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Inconsistent button image scaling between dynamic type sizes 'XXX Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from XXX Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from XXX Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text("Button Image Scaling Issue") .font(.system(size: 24, weight: .semibold)) Text("Switch dynamic type from **XXX Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.") .font(.system(size: 14, weight: .regular)) TestView(title: "No Button", isButton: false) TestView(title: "Button", isButton: true) } .padding() } } struct TestView: View { let title: String let isButton: Bool var body: some View { VStack { Text(title) .font(.system(size: 16)) .foregroundColor(.secondary) if isButton { Button {} label: { Image(systemName: "divide") .font(.system(.largeTitle)) } .buttonStyle(.bordered) .frame(height: 50) } else { Image(systemName: "divide") .font(.system(.largeTitle)) .foregroundColor(.blue) .frame(height: 50) .background(Color.gray.opacity(0.2)) } } } } Expected Result Both the button and non-button images should continue to scale up proportionally when moving to larger accessibility text sizes. Actual Result When going from XXX Large to AX 1… Non-button image gets larger ✅ Button image gets smaller ❌ Screen Recording System Info Xcode Version 26.0 (17A321) iOS 26.0 and 18.6
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164
Sep ’25
.bottomBar menu button briefly disappears after menu dismissal on iOS 26.1 Seed 2 (23B5059e)
[Also submitted as FB20636175] In iOS 26.1 Seed 2 (23B5059e), ToolbarItem menus with .bottomBar placement cause the toolbar item to disappear and rebuild after the menu is dismissed, instead of smoothly morphing back. The bottom toolbar can take 1–2 seconds to reappear. This also seems to coincide with this console error: Adding 'UIKitToolbar' as a subview of UIHostingController.view is not supported and may result in a broken view hierarchy. Add your view above UIHostingController.view in a common superview or insert it into your SwiftUI content in a UIViewRepresentable instead. This occurs both on device and in a simulator. Sample Project This sample ContentView includes two menu buttons—one in the bottom bar and one in the top bar. Dismissing the bottom bar menu causes a short delay before the button reappears, while the top bar menu behaves normally. struct ContentView: View { var body: some View { NavigationStack { Text("Tap and dismiss both menu buttons and note the difference.") .navigationTitle("BottomBar Menu Issue") .navigationSubtitle("Reproduces on iOS 26.1 Seed 2 (23B5059e)") .toolbar { // Control: top bar trailing menu animates back smoothly ToolbarItem(placement: .topBarTrailing) { Menu { Button("Dismiss", role: .cancel) { } Button("Do Nothing") { } } label: { Label("More", systemImage: "ellipsis.circle") .font(.title3) } } // Repro: delay before menu button reappears after menu dismissal ToolbarItem(placement: .bottomBar) { Menu { Button("Dismiss", role: .cancel) { } Button("Do Nothing") { } } label: { Label("Actions", systemImage: "ellipsis.circle") .font(.title2) } } } } } } Passwords App This can also be seen in iOS 26.1 Seed 2 (23B5059e)'s Passwords app ("All" or "Passcodes" views):
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127
Oct ’25
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
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Nov ’25
Any way to hide/remove "Build Uploads" section in TestFlight › iOS Builds?
In App Store Connect, a Build Uploads section recently appeared above versions in the iOS Builds page in the TestFlight tab. It’s always expanded, which pushes the Version sections halfway down the page—those are the ones I actually need to manage my builds (compliance, testing groups, etc.). Is there a way to either: Hide the Build Uploads section entirely, or Make it stay collapsed Right now, collapsing it doesn’t stick—it re-expands every time the page reloads. It wouldn’t be so bad if the list weren’t so long, but even expired builds still display, so I can't even expire a bunch of builds to minimize it.
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Nov ’25
How to force VoiceOver to read decimal point even when there are 6 or more decimal digits?
When VoiceOver reads decimal numbers with six or more digits after the decimal, it stops announcing the decimal separator and also adds pauses between each digit. Text("0.12345") // VoiceOver: "zero **point** one two three four five" Text("0.123456") // VoiceOver: "zero one, two, three, four, five, six" How can I force VoiceOver to announce the decimal separator ("point") and not insert pauses regardless of the number of decimal digits?
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Jun ’25
SwiftUI Button with Image view label has smaller hit target
[Also submitted as FB20213961] SwiftUI Button with a label: closure containing only an Image view has a smaller tap target than buttons created with a Label or the convenience initializer. The hit area shrinks to the image bounds instead of preserving the standard minimum tappable size. SCREEN RECORDING On a physical device, the difference is obvious—it’s easy to miss the button. Sometimes it even shows the button-tapped bounce animation but doesn’t trigger the action. SYSTEM INFO Xcode Version 26.0 (17A321) macOS 15.6.1 (24G90) iOS 26.0 (23A340) SAMPLE CODE The following snippet shows the difference in hit targets between the convenience initializer, a Label, and an Image (the latter two in a label: closure). // ✅ Hit target is entire button Button("Button 1", systemImage: "1.square.fill") { print("Button 1 tapped") } // ✅ Hit target is entire button Button { print("Button 2 tapped") } label: { Label("Button 2", systemImage: "2.square.fill") } // ❌ Hit target is smaller than button Button { print("Button 3 tapped") } label: { Image(systemName: "3.square.fill") }
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Sep ’25
Xcode Simulator causes Mac audio crackling and distortion
[Submitted as FB20950954] Xcode Simulator causes crackling and distortion in audio playback across all apps (Apple Podcasts, Music, third-party). REPRO STEPS Open any audio app and start playback Note the audio quality Launch Xcode Simulator After a few seconds, note audio quality again Quit Xcode Simulator Audio returns to normal CURRENT Audio has crackling and distortion while Simulator is running. EXPECTED Clean audio playback regardless of whether Simulator is running. SYSTEM INFO macOS 26.1 (25B78) Xcode 26.1 (17B55) Simulator 26.0 (1058)
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Nov ’25
Simple SwiftData app exhibits excessive & persistent memory growth as items are added
[Submitted as FB14860454, but posting here since I rarely get responses in Feedback Assistant] In a simple SwiftData app that adds items to a list, memory usage drastically increases as items are added. After a few hundred items, the UI lags and becomes unusable. In comparison, a similar app built with CoreData shows only a slight memory increase in the same scenario and does NOT lag, even past 1,000 items. In the SwiftData version, as each batch is added, memory spikes the same amount…or even increases! In the CoreData version, the increase with each batch gets smaller and smaller, so the memory curve levels off. My Question Are there any ways to improve the performance of adding items in SwiftData, or is it just not ready for prime time? Example Projects Here are the test projects on GitHub if you want to check it out yourself: PerfSwiftData PerfCoreData
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Nov ’24
How to build a top/bottom split view with a dynamically-sized divider?
Is there a way to structure three views vertically with a top, middle divider, and bottom view, where the… Middle divider view “hugs” its contents vertically (grows and shrinks based on height of child views) Top and bottom views fill the space available above and below the divider Divider can be dragged all the way up (or down), to completely hide the top view (or bottom view) I’ve been working on this for a while and still can’t get it quite right. The code below is close, but the parent view’s bottom edge shifts when the divider resizes. As a result, the bottom view shifts upward when the divider shrinks, whereas I want it to continue to fill the space to the bottom of the screen. import SwiftUI struct ContentView: View { @State private var topRatio: CGFloat = 0.5 @State private var dividerHeight: CGFloat = 44 var body: some View { GeometryReader { geometry in let topInset = geometry.safeAreaInsets.top let bottomInset = geometry.safeAreaInsets.bottom let totalHeight = geometry.size.height let availableHeight = max(totalHeight - bottomInset - dividerHeight, 0) VStack(spacing: 0) { TopView() .frame(height: max(availableHeight * topRatio - topInset, 0)) .frame(maxWidth: .infinity) .background(Color.red.opacity(0.3)) DividerView() .background(GeometryReader { proxy in Color.clear.preference(key: DividerHeightKey.self, value: proxy.size.height) }) .onPreferenceChange(DividerHeightKey.self) { height in dividerHeight = height } .gesture( DragGesture() .onChanged { value in let maxDragDistance = availableHeight + dividerHeight let translation = value.translation.height / max(maxDragDistance, 1) let newTopRatio = topRatio + translation topRatio = min(max(newTopRatio, 0), 1) } ) .zIndex(1) BottomView() .frame(height: max(availableHeight * (1 - topRatio), 0)) .frame(maxWidth: .infinity) .background(Color.green.opacity(0.3)) } } } } struct DividerHeightKey: PreferenceKey { static var defaultValue: CGFloat = 44 static func reduce(value: inout CGFloat, nextValue: () -> CGFloat) { value = nextValue() } } struct DividerView: View { @State private var showExtraText = true var body: some View { VStack(spacing: 0) { Text(showExtraText ? "Tap to hide 'More'" : "Tap to show 'More'") .frame(height: 44) if showExtraText { Text("More") .frame(height: 44) } } .frame(maxWidth: .infinity) .background(Color.gray) .onTapGesture { showExtraText.toggle() } } } struct TopView: View { var body: some View { VStack { Spacer() Text("Top") } .padding(0) } } struct BottomView: View { var body: some View { VStack { Text("Bottom") Spacer() } .padding(0) } } #Preview { ContentView() }
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Oct ’24
Product Page Optimization regression: App Icon tab no longer available
I’m setting up a Product Page Optimization test, but there’s no App Icon tab to pick a different icon for each treatment. I ran a test like this a few months ago and had the App Icon tab, so I’m not sure why it’s missing now. All alternate icons work in my app (can switch between them) and are listed in the Catalog Compiler - Options › Alternate App Icon Sets build setting. Apple engineers: What are the requirements for the App Icon tab to display when creating a test? Everyone else: Could someone with an app with alternate icons start to create a Product Page Optimization test and tell me if you see the App Icon tab? I'd appreciate knowing if others are seeing this. 🙏 Here’s a screenshot from Apple’s Product Optimization Test doc showing the tab I’m missing:
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Jun ’25
Programmatically force VoiceOver to read parentheses for math expressions
How can I force VoiceOver to read parentheses for math expressions like this: Text("(2+3)×4") // VoiceOver: Two plus three, times four I’m looking for a way to have VoiceOver announce parentheses (e.g. “left paren”, “right paren”) without relying on NumberFormatter.Style.spellOut or .speechAlwaysIncludesPunctuation(), as both have drawbacks. Using .spellOut breaks braille output and Rotor › Characters menu by turning numbers and symbols into words. And .speechAlwaysIncludesPunctuation() makes VoiceOver overly verbose—for example, it reads “21” as “twenty hyphen one.” Is there a better way to selectively announce specific punctuation like parentheses while keeping numbers and symbols intact for braille and Rotor use?
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365
Jul ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
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Jul ’25
SF Symbols 7: Hundreds of SF Symbols missing 'Availability' info
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26. Questions: Are there plans to add Availability info for all symbols? If the field is blank, is there a safe latest-OS version we can assume? I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label. Screenshot Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
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Oct ’25
popoverTips don't display for toolbar menu buttons in iOS 26.1
[Also submitted as FB20756013] A popoverTip does not display for toolbar menu buttons in iOS 26.1 (23B5073a). The same code displays tips correctly in iOS 18.6. The issue occurs both in the simulator and on a physical device. Repro Steps Build and run the Sample Code below on iOS 26.1. Observe that the popoverTip does not display. Repeat on iOS 18.6 to confirm expected behavior. Expected popoverTips should appear when attached to a toolbar menu button, as they do in iOS 18.6. Actual No tip is displayed on iOS 26.1. System Info macOS 15.7.1 (24G231) Xcode 26.1 beta 3 (17B5045g) iOS 26.1 (23B5073a) Screenshot Screenshot showing two simulators side by side—iOS 18.6 on the left (tip displayed) and iOS 26.1 on the right (no tip displayed). Sample code import SwiftUI import TipKit struct PopoverTip: Tip { var title: Text { Text("Menu Tip") } var message: Text? { Text("This tip displays on iOS 18.6, but NOT on iOS 26.1.") } } struct ContentView: View { var tip = PopoverTip() var body: some View { NavigationStack { Text("`popoverTip` doesn't display on iOS 26.1 but does in iOS 18.6") .padding() .toolbar { ToolbarItem(placement: .topBarTrailing) { Menu { Button("Dismiss", role: .cancel) { } Button("Do Nothing") { } } label: { Label("More", systemImage: "ellipsis") } .popoverTip(tip) } } .navigationTitle("Popover Tip Issue") .navigationBarTitleDisplayMode(.inline) } } }
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Nov ’25
Source item disappears after swipe-back with .navigationTransition(.zoom)
[Submitted as FB21078443] When using .matchedTransitionSource with .navigationTransition(.zoom), swiping back from the left edge to return from a detail view causes the source item to disappear once the transition finishes. It’s only a visual issue—the item is still there and can be tapped to open again. This doesn’t happen when using the Back button; only the swipe-back gesture triggers it. Also, it only reproduces on a physical device, not in Simulator. SYSTEM INFO Xcode 26.1.1 (17B100) macOS 26.1 (25B78) iOS 26.1 (23B85) iOS 26.2 (23C5044b) REPRO STEPS Run the code below on a physical device, tap an image, then swipe from the left edge to dismiss the detail view. ACTUAL The image zooms back to its origin, then disappears once the animation settles. EXPECTED The image card remains visible. SCREENSHOTS CODE import SwiftUI struct Item: Identifiable, Hashable { let id = UUID() let imageName: String let title: String } struct ContentView: View { @Namespace private var namespace let items = [ Item(imageName: "SampleImage", title: "Sample Card 1"), Item(imageName: "SampleImage2", title: "Sample Card 2") ] var body: some View { NavigationStack { ScrollView { VStack(spacing: 16) { ForEach(items) { item in NavigationLink(value: item) { CardView(item: item) .matchedTransitionSource(id: item.id, in: namespace) } .buttonStyle(.plain) } } .padding() } .navigationTitle("Zoom Transition Issue") .navigationSubtitle("Tap image, then swipe back from left edge") .navigationDestination(for: Item.self) { item in DetailView(item: item, namespace: namespace) .navigationTransition(.zoom(sourceID: item.id, in: namespace)) } } } } struct CardView: View { let item: Item var body: some View { GeometryReader { geometry in ZStack(alignment: .bottom) { Image(item.imageName) .resizable() .scaledToFill() .frame(width: geometry.size.width, height: geometry.size.height) .clipped() } } .frame(height: 200) .clipShape(RoundedRectangle(cornerRadius: 16)) } } struct DetailView: View { let item: Item let namespace: Namespace.ID var body: some View { Image(item.imageName) .resizable() .scaledToFill() .clipped() } }
Topic: UI Frameworks SubTopic: SwiftUI
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