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iOS26 CarPlay not optimized for Subaru 11.6 inch vertical in infotainment screen
The newest iOS 26 CarPlay upgrade seems more like a downgrade with vehicles from Subaru with the 11.6 inch vertical infotainment display. Such a big screen, but only one widget shows at a time additionally, prior to this iOS update we had three lines of apps on the main page now only two. also to be noted album art size on all music streaming and podcast apps is extremely small about half the size of what it originally was prior to this update yes, I tried turning on and off the screen optimization setting and CarPlay. It did not do anything.
1
2
1.7k
Dec ’25
Recollecting Source Code and Binary
Hello All, I used to own an app named LOLIIPOP, and am in the process of transferring it to my new apple account. I am having two problems.... How do I transfer the source code and binary to my new apple account? My developers have an old code, so I need to send them the LAST code they uploaded to the App Store. How do I do that as well??? Please any help!!! Thanks, Mr. LM
Topic: Design SubTopic: General
1
0
136
Aug ’25
iOS 26 UI transparency causes readability and accessibility issues
This issue affects core system UI elements such as Control Center, notifications, and system apps. In iOS 26, the Liquid Glass UI introduces excessive transparency and blur across the system. This significantly reduces text readability, lowers contrast, and causes visual fatigue during prolonged use. There is currently no true option to fully disable Liquid Glass effects. Existing accessibility settings only partially mitigate the issue and do not restore a solid, high-contrast interface similar to iOS 18. Please consider adding a system-wide toggle to completely disable Liquid Glass and transparency effects, or provide a solid UI mode for users who prioritize readability and visual comfort. This is especially important for accessibility, as the current design negatively impacts users sensitive to eye strain and low contrast.
1
0
960
Dec ’25
Should we design for Liquid Glass on visionOS?
Liquid Glass was introduced as a universal design language for all platforms, but isn't supported by visionOS 26 beta. For a small team creating a visionOS app targeted for release in fall 2026, should we focus our design work on Liquid Glass, or for the existing visionOS design language?
Topic: Design SubTopic: General Tags:
1
1
294
Jun ’25
Few screen tap feedback ideas (and implementation YouTube video)
I've been playing around with iPad PRO M5 13" as part of my goal to implement some music relating SPH particle simulation effects on it - and this involves utilizing tap events also from the incredible looking fresh screen the device has. See more information from here, all should be overreactively implemented but the ideas remain (with almost zero cost copy fragment shader) : `https://youtu.be/ci-GSgQ0wlM` This attached image shows the tap effects implementation brought just bit a little further than in the video.
1
0
1.2k
Dec ’25
How can I force a function only runs once during the whole app lifecycle?
Hi, I want to generate some sample datas for demonstrating the functions of my app when the app launched. My codes are as followings: func generateSampleData() { let hasLaunchedKey = "HasLaunchedBefore" let defaults = UserDefaults.standard if !defaults.bool(forKey: hasLaunchedKey) { //generate the demo data } defaults.set(true, forKey: hasLaunchedKey) } And I put the func in a view's onAppear modifier. I found every time I go the view, it generates the demo data again, which results in producing a lot of demo data. But I have set the status of the function running in the userdefault. Why did it happen? Best Wishes,
Topic: Design SubTopic: General
2
0
155
Aug ’25
macOS Tahoe generates low resolution wallpapers on certain Mac models
Dear Apple, please make sure this bug gets delivered to whoever is responsible. That's all I ask. Please don't let it sit for months unassigned. This is, by far, the worst bug I've ever found with the macOS wallpaper system. FB21532401 If you own a 13" 2020 or newer MacBook pro model, set to the default resolution, and are running macOS Tahoe, macOS will significantly degrade the quality of any image set as wallpaper. When a still image is set as the wallpaper on macOS Tahoe, on some display configurations, the systems downscales the image to an incorrect size, resulting in pixelated wallpaper. The problem is exacerbated by the fact that macOS Wallpaper Agent appears to be using a less than ideal downscaling algorithm, which results in Super Mario Bros’ type pixelation (nearest neighbor) as opposed to any other reasonable modern method (like bicubic.) The issue does not repro on macOS Sequoia. Every model MacBook we’ve tested offers some resolutions with some form of this problem, but the 13” is the only one where it is notably awful. The most evident default case of this is the 13” MacBook Pro models with a 2560x1600 physical display (for example, 2020 MacBook Pro 13” (17,1.)) These models have a physical display resolution of 2560x1600, and a default scaled resolution of 1440x900. The relationship between the physical resolution and scaled resolution is not an even ratio (1:1 or 2:1), which seems to be the common condition under which this issue occurs. Repro steps: Set the systems display resolution to the default resolution - ideally on the model described above (see details on this below) Set a high resolution image (in this example 5120x2880) as the system wallpaper using any method Results: On the model described above, Wallpaper Agent will generate and display a 1440x810 image as the wallpaper. It should be generating and displaying at a minimum of 2560x1600, or more appropriately at 2880x1800 which is the proper 2X resolution. This can be confirmed by viewing the properties of the generated images in the macOS wallpaper cache here: ~/Library/containers/com.apple.wallpaper.agent/Data/Library/Caches/com.apple.wallpaper.caches/extension-com.apple.wallpaper.extension.image On modern Apple systems, the only situation in which the wallpaper should be generated at 1X is when the physical resolution and set resolution are 1:1. In any situation where the physical resolution is larger than the set resolution, the image should be generated at 2X the set resolution. As far as we can tell, this issue impacts any format, and any resolution of image, and occurs independent of the set image resolution.
Topic: Design SubTopic: General
0
1
355
Jan ’26
Too large clock size on iOS 26 Lock Screen.
The clock on the lock screen is too big. This is very noticeable on the serif font, the maximum size goes beyond the frame, and rests on the frame of the phone display. (Screenshot 1 & Screenshot 3) This is especially evident if you use the enlarged interface (using the Large Text function), here the time goes completely out of the frame and conflicts with the frame of the phone screen. (Screenshot 2 & Screenshot 4)
Topic: Design SubTopic: General Tags:
3
1
1.1k
Jan ’26
App Icon issue in Wallet app
Hi, Upon reviewing our app, we got feedback that our app icon within the Wallet app is not behaving as expected when the home screen is set to "light mode" only. In that case, on the home screen, the app icon remains its default color (e.g., red), regardless of the device's appearance settings (light or dark), which is expected. However, in the apple Wallet, e.g., under the From Apps from your device, app icons change their color (e.g., red in light mode, black in dark mode) when iOS appearance is changed - which is reported as an app issue. I've noticed that all apps in that section are changing the color, not just ours, so it seems to me like a bug in iOS or a behavior that was not clearly defined in the app store guidelines. If there is an API we must use to cover that case, which one would that be? Is this a bug that Apple should resolve, or is this the intended behaviour?
0
2
487
Aug ’25
Notification badge with no indication number
I'm looking for a way to display a notification badge without showing a number—essentially, just an empty badge to indicate the presence of notifications. From my research, it seems like this functionality isn't available . Is there any workaround or method to achieve this?
Topic: Design SubTopic: General
3
0
153
May ’25
Handling Context Save Errors
I was wondering if errors are common for the code below for saving SwiftData data and what would be the best way to handle them (popup, closing the app)? do { try modelContext.save() } catch { print("error") }
Topic: Design SubTopic: General Tags:
1
0
292
Jan ’26
Icon composer won't allow me to import any files
I have been battling the new Icon Composer app for 2 days trying to build an app icon. However, I cannot get it to import any files. I have used the Apple provided App Icon Template. I have exported my layers to .svg and when I open the finder, everything is disabled. I can't find help for this anywhere. I am on Sequoia on my Mac and not sure how to design this app icon without access to the composer.
1
0
139
Aug ’25
Need clarify the behavior of QR Code button on `Tap to Pay on iPhone` Figma design
Hi Apple team, We're planning to integrate Tap to Pay on iPhone feature in our product, and found there's a QR code button on the your Figma design: https://www.figma.com/design/2SOXmeLvimllvT67MTMLOy/Tap-to-Pay-on-iPhone--Community-?node-id=0-1&t=E3XskpsLctTuZvg5-1 Questions: is there any official documentation about the QR code button on this screen? What happens when user clicks on QR button? What're the suggestions to show/hide that button, and can we customize it? Thanks.
0
0
835
Jan ’26
CarPlay navigation issue, maximum depth
Hi everyone, I am working on a CarPlay integration, and need open a two level list opened from a root template. However, I am always receiving an error message when opening the 2nd pushed template. To narrow it down not to have an issue with some app specific code I created the CarPlay scene below. I am aware that there is a limit, but two levels I understand are supported on all CarPlay integrations, the maximum seems to be 5. The app is just crashing right after showing the 2nd template. Any ideas? Any hints are much appreciated. Thanks a lot! Regards, Michael class CarPlaySceneDelegate2: UIResponder, CPTemplateApplicationSceneDelegate { // [...] private func createRootTemplate() -> CPListTemplate { let pushToAItem = CPListItem(text: "Push to Template A", detailText: "Level 1 → Level 2") pushToAItem.handler = {[weak self] (pushToAItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateA(), animated: true, completion: { (didPresent, error) in completion() } ) } let section = CPListSection(items: [pushToAItem]) let template = CPListTemplate(title: "Root Template", sections: [section]) return template } private func pushTemplateA() -> CPListTemplate { let pushToBItem = CPListItem(text: "Push to Template B", detailText: "Level 2 → Level 3") pushToBItem.handler = {[weak self] (pushToBItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateB(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion(); } let infoItem = CPListItem(text: "Current Depth", detailText: "2 (Template A)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToBItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template A", sections: [section]) return template } private func pushTemplateB() -> CPListTemplate { let pushToCItem = CPListItem(text: "Push to Template C", detailText: "Level 3 → Level 4") pushToCItem.handler = {[weak self] (pushToCItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateC(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template A") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "3 (Template B)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToCItem, popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template B", sections: [section]) return template } private func pushTemplateC() -> CPListTemplate { let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template B") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "4 (Template C)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template C", sections: [section]) return template } }
2
0
1.9k
Jan ’26
Maintain app icon contrast when switching to grayscale mode
Context & Issue I am developing an iOS application. My app icon uses colors that are relatively close to each other. When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced. Goal When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable. What I’ve tried Redesigned the icon with more contrasting colors. Added strokes/outlines, but it still doesn’t look much better in grayscale. Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon. Specific questions Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled? If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale? Do we have to design grayscale version for app icon? Thank you!
0
0
334
Aug ’25
Adobe XD throws error when loading UIKit resources Sketch file
Hi there. I want to use Adobe XD for designing and prototyping apps, and I would like to get the UIKit design resources working. I downloaded it and tried to open it with Adobe XD, but it threw this error: There was an error opening the file Apple iOS 26 UI Kit.sketch (Error code: 115) I really prefer to use the UIKit in Adobe XD rather than paying for Figma or Sketch. Thanks. Apple Design Resources
Topic: Design SubTopic: General Tags:
1
0
893
Jan ’26
Requirements for application functions that use some WeatherKit data
Hi there I have developed an offline algorithm for calculating tides, which works based on the built-in database of tidal stations in some regions. The algorithm works correctly and the results match the real data. I would like to receive and add moon data from Weather Kit to the algorithm for performance improvement experiments. What requirements do I need to apply to the application so that I can use data from Weather Kit in my algorithm ?
Topic: Design SubTopic: General
1
0
81
Jun ’25
iOS26 CarPlay not optimized for Subaru 11.6 inch vertical in infotainment screen
The newest iOS 26 CarPlay upgrade seems more like a downgrade with vehicles from Subaru with the 11.6 inch vertical infotainment display. Such a big screen, but only one widget shows at a time additionally, prior to this iOS update we had three lines of apps on the main page now only two. also to be noted album art size on all music streaming and podcast apps is extremely small about half the size of what it originally was prior to this update yes, I tried turning on and off the screen optimization setting and CarPlay. It did not do anything.
Replies
1
Boosts
2
Views
1.7k
Activity
Dec ’25
Recollecting Source Code and Binary
Hello All, I used to own an app named LOLIIPOP, and am in the process of transferring it to my new apple account. I am having two problems.... How do I transfer the source code and binary to my new apple account? My developers have an old code, so I need to send them the LAST code they uploaded to the App Store. How do I do that as well??? Please any help!!! Thanks, Mr. LM
Topic: Design SubTopic: General
Replies
1
Boosts
0
Views
136
Activity
Aug ’25
iOS 26 UI transparency causes readability and accessibility issues
This issue affects core system UI elements such as Control Center, notifications, and system apps. In iOS 26, the Liquid Glass UI introduces excessive transparency and blur across the system. This significantly reduces text readability, lowers contrast, and causes visual fatigue during prolonged use. There is currently no true option to fully disable Liquid Glass effects. Existing accessibility settings only partially mitigate the issue and do not restore a solid, high-contrast interface similar to iOS 18. Please consider adding a system-wide toggle to completely disable Liquid Glass and transparency effects, or provide a solid UI mode for users who prioritize readability and visual comfort. This is especially important for accessibility, as the current design negatively impacts users sensitive to eye strain and low contrast.
Replies
1
Boosts
0
Views
960
Activity
Dec ’25
Should we design for Liquid Glass on visionOS?
Liquid Glass was introduced as a universal design language for all platforms, but isn't supported by visionOS 26 beta. For a small team creating a visionOS app targeted for release in fall 2026, should we focus our design work on Liquid Glass, or for the existing visionOS design language?
Topic: Design SubTopic: General Tags:
Replies
1
Boosts
1
Views
294
Activity
Jun ’25
Few screen tap feedback ideas (and implementation YouTube video)
I've been playing around with iPad PRO M5 13" as part of my goal to implement some music relating SPH particle simulation effects on it - and this involves utilizing tap events also from the incredible looking fresh screen the device has. See more information from here, all should be overreactively implemented but the ideas remain (with almost zero cost copy fragment shader) : `https://youtu.be/ci-GSgQ0wlM` This attached image shows the tap effects implementation brought just bit a little further than in the video.
Replies
1
Boosts
0
Views
1.2k
Activity
Dec ’25
How can I force a function only runs once during the whole app lifecycle?
Hi, I want to generate some sample datas for demonstrating the functions of my app when the app launched. My codes are as followings: func generateSampleData() { let hasLaunchedKey = "HasLaunchedBefore" let defaults = UserDefaults.standard if !defaults.bool(forKey: hasLaunchedKey) { //generate the demo data } defaults.set(true, forKey: hasLaunchedKey) } And I put the func in a view's onAppear modifier. I found every time I go the view, it generates the demo data again, which results in producing a lot of demo data. But I have set the status of the function running in the userdefault. Why did it happen? Best Wishes,
Topic: Design SubTopic: General
Replies
2
Boosts
0
Views
155
Activity
Aug ’25
macOS Tahoe generates low resolution wallpapers on certain Mac models
Dear Apple, please make sure this bug gets delivered to whoever is responsible. That's all I ask. Please don't let it sit for months unassigned. This is, by far, the worst bug I've ever found with the macOS wallpaper system. FB21532401 If you own a 13" 2020 or newer MacBook pro model, set to the default resolution, and are running macOS Tahoe, macOS will significantly degrade the quality of any image set as wallpaper. When a still image is set as the wallpaper on macOS Tahoe, on some display configurations, the systems downscales the image to an incorrect size, resulting in pixelated wallpaper. The problem is exacerbated by the fact that macOS Wallpaper Agent appears to be using a less than ideal downscaling algorithm, which results in Super Mario Bros’ type pixelation (nearest neighbor) as opposed to any other reasonable modern method (like bicubic.) The issue does not repro on macOS Sequoia. Every model MacBook we’ve tested offers some resolutions with some form of this problem, but the 13” is the only one where it is notably awful. The most evident default case of this is the 13” MacBook Pro models with a 2560x1600 physical display (for example, 2020 MacBook Pro 13” (17,1.)) These models have a physical display resolution of 2560x1600, and a default scaled resolution of 1440x900. The relationship between the physical resolution and scaled resolution is not an even ratio (1:1 or 2:1), which seems to be the common condition under which this issue occurs. Repro steps: Set the systems display resolution to the default resolution - ideally on the model described above (see details on this below) Set a high resolution image (in this example 5120x2880) as the system wallpaper using any method Results: On the model described above, Wallpaper Agent will generate and display a 1440x810 image as the wallpaper. It should be generating and displaying at a minimum of 2560x1600, or more appropriately at 2880x1800 which is the proper 2X resolution. This can be confirmed by viewing the properties of the generated images in the macOS wallpaper cache here: ~/Library/containers/com.apple.wallpaper.agent/Data/Library/Caches/com.apple.wallpaper.caches/extension-com.apple.wallpaper.extension.image On modern Apple systems, the only situation in which the wallpaper should be generated at 1X is when the physical resolution and set resolution are 1:1. In any situation where the physical resolution is larger than the set resolution, the image should be generated at 2X the set resolution. As far as we can tell, this issue impacts any format, and any resolution of image, and occurs independent of the set image resolution.
Topic: Design SubTopic: General
Replies
0
Boosts
1
Views
355
Activity
Jan ’26
Call Answer/Decline Icons Appear Blurry with Black Screen
When receiving or dialing a call, the green (answer) and red (decline) icons appear blurry, and there is a black screen overlay around the icons. This makes it difficult to interact with the call interface properly.
Topic: Design SubTopic: General
Replies
0
Boosts
0
Views
212
Activity
Jun ’25
Too large clock size on iOS 26 Lock Screen.
The clock on the lock screen is too big. This is very noticeable on the serif font, the maximum size goes beyond the frame, and rests on the frame of the phone display. (Screenshot 1 & Screenshot 3) This is especially evident if you use the enlarged interface (using the Large Text function), here the time goes completely out of the frame and conflicts with the frame of the phone screen. (Screenshot 2 & Screenshot 4)
Topic: Design SubTopic: General Tags:
Replies
3
Boosts
1
Views
1.1k
Activity
Jan ’26
App Icon issue in Wallet app
Hi, Upon reviewing our app, we got feedback that our app icon within the Wallet app is not behaving as expected when the home screen is set to "light mode" only. In that case, on the home screen, the app icon remains its default color (e.g., red), regardless of the device's appearance settings (light or dark), which is expected. However, in the apple Wallet, e.g., under the From Apps from your device, app icons change their color (e.g., red in light mode, black in dark mode) when iOS appearance is changed - which is reported as an app issue. I've noticed that all apps in that section are changing the color, not just ours, so it seems to me like a bug in iOS or a behavior that was not clearly defined in the app store guidelines. If there is an API we must use to cover that case, which one would that be? Is this a bug that Apple should resolve, or is this the intended behaviour?
Replies
0
Boosts
2
Views
487
Activity
Aug ’25
CarPlay iOS 26 - CPListSection header scrolling issue
With iOS 26 the CPListSection header has a transparent background, and when the list scrolls under the header it doesn't look good at all. We expected to see a glass fading effect maybe, like the one on the top of the screen. Is it a known bug?
Replies
2
Boosts
0
Views
1.9k
Activity
Jan ’26
Notification badge with no indication number
I'm looking for a way to display a notification badge without showing a number—essentially, just an empty badge to indicate the presence of notifications. From my research, it seems like this functionality isn't available . Is there any workaround or method to achieve this?
Topic: Design SubTopic: General
Replies
3
Boosts
0
Views
153
Activity
May ’25
Handling Context Save Errors
I was wondering if errors are common for the code below for saving SwiftData data and what would be the best way to handle them (popup, closing the app)? do { try modelContext.save() } catch { print("error") }
Topic: Design SubTopic: General Tags:
Replies
1
Boosts
0
Views
292
Activity
Jan ’26
Icon composer won't allow me to import any files
I have been battling the new Icon Composer app for 2 days trying to build an app icon. However, I cannot get it to import any files. I have used the Apple provided App Icon Template. I have exported my layers to .svg and when I open the finder, everything is disabled. I can't find help for this anywhere. I am on Sequoia on my Mac and not sure how to design this app icon without access to the composer.
Replies
1
Boosts
0
Views
139
Activity
Aug ’25
Need clarify the behavior of QR Code button on `Tap to Pay on iPhone` Figma design
Hi Apple team, We're planning to integrate Tap to Pay on iPhone feature in our product, and found there's a QR code button on the your Figma design: https://www.figma.com/design/2SOXmeLvimllvT67MTMLOy/Tap-to-Pay-on-iPhone--Community-?node-id=0-1&t=E3XskpsLctTuZvg5-1 Questions: is there any official documentation about the QR code button on this screen? What happens when user clicks on QR button? What're the suggestions to show/hide that button, and can we customize it? Thanks.
Replies
0
Boosts
0
Views
835
Activity
Jan ’26
iphone 连接蓝牙HID设备时,无法弹出系统键盘。
我设计了一个可以键盘输入的蓝牙HID设备,被iphone蓝牙连接后,iphone无法弹出系统键盘,我正试图寻求可以通过修改HID设备代码来解决的方案。
Topic: Design SubTopic: General
Replies
0
Boosts
0
Views
749
Activity
Jun ’25
CarPlay navigation issue, maximum depth
Hi everyone, I am working on a CarPlay integration, and need open a two level list opened from a root template. However, I am always receiving an error message when opening the 2nd pushed template. To narrow it down not to have an issue with some app specific code I created the CarPlay scene below. I am aware that there is a limit, but two levels I understand are supported on all CarPlay integrations, the maximum seems to be 5. The app is just crashing right after showing the 2nd template. Any ideas? Any hints are much appreciated. Thanks a lot! Regards, Michael class CarPlaySceneDelegate2: UIResponder, CPTemplateApplicationSceneDelegate { // [...] private func createRootTemplate() -> CPListTemplate { let pushToAItem = CPListItem(text: "Push to Template A", detailText: "Level 1 → Level 2") pushToAItem.handler = {[weak self] (pushToAItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateA(), animated: true, completion: { (didPresent, error) in completion() } ) } let section = CPListSection(items: [pushToAItem]) let template = CPListTemplate(title: "Root Template", sections: [section]) return template } private func pushTemplateA() -> CPListTemplate { let pushToBItem = CPListItem(text: "Push to Template B", detailText: "Level 2 → Level 3") pushToBItem.handler = {[weak self] (pushToBItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateB(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion(); } let infoItem = CPListItem(text: "Current Depth", detailText: "2 (Template A)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToBItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template A", sections: [section]) return template } private func pushTemplateB() -> CPListTemplate { let pushToCItem = CPListItem(text: "Push to Template C", detailText: "Level 3 → Level 4") pushToCItem.handler = {[weak self] (pushToCItem, completion) in guard let self = self else { completion() return } self.interfaceController?.pushTemplate( self.pushTemplateC(), animated: true, completion: { (didPresent, error) in completion() } ) } let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template A") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "3 (Template B)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [pushToCItem, popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template B", sections: [section]) return template } private func pushTemplateC() -> CPListTemplate { let backToRootItem = CPListItem(text: "Pop to Root", detailText: "Go back to root") backToRootItem.handler = { [weak self] _, completion in self?.interfaceController?.popToRootTemplate(animated: true, completion: nil) completion() } let popOneItem = CPListItem(text: "Pop One", detailText: "Go back to Template B") popOneItem.handler = { [weak self] _, completion in self?.interfaceController?.popTemplate(animated: true, completion: nil) completion() } let infoItem = CPListItem(text: "Current Depth", detailText: "4 (Template C)") let stackCountItem = CPListItem( text: "Stack Count", detailText: "\((interfaceController?.templates.count ?? 0) + 1)" ) let section = CPListSection(items: [popOneItem, backToRootItem, infoItem, stackCountItem]) let template = CPListTemplate(title: "Template C", sections: [section]) return template } }
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Activity
Jan ’26
Maintain app icon contrast when switching to grayscale mode
Context & Issue I am developing an iOS application. My app icon uses colors that are relatively close to each other. When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced. Goal When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable. What I’ve tried Redesigned the icon with more contrasting colors. Added strokes/outlines, but it still doesn’t look much better in grayscale. Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon. Specific questions Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled? If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale? Do we have to design grayscale version for app icon? Thank you!
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334
Activity
Aug ’25
Adobe XD throws error when loading UIKit resources Sketch file
Hi there. I want to use Adobe XD for designing and prototyping apps, and I would like to get the UIKit design resources working. I downloaded it and tried to open it with Adobe XD, but it threw this error: There was an error opening the file Apple iOS 26 UI Kit.sketch (Error code: 115) I really prefer to use the UIKit in Adobe XD rather than paying for Figma or Sketch. Thanks. Apple Design Resources
Topic: Design SubTopic: General Tags:
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893
Activity
Jan ’26
Requirements for application functions that use some WeatherKit data
Hi there I have developed an offline algorithm for calculating tides, which works based on the built-in database of tidal stations in some regions. The algorithm works correctly and the results match the real data. I would like to receive and add moon data from Weather Kit to the algorithm for performance improvement experiments. What requirements do I need to apply to the application so that I can use data from Weather Kit in my algorithm ?
Topic: Design SubTopic: General
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1
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81
Activity
Jun ’25