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iPadOS Floating Tab Bar Items (unselected) use Black Text - Unreadable with App Black Background (Dark Mode): UIKit App
Reference Feedback FB19152594 Occurs with my 3rd Party UIKit App called "Lifeorities". Latest occurrence was 7/27/25 at 13:49 pm. Launch app (actual device running iPadOS 26 or iPadOS 26 simulator) Initial screen displays view content and floating tab bar at top of screen (both portrait orientation and landscape). Floating tab bar items respond to liquid glass effect (but liquid glass appearance of the whole tab bar doesn't comply with new glass pill shaped tab bar area). Selected tab bar item obeys selected app designated color (assets). Unselected tab bar items are using black text which is unreadable on app background which used dark mode as default (as intended). Selecting another tab bar item shows the liquid glass effect as you navigate to the new tab bar item and shows the app designated color (assets). Previous tab bar item that was selected, now is unselected and shows black text. NOTE: iOS tab bar items work fine (show white foreground color as desired for unselected tab bar items).
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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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Jun ’25
How do I take an Icon Composer file and bring it into Xcode?
How do I take an Icon Composer file and bring it into Xcode? The WWDC 25 session video "Create Icons with Icon Composer", Delivery chapter (around 13:16) was not detailed enough on how to bring the file into Xcode so it will be used for the project. Once I've saved the Icon Composer file to Finder, where do I import/put it into my Xcode project. I have previous App Icon content in Assets. Do I add Icon Composer file content to Assets in Xcode? How do I make sure Xcode uses the new Icon Composer content in my Xcode project (for iOS) vs. the App Icon asset I currently use?
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Jun ’25
Build Errors for Reality Composer Pro Packages in Xcode 16 Beta 6 for iOS 18
Using Xcode 15.4, I have successfully built and run my app using Reality Composer Pro Version 1.0 package. I then successfully submitted that app version for release. Now, using Xcode 16 Beta 6, I've created a new branch repository for updating my app for iOS/iPadOS 18 and visionOS 2. However, once I created and switched to the new branch and did a build, I get build errors. It seems to be regarding the package manifest that relates to my Reality Composer Pro package that is part of my app. When I go to the package file in my project navigator and click the Open in Reality Composer Pro button, my package opens in Reality Composer Pro 2.0, which makes sense since it it the version for Xcode 16. However, I don't know how to address/get rid of the build errors. I've added and image of my build errors.
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Sep ’24
My App Application Bundle Unexpectedly Appears in my Xcode Project Navigator
Running Xcode 15.4, macOS Sonoma 14.6.1. Recently, within the last month, an application bundle item is showing up in my Xcode project navigator under my application hierarchy. It looks just like my application target. When I look at the file inspector for this, it indicates it is an Application Bundle type, but the full path is in my Users//Library/Developer/Xcode/DerivedData.....Finder location. When I delete this project navigator object, close Xcode, then re-open Xcode, the application bundle reappears in my project navigator. Why am I recently seeing this in my project navigator? Should I retain it? When I click on it and inspect in the file inspector, the target membership to my app is not checked. Should I check it? Why would I want/need this DerivedData application bundle in my project navigator?
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354
Aug ’24
Getting build errors for my Package.swift Swift Package Manifest
Using Xcode 15.4 and macOS Sonoma 14.6.1 and Reality Composer Pro 1.0. Lately (I believe since updating to Xcode 15.4, not sure..), I'm getting build errors that I didn't get before. The error is saying that "the package manifest at /Package.swift cannot be accessed (/Package.swift doesn't exist in file system)". When I click for more information and bring up the Resolve Packages - Log, it gives a red X error "Resolving Package Graph Failed" I'm not sure why I'm recently getting this error. My Reality Composer Pro Package is part of my project and listed in my project navigator as it has been. The Package.swift file is in the same file location as it has always been and I believe it is correct. I tried removing the package from my project navigator then dragging and dropping it back into the project navigator, but I'm still getting the error. Note: this error is only appearing on a working branch for a new version I'm working on. The error does not appear on my production (main) branch even though it is the same package and location in Finder and appears the same way in the main branch project navigator. I get these same errors on Xcode 16 Beta 5.
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1.1k
Aug ’24
Can’t Figure Out How to Get My Earth Entity to Rotate on its Axis
I can‘t Figure Out How to Get My Earth Entity to Rotate on its Axis. This is a follow up post from a previous Apple Developer forum post. How would I have the earth (parent) entity rotate CCW underneath the orbiting starship child? I tried adding the following code block to the RealityView but it is not working: if let rotatingEarth = starshipEntity.findEntity(named: "Earth") { rotatingEarth.transform.rotation = simd_quatf.init(angle: 360, axis: SIMD3(x: 0, y: 1, z: 0)) if let animation = try? AnimationResource.generate(with: rotatingEarth as! AnimationDefinition) { rotatingEarth.playAnimation(animation) } } Any advice on getting the earth to rotate? I tried reviewing the Hello World WWDC23 project code, but I was unable to understand the complexity and how that sample project got the earth to rotate. i want to do this for visionOS 1.2. I realize there are some new animation and possible other capabilities coming up in vision 2.0 but I want to try to address this issue in the current released visionOS version.
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1.2k
Jul ’24
Can't Get OrbitAnimation() to work on my project
DESCRIPTION OF PROBLEM I have an Apple Vision Pro App Store app called Starship SE Corps. I'm trying to add an animation for my app so that the starship entity orbits the Earth entity. I'm trying to use OrbitAnimation as discussed in the WWDC23 session "Build Spatial Experiences with RealityKit" (https://developer.apple.com/wwdc23/10080). However, I can't get the animation to work. STEPS TO REPRODUCE I created a sample test app called "SampleOrbitAnimationApp" to focus in on the code I'm having trouble with. When I build and run my sample test app, the app runs on both the visionOS 1.2 simulator and on my real Apple Vision Pro device running visionOS 1.2. However, my starship entity is static and is not animating/orbiting around my Earth entity. I tried putting my OrbitAnimation code in the RealityView update: closure. Doing that, however causes some property scope errors because the entity I refer to in the OrbitAnimation code is my entity that I create in the RealityView code block...so the update: closure code block can't see the entity property. Trying to make the entity reference more global at the top of the ImmersiveView (so update: closure sees the entity property) causes other parameter issues in the .app file call to the ImmersiveView and in the #Preview call to the ImmersiveView. Maybe that should be expected and I would need to workaround that (but I couldn't find a sensible way to do so). If this is the right approach, I need help on how to resolve this across the project files. I did find some example code online where a developer put the OrbitAnimation code directly in the RealityView code block without having an update: or attachments: closure at all. I tried that approach but also couldn't get that to work. The test sample app tries to target the OrbitAnimation and ImmersiveView code I'm struggling with (i.e. I can't get the starship to move and orbit around the Earth). It uses my same production app Package for Starship and Earth entities, built in Reality Composer Pro. Those entities, included in my sample test app, work fine on my latest production App Store release, so I think they are fine. The issue is how to do the OrbitAnimation code for those entities. I realize new capabilities are coming in visionOS 2, but I would like to make OrbitAnimation work now in my visionOS 1.2 app.
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Jul ’24
Restoring visionOS windows to spatial location upon returning from immersive scene
If I have windows that occupy the shared space and are located in various spatial locations for the user, say various rooms in a home, how do I have those windows reappear/open in the same spatial location when the user returns to the shared space after being in a full immersive space? I assume it has to do with somehow setting the state of the windows before heading into the immersive view, but I’m not sure how to begin thinking about this or the type of code I would need for that. Any help for this question would be appreciated.
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Jun ’24
Managing app version releases for single Target with different platforms
I have a multiplatform app with a single target. I’ve been focused on making release updates for just visionOS where the new version doesn’t really have any changes to the iOS/iPadOS content. When I build and archive a new version and build number for my single app target, is it an ok practice to only release the new version and build to visionOS and not iOS? The reason I ask, is that the next time I get around to releasing a version and build that has any iOS changes that I want to release on the iOS App Store, it will have skipped one or more version numbers (due to only visionOS releases) from the last time that version was seen on the iOS App Store because I was only doing visionOS releases and versions prior to that.
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Jun ’24