I'm now lamenting ever supporting the iPad. It seems that device is just not playing nice.
In SwiftUI you're supposed to be able to use .windowResizability(.contentSize). On macOS, I use that along with modifying my main view with .frame(idealWidth: 1024, idealHeight: 768) and this forces the window to have a content area of that size.
tvOS is a non-issue since you're always dealing with 1920 pt x 1080 pt screens.
iPhone also a non-issue at least for my games.
But with iPad and iOS 26, even if attempting something similar as for macOS, you really don't have ultimate control.
I was able to at least set a min of 360 and max of around 500 for the iPad window. But attempting say 720 x 720 will fail since a user and/or system can resize the window. And even when using Canvas, content will now be offscreen.
Example (see attached). The actual window height is around 560 pt. So querying the size parameter to Canvas seems to be useless if wanted to use to drive how big to render things.
Apple made a huge mistake in not allowing full screen apps on iPad for iOS 26.
Topic:
UI Frameworks
SubTopic:
UIKit
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