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Reply to UISceneDelegate migration - firm deadline?
Did something change in this regard from Xcode beta 1 to beta 2? It seems in beta 1 I could not run apps that have not yet adopted the UIScene lifecycle and also UIDesignRequiresCompatibility was ignored. But now in beta 2 the apps run again and also UIDesignRequiresCompatibility is respected. This is a bit confusing. Am I missing something? Or is this related to running on a iOS 26 vs. iOS 27 simulator?
Topic: UIKit SubTopic:
UIKit Q&A
Jul ’26
Reply to UIRequiresFullScreen Deprecation
When building with Xcode 27 UIRequiresFullScreen seems to be completely ignored already and also the app does rotate even if only one orientation is indicated in the plist file. Did anyone come up with a solution for apps that really only make sense in one orientation and fullscreen? What's the best approach to handle this?
Topic: UI Frameworks SubTopic: UIKit Tags:
Jun ’26
Reply to How does the automatch feature work in Game Kit?
Thanks for your reply. The GKMatchmakingMode doesn't have any effect on the GKTurnBasedMatchmakerViewController that I'm asking about. No matter which matchmakingMode is set, it always presents the same set of options (automatch, invite, nearby). Also, unfortunately, this single sentence documentation that you're referring to doesn't explain how it's working. What exactly is a player "actively looking for a match"?
Topic: Graphics & Games SubTopic: GameKit Tags:
Jan ’26
Reply to GKLeaderboard.loadLeaderboards returns empty array
Maybe this is related, I'm not sure: I just discovered that while the leaderboard sets are in status "Live", the individual leaderboards inside the sets are "Prepare for Submission". However, everything was live and approved previously. I didn't change a single bit on the leaderboard configuration. How can this happen? By the way, the achievements are not affected. Just the leaderboards inside the sets.
Topic: Graphics & Games SubTopic: GameKit Tags:
Dec ’25
Reply to Sticky UITableViewController section header reveals cells below
I solved it using this workaround: override func scrollViewDidScroll(_ scrollView: UIScrollView) { guard let tableView = scrollView as? UITableView else { return } for cell in tableView.visibleCells { let rect = tableView.convert(cell.frame, to: tableView) if rect.origin.y <= tableView.contentOffset.y { cell.isHidden = true } else { cell.isHidden = false } } }
Topic: UI Frameworks SubTopic: UIKit Tags:
Dec ’25
Reply to UIToolbar in UINavigationController in UITabBar
This is what it looks like in iOS 26 beta 4. The toolbar is behind the tabbar: All I did in this demo project is embed the default view controller in a navigation controller and then embed that in a tabbar. Here's the view controllers code: override func viewDidLoad() { super.viewDidLoad() title = "Hello World" let actionButton = UIBarButtonItem(title: "This is a button on the toolbar", style: .plain, target: self, action: #selector(buttonTapped)) self.navigationController?.isToolbarHidden = false self.toolbarItems = [actionButton]; }
Topic: UI Frameworks SubTopic: UIKit Tags:
Jul ’25
Reply to UISceneDelegate migration - firm deadline?
Did something change in this regard from Xcode beta 1 to beta 2? It seems in beta 1 I could not run apps that have not yet adopted the UIScene lifecycle and also UIDesignRequiresCompatibility was ignored. But now in beta 2 the apps run again and also UIDesignRequiresCompatibility is respected. This is a bit confusing. Am I missing something? Or is this related to running on a iOS 26 vs. iOS 27 simulator?
Topic: UIKit SubTopic:
UIKit Q&A
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Jul ’26
Reply to How to simulate two-finger touches in the Device Hub?
Also not working in Beta 2. To me this seems to be a very essential feature for the simulator to be usable.
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Jun ’26
Reply to UIRequiresFullScreen Deprecation
When building with Xcode 27 UIRequiresFullScreen seems to be completely ignored already and also the app does rotate even if only one orientation is indicated in the plist file. Did anyone come up with a solution for apps that really only make sense in one orientation and fullscreen? What's the best approach to handle this?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jun ’26
Reply to Xcode 27 Device Hub unable to create simulator
Confirmed, works after reboot.
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Jun ’26
Reply to Xcode 27 Device Hub unable to create simulator
I have the same issue.
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Jun ’26
Reply to GameKit Turn Based Matches Push Notifications
There is something called the MatchMaker ViewController. Your app should open this up - that's where your list of open matches lives. True. I can get it to show up by enabling showExistingMatches. But what about the initial invitation when the recipient doesn't have the game installed?
Topic: Graphics & Games SubTopic: GameKit Tags:
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Jan ’26
Reply to How does the automatch feature work in Game Kit?
Thanks for your reply. The GKMatchmakingMode doesn't have any effect on the GKTurnBasedMatchmakerViewController that I'm asking about. No matter which matchmakingMode is set, it always presents the same set of options (automatch, invite, nearby). Also, unfortunately, this single sentence documentation that you're referring to doesn't explain how it's working. What exactly is a player "actively looking for a match"?
Topic: Graphics & Games SubTopic: GameKit Tags:
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Jan ’26
Reply to GKLeaderboard.loadLeaderboards returns empty array
Maybe this is related, I'm not sure: I just discovered that while the leaderboard sets are in status "Live", the individual leaderboards inside the sets are "Prepare for Submission". However, everything was live and approved previously. I didn't change a single bit on the leaderboard configuration. How can this happen? By the way, the achievements are not affected. Just the leaderboards inside the sets.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Dec ’25
Reply to Game Center fetchSavedGames sometimes returns empty list of games, although it works correctly on the next tries
I have the same issue. What I do is just call fetchSavedGames twice if the first call returns an empty list, and that seems to work pretty reliably.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Dec ’25
Reply to fetchSavedGamesWithCompletionHandler
This is still the case in 2025. I need to call fetchSavedGames twice after a fresh install.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Dec ’25
Reply to Sticky UITableViewController section header reveals cells below
I solved it using this workaround: override func scrollViewDidScroll(_ scrollView: UIScrollView) { guard let tableView = scrollView as? UITableView else { return } for cell in tableView.visibleCells { let rect = tableView.convert(cell.frame, to: tableView) if rect.origin.y <= tableView.contentOffset.y { cell.isHidden = true } else { cell.isHidden = false } } }
Topic: UI Frameworks SubTopic: UIKit Tags:
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Dec ’25
Reply to UIBarButtonItem alignment in UIToolbar on iOS 26 in UIDesignRequiresCompatibility mode
Yes, I can confirm that - I've tried it with all the current versions. Unfortunately I haven't found a good workaround for this issue yet.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Oct ’25
Reply to UIToolbar in UINavigationController in UITabBar
This is what it looks like in iOS 26 beta 4. The toolbar is behind the tabbar: All I did in this demo project is embed the default view controller in a navigation controller and then embed that in a tabbar. Here's the view controllers code: override func viewDidLoad() { super.viewDidLoad() title = "Hello World" let actionButton = UIBarButtonItem(title: "This is a button on the toolbar", style: .plain, target: self, action: #selector(buttonTapped)) self.navigationController?.isToolbarHidden = false self.toolbarItems = [actionButton]; }
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jul ’25
Reply to UIToolbar in UINavigationController in UITabBar
I get an error when trying to update the post, therefore I add it as a new comment: The toolbar is showing up on iPadOS 26.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jul ’25
Reply to UIRequiresFullScreen in iPadOS 26
Specifically, I also wonder how games are supposed to handle this?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Jul ’25