I just started learning TipKit, and while those resources have been helpful, they'd be even better if they included source code!
The BackyardBird project referenced in that video already has a sample project—just add an updated version with TipKit incorporated. Please and thank you! 🙏
Thanks for the reply!
Any pointers to a sample implementation? That doc is pretty thin and doesn't show examples…I learn best through examples! GitHub searches haven't turned up anything useful either. :(
My app is a SwiftUI iOS app—can I implement this with SwiftUI alone, or will I need UIKit?
Since my initial post, I learned it's probably best to not suppress reading of the text inside an image (see this post).
It’s a device-level VoiceOver setting, so if someone has it on, they want to hear it—we probably shouldn’t override that.
Yeah, just wanted to make sure Apple’s aware of it, so officially reported it. And it looks like it already had some activity: *Recent Similar Reports now shows "Less than 10".
Thanks for the workaround—I’ll give that a try!
I attached a focused test project to the Feedback item FB21078443, along with device diagnostics and screen recording.
But if you don't have access to Apple's Feedback system, you can create the project by creating a new iOS app in Xcode, then replace ContentView.swift with the code in my first post. Then be sure to run it on a physical device.
Me neither. The $0 IAP feels awkward from a user perspective, and a backend-managed trial with a single paid unlock would be much cleaner.
The problem is the lack of clarity in the guidelines. Without confirmation from Apple, it feels risky to (try to) ship anything beyond the documented workaround.
I only spent a little time looking for a workaround and didn’t find one. For now I’m just leaving it as is—it’s low stakes in my case and I’ve got higher-priority work to focus on.
I just started learning TipKit, and while those resources have been helpful, they'd be even better if they included source code!
The BackyardBird project referenced in that video already has a sample project—just add an updated version with TipKit incorporated. Please and thank you! 🙏
Thanks for the reply!
Any pointers to a sample implementation? That doc is pretty thin and doesn't show examples…I learn best through examples! GitHub searches haven't turned up anything useful either. :(
My app is a SwiftUI iOS app—can I implement this with SwiftUI alone, or will I need UIKit?
Since my initial post, I learned it's probably best to not suppress reading of the text inside an image (see this post).
It’s a device-level VoiceOver setting, so if someone has it on, they want to hear it—we probably shouldn’t override that.
Yeah, just wanted to make sure Apple’s aware of it, so officially reported it. And it looks like it already had some activity: *Recent Similar Reports now shows "Less than 10".
Thanks for the workaround—I’ll give that a try!
I attached a focused test project to the Feedback item FB21078443, along with device diagnostics and screen recording.
But if you don't have access to Apple's Feedback system, you can create the project by creating a new iOS app in Xcode, then replace ContentView.swift with the code in my first post. Then be sure to run it on a physical device.
Me neither. The $0 IAP feels awkward from a user perspective, and a backend-managed trial with a single paid unlock would be much cleaner.
The problem is the lack of clarity in the guidelines. Without confirmation from Apple, it feels risky to (try to) ship anything beyond the documented workaround.
I only spent a little time looking for a workaround and didn’t find one. For now I’m just leaving it as is—it’s low stakes in my case and I’ve got higher-priority work to focus on.