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NSToolbar Space item rendered with Liquid Glass Background
Hi, I have a NSToolbar in my Mac Catalyst app with a space and flexible space item in it (https://developer.apple.com/documentation/appkit/nstoolbaritem/identifier/space). On macOS Tahoe the space item is being rendered with a Liquid Glass effect and seems to be automatically grouped with the previous item. Is there a way to prevent this? It basically adds some undesired padding next to the previous item and looks add. The flexible space is rendered normally and as before. I am talking about the space right next to the back chevron item. Thanks for any hints!
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Sep ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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Oct ’25
SwiftUI Slider will cause app to crash on macOS Tahoe RC
Hello, creating a simple-as-it-gets Slider in SwiftUI and then running that app on Mac Catalyst with the macOS idiom enabled, the app crashes: struct ContentView: View { @State private var sliderValue: Double = 0.4 var body: some View { VStack { Slider(value: $sliderValue) } .padding() } } running this will result in an exception: _setMinimumEnabledValue: is not supported on UISlider when running Catalyst apps in the Mac idiom. See UIBehavioralStyle for possible alternatives. This is obviously not ideal and also apparently no documented. Is there a workaround for this? It used to work for on macOS Sonoma. macOS 26 RC Xcode 26 RC FB20191635 Thanks!
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Oct ’25
realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
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Oct ’25
ShaderGraphMaterial with Occlusion Surface Output fails to load on iOS and macOS
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error: RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound) This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) RealityView { content in do { let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)]) bgEntity.position.z = -0.2 content.add(bgEntity) let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial") let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial]) content.add(testEntity) content.cameraTarget = testEntity } catch { print("Shader Graph Load Error:") dump(error) } } .realityViewCameraControls(.orbit) .edgesIgnoringSafeArea(.all) Feedback ID: FB15081296
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SPM Traits not working correctly with multiple targets in same Xcode workspace (App + App Clip)
Hi, I've just migrated to Swift Tools 6.2 and package traits, and I'm encountering an issue when using traits with multiple targets in the same Xcode workspace. Setup: Main iOS app target App Clip target Both consume the same local packages (e.g., UIComponents) What I'm trying to achieve: Main app imports packages without the COMPACT_BUILD trait App Clip imports packages with the COMPACT_BUILD trait enabled Package configuration (simplified): // UIComponents/Package.swift let package = Package( name: "UIComponents", platforms: [.iOS(.v18)], traits: [ .trait(name: "COMPACT_BUILD", description: "Minimal build for App Clips"), ], // ... targets: [ .target( name: "UIComponents", dependencies: [...], swiftSettings: [ .define("COMPACT_BUILD", .when(traits: ["COMPACT_BUILD"])), ] ), ] ) In the code: #if COMPACT_BUILD // Excluded from App Clip #endif The consumer packages: Main app's package imports without trait: .package(path: "../UIComponents") App Clip's package imports with trait: .package(path: "../UIComponents", traits: ["COMPACT_BUILD"]) The problem: When building the main app target, the COMPACT_BUILD compiler condition is unexpectedly active — even though the main app's dependency chain never enables that trait. It seems like the trait enabled by the App Clip target is "leaking" into the main app build. I confirmed this by adding #error("COMPACT_BUILD is active") — it triggers when building the main app, which shouldn't happen. If I disable the App Clip target from the build scheme, the main app builds correctly with COMPACT_BUILD not defined. I am also able to build the App Clip separately. Environment: Xcode 26.2 swift-tools-version: 6.2 iOS 26.2 Questions: Is this expected behavior with Xcode's SPM integration? Are traits resolved workspace-wide rather than per-target? Is there a workaround to have different trait configurations for different targets consuming the same package? Or do I need to fall back to separate package targets (e.g., UIComponents and UIComponentsCompact) to achieve this? Any guidance would be appreciated. Thanks!
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