Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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Correct way to label TextField inside Form in SwiftUI
Hello everyone. I'm building a simple Form in a Multiplatform App with SwiftUI. Originally I had something like this. import SwiftUI struct OnboardingForm: View { @State var firstName: String = "" @State var lastName: String = "" @State var email: String = "" @State var job: String = "" @State var role: String = "" var body: some View { Form { TextField("First Name", text: $firstName, prompt: Text("Required")) TextField("Last Name", text: $lastName, prompt: Text("Required")) TextField("Email", text: $email, prompt: Text("Required")) TextField("Job", text: $job, prompt: Text("Required")) TextField("Role", text: $role, prompt: Text("Required")) } } } #Preview { OnboardingForm() } In macOS it looks ok but then in iOS it looks like this: and it's impossible to know what each field is for if all the prompts are the same. I tried adding LabeledContent around each text field and that solves it for iOS but then on macOS it looks like this: The labels are shown twice and the columns are out of alignment. I think I could get around it by doing something like this: #if os(iOS) LabeledContent { TextField("First Name", text: $firstName, prompt: Text("Required")) } label: { Text("First Name") } #else TextField("First Name", text: $firstName, prompt: Text("Required")) #endif but it seems to me like reinventing the wheel. Is there a "correct" way to declare TextFields with labels that works for both iOS and macOS?
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1k
Feb ’25
.sheet or .fullScreenSheet Looping when presenting Image Picker on visionOS
I am having issues with my app on visionOS. It works fine on iOS. The app is presenting a ImagePicker, I had tried converting to PhotoPicker and the behavior did not change. The relevant code is in the EditGreetingCardView - // // Created by Michael Rowe on 1/2/24. // import AVKit import SwiftData import SwiftUI struct EditGreetingCardView: View { @Environment(\.modelContext) private var modelContext @Environment(\.dismiss) private var dismiss @Query(sort: \EventType.eventName) private var events: [EventType] var greetingCard: GreetingCard? private var editorTitle: String { greetingCard == nil ? "Add Greeting Card" : "Edit Greeting Card" } @State var frontImageSelected: Image? = Image("frontImage") @State var sourceType: UIImagePickerController.SourceType = .photoLibrary @State var frontPhoto = false @State var captureFrontImage = false var eventTypePassed: EventType? @State private var eventType: EventType? @State private var cardName = "" @State private var cardManufacturer = "" @State private var cardURL = "" @State private var cardUIImage: UIImage? @State private var cameraNotAuthorized = false @State private var isCameraPresented = false @State private var newEvent = false @AppStorage("walkthrough") var walkthrough = 1 init(eventTypePassed: EventType?) { if let eventTypePassed { _eventType = .init(initialValue: eventTypePassed) } } init(greetingCard: GreetingCard?) { self.greetingCard = greetingCard _eventType = .init(initialValue: greetingCard?.eventType) } var body: some View { NavigationStack { Form { Section("Occasion") { Picker("Select Occasion", selection: $eventType) { Text("Unknown Occasion") .tag(Optional<EventType>.none) //basically added empty tag and it solve the case if events.isEmpty == false { Divider() ForEach(events) { event in Text(event.eventName) .tag(Optional(event)) } } } } .foregroundColor(Color("AccentColor")) Section("Card details") { } .foregroundColor(Color("AccentColor")) Section("Card Image") { HStack(alignment: .center){ Spacer() ZStack { Image(uiImage: cardUIImage ?? UIImage(named: "frontImage")!) .resizable() .aspectRatio(contentMode: .fit) .shadow(radius: 10 ) Image(systemName: "camera.fill") .foregroundColor(.white) .font(.largeTitle) .shadow(radius: 10) .frame(width: 200) .onTapGesture { self.frontPhoto = true } .actionSheet(isPresented: $frontPhoto) { () -> ActionSheet in #if !os(visionOS) ActionSheet( title: Text("Choose mode"), message: Text("Select one."), buttons: [ ActionSheet.Button.default(Text("Camera"), action: { checkCameraAuthorization() self.captureFrontImage.toggle() self.sourceType = .camera }), ActionSheet.Button.default(Text("Photo Library"), action: { self.captureFrontImage.toggle() self.sourceType = .photoLibrary }), ActionSheet.Button.cancel() ] ) #else ActionSheet( title: Text("Choose mode"), message: Text("Select one."), buttons: [ ActionSheet.Button.default(Text("Photo Library"), action: { self.captureFrontImage.toggle() self.sourceType = .photoLibrary }), ActionSheet.Button.cancel() ] ) #endif } .fullScreenCover(isPresented: $captureFrontImage) { #if !os(visionOS) ImagePicker( sourceType: sourceType, image: $frontImageSelected) .interactiveDismissDisabled(true) #else ImagePicker( image: $frontImageSelected) .interactiveDismissDisabled(true) #endif } } .frame(width: 250, height: 250) Spacer() } } } .alert(isPresented: $cameraNotAuthorized) { Alert( title: Text("Unable to access the Camera"), message: Text("To enable access, go to Settings > Privacy > Camera and turn on Camera access for this app."), primaryButton: .default(Text("Settings")) { openSettings() } , secondaryButton: .cancel() ) } .toolbar { } .onAppear { } .onChange(of: frontImageSelected) { oldValue, newValue in cardUIImage = newValue?.asUIImage() } } } }
Topic: UI Frameworks SubTopic: SwiftUI
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295
Feb ’25
PKInk - no eraser stroke
I am trying to convert some of my older drawings to a PKCanvas. In my older drawings, I had an eraser stroke which erases anything that the stroke intersected with. I am able to convert all the strokes except an eraser stroke which doesn't seem to exist in PKCanvas. The user tool exists, but PKInkTypePen etc... doesn't contain an eraser type. Is there any way to create an "eraser type stroke" so I can convert my drawing strokes to use the PKCanvas? Thanks
Topic: UI Frameworks SubTopic: UIKit
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259
Feb ’25
NSApplicationDelegate openURLs never called
Hi, I have an existing AppKit-based Mac app that I have been working on for a few years. For a new feature, I wanted to have the app opened by a different app, so I setup the URL scheme under CFBundleURLTypes in my Info.plist, and adopted this delegate callback:   - (void)application: (NSApplication *)application openURLs:(nonnull NSArray<NSURL *> *)urls Now when I invoke the URL from the 2nd app, it opens my app correctly, BUT this delegate method isn't called. What's interesting is that if I make a totally new app with a URL scheme and adopt this delegate method, it gets called without a problem! SO what about my original project could be responsible for this 'opensURLs' method to not be called? I've been searching for a solution for a couple of days without any luck. The macOS app's target has a Deployment Target of 10.15 and I'm running this on macOS12.0 with Xcode 13.
Topic: UI Frameworks SubTopic: AppKit Tags:
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807
Feb ’25
Detect user's tap on status bar
I have an app which uses Scene var body: some Scene { WindowGroup { RootView(root: appDelegate.root) .edgesIgnoringSafeArea(.all) .onOpenURL { url in let stringUrl = url.absoluteString if (stringUrl.starts(with: "http")) { handleUniversalLink(url: stringUrl) } else if (stringUrl.starts(with: "fb")) { let _ = ApplicationDelegate.shared.application( UIApplication.shared, open: url, sourceApplication: nil, annotation: [UIApplication.OpenURLOptionsKey.annotation]) } } } } I need to detect when a user taps on status bar. And call some functions when he does it. Is it possible in Swift?
Topic: UI Frameworks SubTopic: SwiftUI
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253
Feb ’25
Extending iOS screen to an external display
I understand two key concepts from desktop platforms: Screen Mirroring – The same content is displayed on both the primary and external screens. Screen Extension – The external display shows different content that complements what's on the main screen. My question pertains to the second point: Is it possible to extend the display on iOS and iPadOS devices? I'm referring to this Apple documentation, which explains how to extend content from an iOS/iPadOS device to an external display. I tested this in a sample iOS Xcode project. In the iOS Simulator, I was able to detect an "external display" and present a separate UIWindow on it. However, when I tried the same on a real device (iPhone 15 connected to a MacBook Pro via cable), the external display connection was not detected. I’d like to confirm whether screen extension is possible on a real iOS device. From my research, it appears that extension is only supported on iPadOS via Stage Manager, but I want to verify if there’s any way to achieve this on an iPhone. If so, are there any known apps that currently utilize extended display functionality on iOS? If extension is not possible on iOS, what does the documentation mentions iOS?
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570
Feb ’25
Unexpected Frame Resizing Behavior During Animation of safeAreaInset content.
Hey everyone! I’m encountering an issue while attempting to animate height changes of the content inside safeAreaInset(edge:alignment:spacing:content:). When animating a reduction in the frame height, the container view (in my case, Map) also animates unexpectedly. However, when animating an increase in the frame height, the animation works smoothly, and the Map view remains still. How can I address this odd resizing behavior of the container? Code: struct MapView: View { var body: some View { Map() .safeAreaInset(edge: .bottom) { MapDetailView() } } } struct MapDetailView: View { @State private var oldHeightOffset: CGFloat = 0 @State private var newHeightOffset: CGFloat = 0 @State private var containerHeight: CGFloat = 0 private var drag: some Gesture { DragGesture(coordinateSpace: .global) .onChanged { value in withAnimation(.interactiveSpring) { newHeightOffset = oldHeightOffset + value.translation.height } } .onEnded { value in switch newHeightOffset { case containerHeight * 0.625...containerHeight: withAnimation(.spring) { newHeightOffset = containerHeight * 0.75 } case containerHeight * 0.25..<containerHeight * 0.625: withAnimation(.spring) { newHeightOffset = containerHeight * 0.5 } case 0..<containerHeight * 0.25: withAnimation(.spring) { newHeightOffset = 0 } default: break } oldHeightOffset = newHeightOffset } } var body: some View { NavigationStack { Rectangle() .fill(.clear) .containerBackground(.ultraThinMaterial, for: .navigation) } .gesture(drag) .containerRelativeFrame(.vertical) { length, _ in length - newHeightOffset } .onGeometryChange(for: CGFloat.self) { geometryProxy in let frame = geometryProxy.frame(in: .local) return frame.height + newHeightOffset } action: { containerHeight in self.containerHeight = containerHeight } } } Reducing safe area inset's content height (drag down): Increasing safe area inset's content height (drag up):
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531
Feb ’25
how to save the state when I open another APP ?
how to save the state of my APP when I open another APP so that It can restore when I re-open it? my app will use over 10mb memory so if I open another APP(my app will go background) it will closed at all. when I re-open it it will restart. but I do not want it I want if I open Page A and then it go background and when I re-open it it still is Page A and do not restart.
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Feb ’25
Reduce padding, spacing between list section header and search bar
Anyone know how to reduce the padding between list section header (plain style) and search bar? I have tried all available method on google but none work. The default list style does not have this big padding/space between the section header and the search bar. struct Demo: View { @State private var searchText: String = "" var body: some View { NavigationStack { List { Section { ForEach(0..<100) { index in Text("Sample value for \(index)") } } header: { Text("Header") .font(.headline) } } .listStyle(.plain) .navigationTitle("Demo") .navigationBarTitleDisplayMode(.inline) .searchable(text: $searchText) } } }
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244
Feb ’25
Location Permission Popup Not Appearing in SwiftUI App
Hello everyone, I'm working on a SwiftUI app that requires location services, and I've implemented a LocationManager class to handle location updates and permissions. However, I'm facing an issue where the location permission popup does not appear when the app is launched. Here is my current implementation: LocationManager.swift: import CoreLocation import SwiftUI class LocationManager: NSObject, ObservableObject, CLLocationManagerDelegate { private let locationManager = CLLocationManager() @Published var userLocation: CLLocation? @Published var isAuthorized = false @Published var authorizationStatus: CLAuthorizationStatus = .notDetermined override init() { super.init() locationManager.delegate = self checkAuthorizationStatus() } func startLocationUpdates() { locationManager.startUpdatingLocation() } func stopLocationUpdates() { locationManager.stopUpdatingLocation() } func requestLocationAuthorization() { print("Requesting location authorization") DispatchQueue.main.async { self.locationManager.requestWhenInUseAuthorization() } } private func checkAuthorizationStatus() { print("Checking authorization status") authorizationStatus = locationManager.authorizationStatus print("Initial authorization status: \(authorizationStatus.rawValue)") handleAuthorizationStatus(authorizationStatus) } func locationManagerDidChangeAuthorization(_ manager: CLLocationManager) { print("Authorization status changed") authorizationStatus = manager.authorizationStatus print("New authorization status: \(authorizationStatus.rawValue)") handleAuthorizationStatus(authorizationStatus) } private func handleAuthorizationStatus(_ status: CLAuthorizationStatus) { switch status { case .authorizedAlways, .authorizedWhenInUse: DispatchQueue.main.async { self.isAuthorized = true self.startLocationUpdates() } case .notDetermined: requestLocationAuthorization() case .denied, .restricted: DispatchQueue.main.async { self.isAuthorized = false self.stopLocationUpdates() print("Location access denied or restricted") } @unknown default: DispatchQueue.main.async { self.isAuthorized = false self.stopLocationUpdates() } } } func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) { DispatchQueue.main.async { self.userLocation = locations.last } } func locationManager(_ manager: CLLocationManager, didFailWithError error: Error) { print("Location manager error: \(error.localizedDescription)") } } MapzinApp.swift: @main struct MapzinApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var delegate @StateObject private var locationManager = LocationManager() var body: some Scene { WindowGroup { Group { if locationManager.authorizationStatus == .notDetermined { Text("Determining location authorization status...") } else if locationManager.isAuthorized { CoordinatorView() .environmentObject(locationManager) } else { Text("Location access is required to use this app. Please enable it in Settings.") } } } } } Log input: Checking authorization status Initial authorization status: 0 Requesting location authorization Authorization status changed New authorization status: 0 Requesting location authorization Despite calling requestWhenInUseAuthorization() when the authorization status is .notDetermined, the permission popup never appears. Here are the specific steps I have taken: Checked the Info.plist to ensure the necessary keys for location usage are present: NSLocationWhenInUseUsageDescription NSLocationAlwaysUsageDescription NSLocationAlwaysAndWhenInUseUsageDescription Verified that the app's target settings include location services capabilities. Tested on a real device to ensure it's not a simulator issue. I'm not sure what I might be missing. Any advice or suggestions to resolve this issue would be greatly appreciated. Thank you!
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2.3k
Feb ’25
Inconsistency Between Translation API Language Identifiers and Foundation Locale
I recently noticed an inconsistency in how languages are represented in Apple’s new Translation API compared to Foundation’s Locale system. Observation from the Translation API When retrieving the list of supported languages using: let availableLanguages = try await LanguageAvailability().supportedLanguages The results are: Language(components: Foundation.Locale.Language.Components(languageCode: Optional(uk), script: nil, region: Optional(UA))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(zh), script: nil, region: Optional(TW))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(ko), script: nil, region: Optional(KR))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(de), script: nil, region: Optional(DE))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(zh), script: nil, region: Optional(CN))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(ja), script: nil, region: Optional(JP))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(id), script: nil, region: Optional(ID))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(nl), script: nil, region: Optional(NL))) .... Key points: • The script component is always nil. • Region codes (CN, TW, etc.) determine the script for languages like Chinese (Simplified or Traditional). • Other languages (e.g., en-GB, en-US, pt-BR) also rely on region-based identification. Observation from Foundation Locale (Locale.current.language) When retrieving the user’s system language setting: systemLanguageObj = Locale.current.language I get a different format where the script component is present, but the region may vary based on user settings. This means that mapping between script and region is not consistent between the two APIs, requiring manual handling. My key questions: 1. Is my current approach correct, or is there a better way to get user language settings that match Translation API identifiers? 2. If no alternative exists, could the Translation API align its language identification method with Foundation Locale to reduce ambiguity? Any insights or suggestions would be greatly appreciated!
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357
Feb ’25
TextField .alignmentGuide in Form leading point varies?
I have a Form with a custom TextField which uses a custom Text(). When I use .alignmentGuide on the Text() it seems the origin reference point varies with the length of, but not by the length of, the TextField label String. This is a problem when in a Form. My workaround has been to not use a TextField label but enclose the each TextField in a LabeledContent and then I can set the width of the label and align off of that. How does Form cause TextField to set it's width and why if using .alignmentGuide on Text() does the TextField label length even matter?
Topic: UI Frameworks SubTopic: SwiftUI
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236
Feb ’25
Modifying the native selection menu ios
I am working on a React Native application where I want to modify the native text selection menu (the menu that appears when you long-press on text). Specifically, I want to add a custom option alongside the default ones like Copy, Look Up, Translate, Search Web, and Share. Is there a way to modify the native text selection menu inside a WebView on iOS? How can I add a custom menu option to the default text selection menu while keeping all the default options intact?
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442
Feb ’25
LongPressGesture does not work as expected in Xcode Version 16.0 (16A242) and iOS 18
When I copy and paste example code in apple developer documentation, LongPressGesture does not work as expected in Xcode Version 16.0 (16A242) and iOS 18. It seems updating(_:body:) method does not work when used with LongPressGesture. When I make a breakpoint in updating(_:body:) method and long press the blue circle on the screen of simulator(or device), it is expected to be caught in breakpoint or it is expected that color of circle turns from blue to red to green. However, it is not caught in breakpoint and never turns to red. Question of Stackoverflow is about same issue and I can not use onLongPressGesture method to implement required feature of my app. Development environment: Xcode Version 16.0 (16A242), macOS 14.5 Run-time configuration: iOS 18.0
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2.6k
Feb ’25
Dynamically generating AppShortcut phrases
I want to be able to dynamically update the phrase dictionary in an AppShortcut. However, whenever I abstract the phrases, the shortcut fails to display. That is, I am trying to do: static var phrases: [AppShortcutPhrase<MyIntent>] = ["\(.applicationName) hello world"] AppShortcut( intent: MyIntent(), phrases: phrases, shortTitle: "hello world", systemImageName: "" ) However, the following works: AppShortcut( intent: MyIntent(), phrases: "\(.applicationName) hello world", shortTitle: "hello world", systemImageName: "" ) So, what gives?
Topic: UI Frameworks SubTopic: General
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425
Feb ’25
There seems to be a bug with digitalCrownAccessory
After reading the documentation on .digitalCrownAccessory, I am under the impression that the system should know to show your accessory and hide your accessory according to whether the crown is being rotated. I have noticed this is not the case. I have also tried a few work arounds with no luck. Here is a simplified version of my code. I have recorded a video of the issue I am seeing, but I can't upload it, so I have attached some screenshots instead. Expected result: After rotating the crown, the accessory image should disappear along with the vertical system scroll bar. Actual result: After rotating the crown, the vertical system scroll bar disappears but the accessory image stays behind. Versions: Sonoma 14.6.1 Xcode 16 Beta 5 (and Xcode 15.4) Apple Watch Ultra 2 watchOS 11 (device and simulator) Starting file (main): import SwiftUI @main struct DummyWatch_Watch_AppApp: App { var body: some Scene { WindowGroup { ContentView() } } } ContentView.swift: import SwiftUI struct ContentView: View { @State var crownValue: CGFloat = 0 var body: some View { VStack { Text("Hello, world!") } .focusable() .digitalCrownRotation($crownValue, from: 0, through: 10, by: 0.1, sensitivity: .low, isContinuous: false) .digitalCrownAccessory { Image(systemName: "speaker.fill") } .padding() } } Images: Scrolling: Speaker wont go away:
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549
Feb ’25
A glitch with retained view controllers on Catalyst
Hello! I discovered a bug on Catalyst about a three years ago but it still seems to be not fixed. My bug report number is FB9705748. The Internet is silent on this so I'm even not sure, perhaps it's only me. So to the problem. When you display UICollectionViewController or UIViewController that contains UICollectionView, interact with the collection view then dismiss the view controller, the displayed view controller isn't released if dismissal is done through navigation bar item. The problem occurs only when the run target is My Mac (Mac Catalyst). Everything is fine when you run on iOS or via My Mac (Designed for iPad). The sample project is uploaded to GitHub. It has a video that shows this strange behavior, see the log for 'deinit' messages. I did have some workaround to fix this but it stops to work, presumable on the new macOS. Also, chances are that it's not only UICollectionView which initiates the glitch, it's just that I only encounter it with collection views.
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414
Feb ’25
must use voip + livekit to developing, When incoming offline messages arrive at the device through VoIP, call ConversationManager The method of reporting NewIncomingConversation (uuid: update:) will crash in second or more time
now i must use voip + livekit to developing, When incoming offline messages arrive at the device through VoIP, call ConversationManager The method of reporting NewIncomingConversation (uuid: update:) only first time can push new system UI,second or more time will crash, and acrsh stack appears to indicate that callkit has not been called
Topic: UI Frameworks SubTopic: General
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357
Feb ’25
Is it possible to get selected text from a Text field?
Basically the title. If a Text field has textSelection enabled, is there anyway to get the text that the user has highlighted? Text("My text here") .textSelection(.enabled) Ultimately, my goal is to be able to highlight text and apply style to individual characters. Using a TextField would give my app the ability to know what's been highlighted, but then I can't style individual elements. I'd like to be able to do this in SwiftUI without having to drop into TextKit. struct MyTextEditorView: View { @State var myText: String = "" @State var textSelection: TextSelection? = nil var body: some View { TextField("Placehodler", text: $myText, selection: $textSelection) } }
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766
Feb ’25
Widget archival failed due to image being too large
I'm trying to setup a widget to pull an image down from a webserver and I'm running into an error of Widget archival failed due to image being too large [9] - (1024, 1024), totalArea: 1048576 > max[718080.000000]. I've tried two different approaches to resolve this error and both have failed to resolve the image. I've also confirmed that I'm getting the image in the AppIntentTimelineProvider. private func getImageUI(urlString: String) -> UIImage? { guard let url = URL(string: urlString) else { return nil } guard let imageData = try? Data(contentsOf: url) else { return nil } return UIImage(data: imageData)?.resizedForWidget() } Is there another approach I could take on addressing this issue so the image appears on the widget? Simple approach extension UIImage { func resized(toWidth width: CGFloat, isOpaque: Bool = true) -> UIImage? { let canvas = CGSize(width: width, height: CGFloat(ceil(width/size.width * size.height))) let format = imageRendererFormat format.opaque = isOpaque return UIGraphicsImageRenderer(size: canvas, format: format).image { _ in draw(in: CGRect(origin: .zero, size: canvas)) } } } extension UIImage { /// Resize the image to strictly fit within WidgetKit’s max allowed pixel area (718,080 pixels) func resizedForWidget(maxArea: CGFloat = 718_080.0, isOpaque: Bool = true) -> UIImage? { let originalWidth = size.width let originalHeight = size.height let originalArea = originalWidth * originalHeight print("🔍 Original Image Size: \(originalWidth)x\(originalHeight) → Total Pixels: \(originalArea)") // ✅ If the image is already within the limit, return as is if originalArea <= maxArea { print("✅ Image is already within the allowed area.") return self } // 🔄 Calculate the exact scale factor to fit within maxArea let scaleFactor = sqrt(maxArea / originalArea) let newWidth = floor(originalWidth * scaleFactor) // Use `floor` to ensure area is always within limits let newHeight = floor(originalHeight * scaleFactor) let newSize = CGSize(width: newWidth, height: newHeight) print("🛠 Resizing Image: \(originalWidth)x\(originalHeight) → \(newWidth)x\(newHeight)") // ✅ Force bitmap rendering to ensure the resized image is properly stored let format = UIGraphicsImageRendererFormat() format.opaque = isOpaque format.scale = 1 // Ensures we are not letting UIKit auto-scale it back up let renderer = UIGraphicsImageRenderer(size: newSize, format: format) let resizedImage = renderer.image { _ in self.draw(in: CGRect(origin: .zero, size: newSize)) } print("✅ Final Resized Image Size: \(resizedImage.size), Total Pixels: \(resizedImage.size.width * resizedImage.size.height)") return resizedImage } } These are logs from a failed image render if that helps 🔍 Original Image Size: 720.0x1280.0 → Total Pixels: 921600.0 🛠 Resizing Image: 720.0x1280.0 → 635.0x1129.0 ✅ Final Resized Image Size: (635.0, 1129.0), Total Pixels: 716915.0
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514
Feb ’25