clipShape(.capsule) .overlay { DefaultGlassEffectShape() .fill(.clear) // Removes a semi-transparent foreground fill .frame(width: 110, height: 50) .glassEffect(.clear) } } } Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
Replies
2
Boosts
3
Views
200
Activity
Aug ’25
OTP AutoFill Fails to Distribute Code Across Multiple UITextFields on iOS 26.x
Issue Summary: On iOS 26.0.1 to 26.3, apps using multiple UITextFields for OTP input face a critical issue where the system autofill pastes the entire OTP string into a single text field, usually the focused one, rather than splitting digits across fields. Delegate events like textDidChange: do not trigger consistently on autofill, breaking existing input handling logic. Expected Behavior: OTP autofill should distribute each digit correctly across all OTP UITextFields. Delegate or control events should fire on autofill to enable manual handling. (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { if (string.length > 1) { // Autofill detected - distribute OTP manually for (int i = 0; i < string.length && i < self.arrayOTPText.count; i++) { UITextField *field = self.arrayOTPText[i]; field.text = [NSString stringWithFormat:@"%c", [string characterAtIndex:i]]; } UITextField *lastField = self.arrayOTPText[string.length - 1]; [lastField becomeFirstResponder]; return NO; } // Handle normal single character or deletion input here return YES; } // // Setup UITextFields - set .oneTimeCode on first field only for (int i = 0; i < self.arrayOTPText.count; i++) { UITextField *field = self.arrayOTPText[i]; field.delegate = self; if (@available(iOS 12.0, *)) { field.textContentType = (i == 0) ? UITextContentTypeOneTimeCode : UITextContentTypeNone; } } What We’ve Tried: Setting textContentType properly. Handling OTP distribution in delegate method. Verifying settings and keyboard use. Testing on multiple iOS 26.x versions. Impact: Major usability degradation during OTP entry. Forces fragile workarounds. Inconsistent autofill reduces user confidence. Request: Request Apple fix OTP autofill to natively support multi-field UITextField OTP input or provide enhanced delegate callbacks for consistent behavior. Did any one face this issue in recent time with iOS 26.0.1 to 26.3 beta version
Replies
1
Boosts
3
Views
224
Activity
Dec ’25
tvOS 18.0 Siri back button behavior bug
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator. Create tvOS project with a tab bar controller. Create pages/tabs which contain focusable items (ie. buttons) Scroll down to any focusable item (ie. a button or UICollectionView cell) Hit the Siri Remote back button. See expect behavior below: Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen. Actual results: App is closed and user is taken back to the Home Screen. Has anyone else noticed this behavior?
Replies
8
Boosts
3
Views
1.3k
Activity
Aug ’25
Keyboard dismissal not animated
Hello, I’ve encountered what seems to be a bug with the keyboard dismissal animation on iOS 26.0 Beta (25A5349a), Xcode Version 26.0 beta 5 (17A5295f). When dismissing the keyboard from a SwiftUI TextField using @FocusState, the keyboard does not animate downward as expected. Instead, it instantly disappears, which feels jarring and inconsistent with system behavior. I am attaching a short video demonstrating the issue. Below is the minimal reproducible code sample: // // ContentView.swift // TestingKeyboardDismissal // // Created by Sasha Morozov on 27/08/25. // import SwiftUI struct ContentView: View { @State private var text: String = "" @FocusState private var isFocused: Bool var body: some View { ZStack { Color.clear.ignoresSafeArea() VStack(spacing: 20) { TextField("Enter text here...", text: $text) .textFieldStyle(.roundedBorder) .focused($isFocused) .padding(.horizontal) HStack { Button("Focus") { isFocused = true } .buttonStyle(.borderedProminent) Button("Unfocus") { isFocused = false } .buttonStyle(.bordered) } } .frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center) .padding() } .ignoresSafeArea(.keyboard, edges: .bottom) } } #Preview { ContentView() } Steps to reproduce: Run** the app on iOS 26.0 beta 5 (17A5295f). Tap Focus → keyboard appears as expected. Tap Unfocus → keyboard disappears instantly without the usual slide-down animation. Expected result: Keyboard should animate smoothly downwards when dismissed. Actual result: Keyboard instantly vanishes without animation. p.s. we should be really able to upload videos here for demostration
Replies
2
Boosts
1
Views
273
Activity
Aug ’25
Sheet background in share extension ignores Liquid Glass effect in iOS 26/Xcode 26
I’m developing a share extension for iOS 26 with Xcode 26. When the extension’s sheet appears, it always shows a full white background, even though iOS 26 introduces a new “Liquid Glass” effect for partial sheets. Expected: The sheet background should use the iOS 26 glassmorphism effect as seen in full apps. Actual behavior: Custom sheets in my app get the glass effect, but the native system sheet in the share extension always opens as plain white. Steps to reproduce: Create a share extension using UIKit Present any UIViewController as the main view Set modalPresentationStyle = .pageSheet (or leave as default) Observe solid white background, not glassmorphism Sample code: swift override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .clear preferredContentSize = CGSize(width: UIScreen.main.bounds.width, height: 300) } Troubleshooting attempted: Tried adding UIVisualEffectView with system blur/materials Removed all custom backgrounds Set modalPresentationStyle explicitly Questions: Is it possible to enable or force the Liquid Glass effect in share extensions on iOS 26? Is this a limitation by design or a potential bug? Any workaround to make extension sheet backgrounds match system glass appearance?
Replies
9
Boosts
1
Views
1.1k
Activity
Feb ’26
UIKit crash on app built with Xcode 26 but run on iOS 18.X
An app built on Xcode 26 (beta4) presents various UIViewCOntrollers. Presentation of any UIViewController that contains a UIToolbar leads to a UIKit crash when run on an iOS 18.5 device, it does not crash when run on iOS 26. The exception logged: *** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView because no class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' Anyone else seen this? I've submitted a bug report via Feedback Assistant, including a minimal Xcode workspace that reproduces the crash, hoping this will get some attention.
Replies
13
Boosts
3
Views
654
Activity
Aug ’25
When navigationTransition returns through the return gesture, the original view disappears
When navigationTransition returns through the return gesture, the original view disappears。 The same problem occurs when using the official example。 https://aninterestingwebsite.com/documentation/swiftui/enhancing-your-app-content-with-tab-navigation xcode Version 16.4 (16F6) macOS 15.5
Replies
3
Boosts
3
Views
116
Activity
Aug ’25
Issue with multiple touches with "Defer System Gestures" on, with iOS
I'm developing a rhythm game for iOS which has four buttons spanning the width of the screen in portrait. I noticed that my testers were having some missed inputs on the buttons on the left and right due to the fact that iOS, by default, tries to ignore accidental touches on the edges of the screen. So I enabled "Defer System Gestures" on the left and right edges, but then quickly started to notice a new, very specific, issue. Description of the issue If you have finger #1 touching and holding anywhere in the middle of the screen, and finger #2 touches on the far right or left edge of the screen just below the horizontal position of finger #1, those touches are inconsistently not recognized. If finger #1 is not present, this issue does not occur. If finger #2 is above or well below finger #1, this issue also does not occur. A dead zone is created on the right and left edges of the screen just below the horizontal position of the first touch. Here is a rough representative example of where touches #1 and #2 need to be for this issue to manifest, in case the text above is not clear. |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| It just so happens that this issue is causing major usability problems with my game, as it results in what the user sees as sporadic and inconsistent response when the game calls for two notes to be played at the same time. Steps to recreate the issue Here are the steps if you want to recreate the problem yourself using the "Create New Gesture" pane in "Assistive Touch" (Note that this problem is not specific to the Settings app, but rather is an issue across the system—however this panel defers system gestures and shows where touches are being read, so it is a great place to demonstrate): (1) Go to Settings &gt; Accessibility &gt; Touch &gt; Assistive Touch &gt; Create New Gesture...; (2) With one finger, touch the middle of the screen and hold it through step 3; (3) With a second finger, tap 4 times along the right (or left) edge of the screen in the following places: (a) well above the vertical position of the first touch, (b) just above the vertical position of the first touch, (c) just below the vertical position of the first touch, and (d) well below the vertical position of the first touch; (4) Notice how, more than half the time, touch (c) does not register. I have found that this problem is more replicatable when the first touch is on the lower half of the screen, but I have been able to replicate it when the finger is higher as well, just not as consistently. Here are the four positions described in the steps above: Position a: both touches register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position b: both touches usually register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position c: only touch 1 registers |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| Position d: both touches register |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9; 1&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9;&amp;#9;| |&amp;#9;&amp;#9;&amp;#9; 2| Is there anything I can do to resolve this behavior? My app requires gesture deferment to be on for the expected experience by the user, and this bug is causing other issues for my testers that kind of need to be resolved before I can confidently release the game.
Replies
2
Boosts
2
Views
1.3k
Activity
Dec ’25
Xcode 26 Beta 3 Crash on iOS 18 Simulators - NSInvalidUnarchiveOperationException (ToolbarVisualProvider8RootView missing)
Hi, I’m seeing a crash when running my app on iOS 18 simulators or devices using Xcode 26 beta 3. My app’s minimum deployment target is iOS 17, and the crash does not happen when running from Xcode 16.4. The crash occurs specifically at this line: return UIStoryboard(name: storyboard.rawValue, bundle: nil) .instantiateViewController(withIdentifier: view.rawValue) Crash Details: ** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ because no class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' *** First throw call stack: (0x191c3321c 0x18f0cdabc 0x191c91ea0 0x19d740774 0x19d740a18 0x19d740cac 0x194626680 0x194dbc784 0x19d740890 0x19d740cac 0x1949aadd8 0x19d740890 0x19d740a18 0x19d740cac 0x194802e24 0x1945f008c 0x194ed1808 0x107a8bfa0 0x107a8c05c 0x1945ec128 0x19d740890 0x19d740cac 0x1945eba60 0x19d740890 0x19d740a18 0x19d740cac 0x1945f07dc 0x1945eaea4 0x19492ee80 0x10763de00 0x1076e56fc 0x1076e5674 0x1076e5e04 0x19496108c 0x194f9b9a0 0x1949072c4 0x194f998cc 0x194f9af04 0x19445139c 0x19445ac28 0x194467508 0x1079afaec 0x1079aff5c 0x1944189a0 0x194417be4 0x1944114e4 0x194411404 0x194410ab4 0x19440c1e4 0x191b28a8c 0x191b288a4 0x191b28700 0x191b29080 0x191b2ac3c 0x1ded09454 0x19453d274 0x194508a28 0x1073564f4 0x1b89fff08) terminating due to uncaught exception of type NSException The crash occurs immediately at app launch, when attempting to load a storyboard-based UITabBarController. Works as expected on: Xcode 16.4 + iOS 18 (simulator/device) Xcode 26 beta 3 + iOS 26 (simulator/device) Running from Xcode 26 beta 3 onto iOS 18 simulators or devices and it immediate crash from the particular storyboard Setup: Xcode: 26 beta 3 macOS: 15.5 iOS Simulators: iOS 18.5 Minimum deployment target: iOS 17 UIKit-based app (not using SwiftUI) No custom toolbars or host views in use explicitly Is this a known compatibility issue when building with the iOS 26 SDK and running on iOS 18? Are there any workarounds or recommendations for running apps targeting iOS 17+ on iOS 18 simulators when using Xcode 26?
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
9
Boosts
3
Views
590
Activity
Aug ’25
Keyboard Notification UIKit magic.
Dear random Apple UIKit engineer. This is a question for you. Today let's speak about keyboard notifications. In particular, UIResponder.keyboardWillShowNotification and UIResponder.keyboardWillHideNotification. While working with those, I noticed some undocumented behaviour. First, let me give you some context: extension UIViewController { func registerForKeyboardNotifications() { NotificationCenter.default.addObserver(self, selector: #selector(keyboardNotification), name: UIResponder.keyboardWillShowNotification, object: nil) NotificationCenter.default.addObserver(self, selector: #selector(keyboardNotification), name: UIResponder.keyboardWillHideNotification, object: nil) } /// Override this method to handle keyboard notifications. @objc func keyboardNotification(_ notification: Notification) { ... } } Eventually, I found that latter method with 3 dots has an implicit animation inside it's scope. Here is the [proof.](https://medium.com /uptech-team/why-does-uiresponder-keyboard-notification-handler-animate-10cc96bce372) Another thing I noticed, is that this property definition is perfectly valid let curve = UIView.AnimationCurve(rawValue: 7)!. The 7 btw comes from UIResponder.keyboardAnimationCurveUserInfoKey as a default value during my tests. So, the enum with 4 possible values (0...3) can be initialized with a value out of enum's cases range. Also, how can I initialize UIView.AnimationOption from 7? I will pollute my OptionSet which I feed to options parameter on UIView.animate(...) My questions: Why implicit animation is not documented and can I trust it or it's a subject to change. Why UIView.AnimationCurve(rawValue: 7)! does not crash. How can I convert UIResponder.keyboardAnimationCurveUserInfoKey's value into UIView.AnimationOption properly if I don't want to use implicit value. I don't encroach on UIKit secrets. I just need to know how to work with the API. Thank you!
Replies
3
Boosts
2
Views
1.4k
Activity
Nov ’25
UIModernBarButton causing a lot of console constraint warning and eventual animation glitches
is there anything I can do about this? It's in a navigation controller, and I get a lot of these when I pop and push. eventually it causes glitches with zoom animations making for some really loopy zooms. I posted a movie to FB20439774. If there's anything I can do to fix it would be great. Unable to simultaneously satisfy constraints. ( "<NSAutoresizingMaskLayoutConstraint:0x600002149680 h=-&- v=-&- TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700.minX == 0 (active, names: '|':TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0 )>", "<NSAutoresizingMaskLayoutConstraint:0x600002149590 h=-&- v=-&- H:[TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700]-(0)-| (active, names: '|':TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0 )>", "<NSLayoutConstraint:0x600002142b20 _TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x106b0e700.width == _UIButtonBarButton:0x106b16ef0.width (active)>", "<NSLayoutConstraint:0x60000214a4e0 'UITemporaryLayoutWidth' TtGC5UIKit22UICorePlatformViewHostGVS_32PlatformViewRepresentableAdaptorVS_P10$186c5d1b020ButtonRepresentation:0x106b08ef0.width == 0 (active)>", "<NSLayoutConstraint:0x600002143200 'IB_Leading_Leading' H:|-(1)-[_UIModernBarButton:0x106b09810] (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>", "<NSLayoutConstraint:0x6000021434d0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x106b09810]-(1)-| (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>" ) Will attempt to recover by breaking constraint <NSLayoutConstraint:0x6000021434d0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x106b09810]-(1)-| (active, names: '|':_UIButtonBarButton:0x106b16ef0 )>
Replies
2
Boosts
2
Views
253
Activity
Nov ’25