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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.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() }
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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?
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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.
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530
Jan ’26
.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
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486
Oct ’25
UIScrollEdgeElementContainerInteraction crashed on iOS 26 Beta 3
after i updated to iOS 26.0 Beta3, UIScrollEdgeElementContainerInteraction crashed: let scrollInteraction = UIScrollEdgeElementContainerInteraction() scrollInteraction.edge = .bottom scrollInteraction.scrollView = webView?.scrollView bottomBar.addInteraction(scrollInteraction) i got this crash info:unrecognized selector sent to instance: UIScrollEdgeElementContainerInteraction setEdge: and UIScrollEdgeElementContainerInteraction setScrollView
Topic: UI Frameworks SubTopic: UIKit Tags:
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212
Jul ’25
tabBarMinimizeBehavior not working if subview has TabView with .tabViewStyle(.page)
We are using a TabView as the TabBarController in our app for main navigation. On one of the tabs we have a view that consists of a TabView with .tabViewStyle(.page) in order to scroll horizontally between pages inside of that specific tab. The .tabBarMinimizeBehavior(.onScrollDown) works on all the other TabItem views, but for this one it does not recognise any vertical scrolling in any of the pages, in order to minimize the TabBar. I believe this is a bug? If we don't wrap the views inside the TabView with .page style, we are able to get the expected behaviour using the tabBarMinimizeBehavior. Please let us know if this is going to be fixed in a future iOS 26 beta release.
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232
Jul ’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
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411
Jan ’26
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
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225
Dec ’25
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?
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200
Aug ’25
Liquid Glass Button animating when behind a view when `.interactive()` modifier is applied
When using the .glassEffect modifier on a button in swiftui combined with the .interactive() modifier, the button continues to show the interactive animation even when it’s covered by another element. Example: ZStack { Button { print("Button overlayed by ZStack") // Does not trigger, but interactive animation still plays } label: { image } .glassEffect(.regular.interactive()) Rectangle().fill(.black.opacity(0.7)) } This occurs with overlays, ZStacks, and even if the overlay is a button. Example below: EDIT: It seems like rocketsim's gif recording doesnt show the bug for some reason... really strange... Edit 2: reuploaded gif, recorded as mp4 and converted to gif seems to have worked... Feedback ID: FB22054300 I've attached this sample app to my feedback ticket to help with debugging the issue. It doesn't look like I can share it in this post though.
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183
Mar ’26
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
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274
Aug ’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?
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1.3k
Aug ’25
touchesEnded: not triggered on newer iOS when view is inside UIScrollView (was working on iOS 18)
Hi everyone, I’m facing an issue with touch handling on newer iOS versions. I have a custom view controller implemented in Objective-C that overrides touchesEnded:. The same code works correctly on iOS 18, but on newer iOS versions (tested on iOS 26), touchesEnded: is no longer being triggered. Important observations: touchesBegan: is triggered. touchesEnded: is NOT triggered. touchesCancelled: is also NOT triggered. No code changes were made between iOS 18 and iOS 26. Same code, same sample works fine in iOS18 device but not in iOS26 device Questions: Has gesture arbitration behavior changed in recent iOS 26 versions when views are inside UIScrollView? Any clarification on whether this is intended behavior or a regression would be greatly appreciated. Thank you.
Topic: UI Frameworks SubTopic: UIKit
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314
Mar ’26
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.
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1.3k
Dec ’25
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.
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654
Aug ’25
Navigation Title no longer showing for first Tab in iOS/iPadOS 26
Navigation Title no longer showing for first Tab in iOS/iPadOS 26 (Directives) in my app Starship SE Corps when running is Xcode 26 simulator and on iPad device itself running iPadOS 26 beta. Launch app Notice Navigation Title “Directives” is missing from top tab in Sidebar and Floating Tab View (iPad) and TabView (iOS). Navigate to other tabs and Navigation Titles appear as expected. Worked fine (as expected) in iOS/iPadOS 18.5, but broken in iOS/iPadOS 26. Reference Feedback: FB17987650
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558
Aug ’25
UITabBar in iOS 26 is Too Big for Touch ID Devices
I do the majority of my test development on an iPhone 16 Pro in the iOS Simulator. As part of my UI rework to maintain compatibility with iOS 26 I decided to run on an older device with a small screen size for testing. The smallest device that supports iOS 26 is the iPhone SE 2nd Gen and 3rd Gen. Take a look at the image below: On the left is the iPhone SE 2nd Gen. On the right iPhone 16 Pro. It looks like the UITabBar which is from a UITabBarController is sized too tall. The actual Tab Bar itself is 62px while the container that houses it is 83px. Yes there should be some top/bottom space to allow for the Liquid Glass Effect to overlap as it often spills outside it's bounds but this feels like far too much. Looking at them side by side, the iPhone SE Tab Bar actually takes up more space which is not ideal for users who are working on a smaller screen to begin with and have less real estate. It looks like the bottom space is allowable room for the 'swipe to dismiss line' however these devices use Touch ID and that line is never present. Feels like the 83px for the Tab Bar should be reduced on these devices to allow for more useable screen real estate. Is this a design oversight as iOS 26 seems to be built predominantly for Face ID Devices? Just wondering if any Apple Design Engineers can chime in to see if this will be addressed in a future beta? The only way to change it at this stage is with a CGAffineTransform however this does not impact the '_UITabBarContainerWrapperView' that sits behind it. Also, on that note. The '_UITabBarContainerWrapperView' sometimes seems to be clear and other times displays a solid system background color. Is there anyway to control this? Many of my views both SwiftUI and UIKit have differing behaviour. My understanding is the idea of iOS 26 is for your app's content to be visible behind the Tab Bar, however the content is obscured by '_UITabBarContainerWrapperView' in many of my views and I can not figure out how to change that. Thanks!
Topic: UI Frameworks SubTopic: UIKit Tags:
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325
Aug ’25
.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
530
Activity
Jan ’26
.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
Replies
7
Boosts
3
Views
486
Activity
Oct ’25
UIScrollEdgeElementContainerInteraction crashed on iOS 26 Beta 3
after i updated to iOS 26.0 Beta3, UIScrollEdgeElementContainerInteraction crashed: let scrollInteraction = UIScrollEdgeElementContainerInteraction() scrollInteraction.edge = .bottom scrollInteraction.scrollView = webView?.scrollView bottomBar.addInteraction(scrollInteraction) i got this crash info:unrecognized selector sent to instance: UIScrollEdgeElementContainerInteraction setEdge: and UIScrollEdgeElementContainerInteraction setScrollView
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
2
Boosts
3
Views
212
Activity
Jul ’25
tabBarMinimizeBehavior not working if subview has TabView with .tabViewStyle(.page)
We are using a TabView as the TabBarController in our app for main navigation. On one of the tabs we have a view that consists of a TabView with .tabViewStyle(.page) in order to scroll horizontally between pages inside of that specific tab. The .tabBarMinimizeBehavior(.onScrollDown) works on all the other TabItem views, but for this one it does not recognise any vertical scrolling in any of the pages, in order to minimize the TabBar. I believe this is a bug? If we don't wrap the views inside the TabView with .page style, we are able to get the expected behaviour using the tabBarMinimizeBehavior. Please let us know if this is going to be fixed in a future iOS 26 beta release.
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0
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3
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232
Activity
Jul ’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
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3
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3
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411
Activity
Jan ’26
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
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1
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3
Views
225
Activity
Dec ’25
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
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3
Views
200
Activity
Aug ’25
Liquid Glass Button animating when behind a view when `.interactive()` modifier is applied
When using the .glassEffect modifier on a button in swiftui combined with the .interactive() modifier, the button continues to show the interactive animation even when it’s covered by another element. Example: ZStack { Button { print("Button overlayed by ZStack") // Does not trigger, but interactive animation still plays } label: { image } .glassEffect(.regular.interactive()) Rectangle().fill(.black.opacity(0.7)) } This occurs with overlays, ZStacks, and even if the overlay is a button. Example below: EDIT: It seems like rocketsim's gif recording doesnt show the bug for some reason... really strange... Edit 2: reuploaded gif, recorded as mp4 and converted to gif seems to have worked... Feedback ID: FB22054300 I've attached this sample app to my feedback ticket to help with debugging the issue. It doesn't look like I can share it in this post though.
Replies
2
Boosts
1
Views
183
Activity
Mar ’26
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
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2
Boosts
1
Views
274
Activity
Aug ’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
touchesEnded: not triggered on newer iOS when view is inside UIScrollView (was working on iOS 18)
Hi everyone, I’m facing an issue with touch handling on newer iOS versions. I have a custom view controller implemented in Objective-C that overrides touchesEnded:. The same code works correctly on iOS 18, but on newer iOS versions (tested on iOS 26), touchesEnded: is no longer being triggered. Important observations: touchesBegan: is triggered. touchesEnded: is NOT triggered. touchesCancelled: is also NOT triggered. No code changes were made between iOS 18 and iOS 26. Same code, same sample works fine in iOS18 device but not in iOS26 device Questions: Has gesture arbitration behavior changed in recent iOS 26 versions when views are inside UIScrollView? Any clarification on whether this is intended behavior or a regression would be greatly appreciated. Thank you.
Topic: UI Frameworks SubTopic: UIKit
Replies
6
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0
Views
314
Activity
Mar ’26
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
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2
Views
1.3k
Activity
Dec ’25
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
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
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
Navigation Title no longer showing for first Tab in iOS/iPadOS 26
Navigation Title no longer showing for first Tab in iOS/iPadOS 26 (Directives) in my app Starship SE Corps when running is Xcode 26 simulator and on iPad device itself running iPadOS 26 beta. Launch app Notice Navigation Title “Directives” is missing from top tab in Sidebar and Floating Tab View (iPad) and TabView (iOS). Navigate to other tabs and Navigation Titles appear as expected. Worked fine (as expected) in iOS/iPadOS 18.5, but broken in iOS/iPadOS 26. Reference Feedback: FB17987650
Replies
9
Boosts
2
Views
558
Activity
Aug ’25
UITabBar in iOS 26 is Too Big for Touch ID Devices
I do the majority of my test development on an iPhone 16 Pro in the iOS Simulator. As part of my UI rework to maintain compatibility with iOS 26 I decided to run on an older device with a small screen size for testing. The smallest device that supports iOS 26 is the iPhone SE 2nd Gen and 3rd Gen. Take a look at the image below: On the left is the iPhone SE 2nd Gen. On the right iPhone 16 Pro. It looks like the UITabBar which is from a UITabBarController is sized too tall. The actual Tab Bar itself is 62px while the container that houses it is 83px. Yes there should be some top/bottom space to allow for the Liquid Glass Effect to overlap as it often spills outside it's bounds but this feels like far too much. Looking at them side by side, the iPhone SE Tab Bar actually takes up more space which is not ideal for users who are working on a smaller screen to begin with and have less real estate. It looks like the bottom space is allowable room for the 'swipe to dismiss line' however these devices use Touch ID and that line is never present. Feels like the 83px for the Tab Bar should be reduced on these devices to allow for more useable screen real estate. Is this a design oversight as iOS 26 seems to be built predominantly for Face ID Devices? Just wondering if any Apple Design Engineers can chime in to see if this will be addressed in a future beta? The only way to change it at this stage is with a CGAffineTransform however this does not impact the '_UITabBarContainerWrapperView' that sits behind it. Also, on that note. The '_UITabBarContainerWrapperView' sometimes seems to be clear and other times displays a solid system background color. Is there anyway to control this? Many of my views both SwiftUI and UIKit have differing behaviour. My understanding is the idea of iOS 26 is for your app's content to be visible behind the Tab Bar, however the content is obscured by '_UITabBarContainerWrapperView' in many of my views and I can not figure out how to change that. Thanks!
Topic: UI Frameworks SubTopic: UIKit Tags:
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2
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0
Views
325
Activity
Aug ’25