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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isPressed is not reliable when Button is inside ScrollView
I opened a feedback ticket (FB16508762) but maybe someone in the community already found a workaround while the feedback reaches the maintainers. When I put a Button inside a ScrollView, the tap animation stops working reliably and works only when the user taps and holds the button for a short time. The reasons, I believe is related to the fact that isPressed of configuration does not change and the default button styles use it to animate the tap. import SwiftUI struct DebuggingButtonStyle: ButtonStyle { func makeBody(configuration: Configuration) -> some View { configuration.label .onChange(of: configuration.isPressed, { oldValue, newValue in print("Is pressed: \(oldValue) -> \(newValue)") }) } } struct ContentView: View { var body: some View { VStack { Text("Buttons inside scroll view respond to taps as expected, however isPessed value of the configuration do not change unless the user press and hold it. Try to press the promiment button quickly or use the debug button and observe the console log.") ScrollView { VStack { Button("Button Inside ScrollView") { print("Button tapped") } .buttonStyle(.borderedProminent) Button("Button Inside ScrollView (printing isPressed)") { print("Button tapped") } .buttonStyle(DebuggingButtonStyle()) } } .border(FillShapeStyle(), width: 2) Spacer() Text("For reference, here is a button outside of a ScrollView. Tap the promiment button to observe how the button is expected to animate in respnse to a press.") VStack { Button("Button Outside ScrollView") { print("Button tapped") } .buttonStyle(.borderedProminent) Button("Button Outside ScrollView (printing isPressed)") { print("Button tapped") } .buttonStyle(DebuggingButtonStyle()) } } .padding() } }
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457
Feb ’25
Layout Engine Crash on iOS 26: NSInternalInconsistencyException
Starting with iOS 26 beta, I'm encountering an intermittent crash in production builds related to Auto Layout and background threading. This crash did not occur on iOS 18 or earlier and has become reproducible only on devices running iOS 26 betas. We have already performed a thorough audit of our code: • Verified that all UIKit view hierarchy and layout mutations occur on the main thread. • Re-tested with strict logging—confirmed all remaining layout/constraint/view updates are performed on the main thread. • No third-party UI SDKs are used in the relevant flow. Despite that, the crash still occurs and always from a background thread, during internal UIKit layout commits. Fatal Exception: NSInternalInconsistencyException Modifications to the layout engine must not be performed from a background thread after it has been accessed from the main thread. 0 MyApp 0x7adbc8 FIRCLSProcessRecordAllThreads + 172 1 MyApp 0x7adfd4 FIRCLSProcessRecordAllThreads + 1208 2 MyApp 0x7bc4b4 FIRCLSHandler + 56 3 MyApp 0x7bc25c __FIRCLSExceptionRecord_block_invoke + 100 4 libdispatch.dylib 0x1b7cc _dispatch_client_callout + 16 5 libdispatch.dylib 0x118a0 _dispatch_lane_barrier_sync_invoke_and_complete + 56 6 MyApp 0x7bb1f0 FIRCLSExceptionRecord + 224 7 MyApp 0x7bbd1c FIRCLSExceptionRecordNSException + 456 8 MyApp 0x7badf4 FIRCLSTerminateHandler() + 396 9 Intercom 0x86684 IntercomSDK_sentrycrashcm_cppexception_getAPI + 308 10 libc++abi.dylib 0x11bdc std::__terminate(void (*)()) + 16 11 libc++abi.dylib 0x15314 __cxa_get_exception_ptr + 86 12 libc++abi.dylib 0x152bc __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 90 13 libobjc.A.dylib 0x3190c objc_exception_throw + 448 14 CoreAutoLayout 0x13a4 -[NSISEngine optimize] + 314 15 CoreAutoLayout 0x1734 -[NSISEngine _optimizeWithoutRebuilding] + 72 16 CoreAutoLayout 0x1404 -[NSISEngine optimize] + 96 17 CoreAutoLayout 0xee8 -[NSISEngine performPendingChangeNotifications] + 104 18 UIKitCore 0x27ac8 -[UIView(Hierarchy) layoutSubviews] + 136 19 UIKitCore 0xfe760 -[UIWindow layoutSubviews] + 68 20 UIKitCore 0x234228 -[UITextEffectsWindow layoutSubviews] + 44 21 UIKitCore 0x27674 -[UIImageView animationImages] + 912 22 UIKitCore 0x28134 -[UIView(Internal) _viewControllerToNotifyOnLayoutSubviews] + 40 23 UIKitCore 0x18c2898 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 2532 24 QuartzCore 0xabd98 CA::Layer::perform_update_(CA::Layer*, CALayer*, unsigned int, CA::Transaction*) + 116 25 QuartzCore 0x8e810 CA::Layer::update_if_needed(CA::Transaction*, unsigned int, unsigned int) + 600 26 QuartzCore 0xad45c CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 200 27 QuartzCore 0x6e30c CA::Context::commit_transaction(CA::Transaction*, double, double*) + 540 28 QuartzCore 0x9afc4 CA::Transaction::commit() + 644 29 QuartzCore 0x16974c CA::Transaction::release_thread(void*) + 180 30 libsystem_pthread.dylib 0x4c28 _pthread_tsd_cleanup + 620 31 libsystem_pthread.dylib 0x4998 _pthread_exit + 84 32 libsystem_pthread.dylib 0x5e3c pthread_atfork + 54 33 libsystem_pthread.dylib 0x1440 _pthread_wqthread + 428 34 libsystem_pthread.dylib 0x8c0 start_wqthread + 8 Any ideas?
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652
Jul ’25
iOS 26 Beta 3 `safeAreaInsets`
I noticed that trying to access safeAreaInsets from the active window causes an infinite run loop. This issue appeared after updating to Beta 3. Here’s an example of the code: extension UIDevice { var safeAreaInsets: UIEdgeInsets { guard let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene, let window = windowScene.windows.first(where: { $0.isKeyWindow }) else { return .zero } return window.safeAreaInsets } } The return doesn’t happen because it ends up in some kind of recursion.
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583
Jul ’25
Swift Charts - weak scrolling performance
Hello there! I wanted to give a native scrolling mechanism for the Swift Charts Graph a try and experiment a bit if the scenario that we try to achieve might be possible, but it seems that the Swift Charts scrolling performance is very poor. The graph was created as follows: X-axis is created based on a date range, Y-axis is created based on an integer values between moreless 0-320 value. the graph is scrollable horizontally only (x-axis), The time range (x-axis) for the scrolling content was set to one year from now date (so the user can scroll one year into the past as a minimum visible date (.chartXScale). The X-axis shows 3 hours of data per screen width (.chartXVisibleDomain). The data points for the graph are generated once when screen is about to appear so that the Charts engine can use it (no lazy loading implemented yet). The line data points (LineMark views) consist of 2880 data points distributed every 5 minutes which simulates - two days of continuous data stream that we want to present. The rest of the graph displays no data at all. The performance result: The graph on the initial loading phase is frozen for about 10-15 seconds until the data appears on the graph. Scrolling is very laggy - the CPU usage is 100% and is unacceptable for the end users. If we show no data at all on the graph (so no LineMark views are created at all) - the result is similar - the empty graph scrolling is also very laggy. Below I am sharing a test code: @main struct ChartsTestApp: App { var body: some Scene { WindowGroup { ContentView() Spacer() } } } struct LineDataPoint: Identifiable, Equatable { var id: Int let date: Date let value: Int } actor TestData { func generate(startDate: Date) async -> [LineDataPoint] { var values: [LineDataPoint] = [] for i in 0..<(1440 * 2) { values.append( LineDataPoint( id: i, date: startDate.addingTimeInterval( TimeInterval(60 * 5 * i) // Every 5 minutes ), value: Int.random(in: 1...100) ) ) } return values } } struct ContentView: View { var startDate: Date { return endDate.addingTimeInterval(-3600*24*30*12) // one year into the past from now } let endDate = Date() @State var dataPoints: [LineDataPoint] = [] var body: some View { Chart { ForEach(dataPoints) { item in LineMark( x: .value("Date", item.date), y: .value("Value", item.value), series: .value("Series", "Test") ) } } .frame(height: 200) .chartScrollableAxes(.horizontal) .chartYAxis(.hidden) .chartXScale(domain: startDate...endDate) // one year possibility to scroll back .chartXVisibleDomain(length: 3600 * 3) // 3 hours visible on screen .onAppear { Task { dataPoints = await TestData().generate(startDate: startDate) } } } } I would be grateful for any insights or suggestions on how to improve it or if it's planned to be improved in the future. Currently, I use UIKit CollectionView where we split the graph into smaller chunks of the graph and we present the SwiftUI Chart content in the cells, so we use the scrolling offered there. I wonder if it's possible to use native SwiftUI for such a scenario so that later on we could also implement some kind of lazy loading of the data as the user scrolls into the past.
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1.2k
Dec ’25
iPadOS 26 - Status bar overlaps with navigation bar
Hello, I'm experiencing a navigation bar positioning issue with my UIKit iPad app on iPadOS 26 (23A340) using Xcode 26 (17A321). The navigation bar positions under the status bar initially, and after orientation changes to landscape, it positions incorrectly below its expected location. This occurs on both real device (iPad mini A17 Pro) and simulator. My app uses UIKit + Storyboard with a Root Navigation Controller. A stack overflow post has reproduce the bug event if it's not in the same configuration: https://stackoverflow.com/questions/79752945/xcode-26-beta-6-ipados-26-statusbar-overlaps-with-navigationbar-after-presen I have checked all safe areas and tried changing some constraints, but nothing works. Have you encountered this bug before, or do you need additional information to investigate this issue?
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687
Nov ’25
iPadOS 26 TabBar text color can't be changed
Hello, I have been trying for some time to change the color of native UITabBar in UITabBarController through UITabBarAppearance, but nothing works and the text is still black in the Xcode Beta 3 on iPadOS 26 while it works correctly in the previous OS versions. Here is the code: let color = UIColor.white let stackedAppearance = UITabBarItemAppearance() stackedAppearance.normal.iconColor = color stackedAppearance.normal.titleTextAttributes = [ .foregroundColor: color ] stackedAppearance.selected.iconColor = color stackedAppearance.selected.titleTextAttributes = [ .foregroundColor: color ] let inlineAppearance = UITabBarItemAppearance() inlineAppearance.normal.iconColor = color inlineAppearance.normal.titleTextAttributes = [ .foregroundColor: color ] inlineAppearance.selected.iconColor = color inlineAppearance.selected.titleTextAttributes = [ .foregroundColor: color ] let tabAppearance = UITabBarAppearance() tabAppearance.compactInlineLayoutAppearance = inlineAppearance tabAppearance.inlineLayoutAppearance = inlineAppearance tabAppearance.stackedLayoutAppearance = stackedAppearance UITabBar.appearance().standardAppearance = tabAppearance UITabBar.appearance().scrollEdgeAppearance = tabAppearance
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425
Jul ’25
List Section with Swipe Action - glitches
Overview I have an iOS project where I have a list with sections. Each cell in the section can be swiped to have some action What needs to be done When swipe button is pressed the cell needs to move from one section to the other without a UI glitch. Problem When I press the swipe action button, there is a UI glitch and some warnings are thrown. UICollectionView internal inconsistency: unexpected removal of the current swipe occurrence's mask view. Please file a bug against UICollectionView. Reusable view: <SwiftUI.ListCollectionViewCell: 0x10700c200; baseClass = UICollectionViewListCell; frame = (16 40.3333; 370 52); hidden = YES; layer = <CALayer: 0x600000c12fa0>>; Collection view: <SwiftUI.UpdateCoalescingCollectionView: 0x106820800; baseClass = UICollectionView; frame = (0 0; 402 874); clipsToBounds = YES; autoresize = W+H; gestureRecognizers = <NSArray: 0x600000c13330>; backgroundColor = <UIDynamicSystemColor: 0x60000173a9c0; name = systemGroupedBackgroundColor>; layer = <CALayer: 0x600000c3a070>; contentOffset: {0, -62}; contentSize: {402, 229}; adjustedContentInset: {62, 0, 34, 0}; layout: <UICollectionViewCompositionalLayout: 0x10590edb0>; dataSource: <_TtGC7SwiftUI31UICollectionViewListCoordinatorGVS_28CollectionViewListDataSourceOs5Never_GOS_19SelectionManagerBoxS2___: 0x106822a00>>; Swipe occurrence: <UISwipeOccurrence: 0x103c161f0; indexPath: <NSIndexPath: 0xab1f048608f3828b> {length = 2, path = 0 - 0}, state: .triggered, direction: left, offset: 0> Test environment: Xcode 26.0.1 (17A400) iOS 26 Simulator (iPhone 17 Pro) Feedback filed: FB20890361 Code I have pasted below the minimum reproducible code ContentView import SwiftUI struct ContentView: View { @State private var dataStore = DataStore() var body: some View { List { ToDoSection(status: .notStarted, toDos: notStartedToDos) ToDoSection(status: .inProgress, toDos: inProgressToDos) ToDoSection(status: .completed, toDos: completedTodos) } } var notStartedToDos: [Binding<ToDoItem>] { $dataStore.todos.filter { $0.wrappedValue.status == .notStarted } } var inProgressToDos: [Binding<ToDoItem>] { $dataStore.todos.filter { $0.wrappedValue.status == .inProgress } } var completedTodos: [Binding<ToDoItem>] { $dataStore.todos.filter { $0.wrappedValue.status == .completed } } } ToDoSection import SwiftUI struct ToDoSection: View { let status: ToDoItem.Status let toDos: [Binding<ToDoItem>] var body: some View { if !toDos.isEmpty { Section(status.title) { ForEach(toDos) { toDo in Text(toDo.wrappedValue.title) .swipeActions(edge: .trailing) { if status == .notStarted { Button("Start") { toDo.wrappedValue.status = .inProgress } } if status != .completed { Button("Complete") { toDo.wrappedValue.status = .completed } Button("Move back") { toDo.wrappedValue.status = .notStarted } } } } } } } } ToDoItem import Foundation struct ToDoItem: Identifiable { let id: UUID let title: String var status: Status } extension ToDoItem { enum Status: Equatable { case notStarted case inProgress case completed var title: String { switch self { case .notStarted: "Not Started" case .inProgress: "In Progress" case .completed: "Completed" } } } } DataStore import Foundation @Observable class DataStore { var todos: [ToDoItem] init() { todos = [ ToDoItem(id: UUID(), title: "aaa", status: .notStarted), ToDoItem(id: UUID(), title: "bbb", status: .notStarted), ToDoItem(id: UUID(), title: "ccc", status: .notStarted) ] } }
Topic: UI Frameworks SubTopic: SwiftUI
4
1
247
Nov ’25
The Liquid glass blur effect does not show over the UITabBar as content scrolls underneath.
In iOS26, when using a standalone UITabBar without UITabBarController, the liquid glass blur effect is not applied when scrollable content moves behind the tab bar. However, the blur effect appears correctly when using UITabBarController. Sample Screenshots: When using UITababr When using UITababrController Sample Code: class SimpleTabBarController: UIViewController, UITabBarDelegate { let tabBar = UITabBar() let redItem = UITabBarItem(title: "Red", image: .add, tag: 0) let blueItem = UITabBarItem(title: "Blue", image: .checkmark, tag: 1) override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .white tabBar.items = [redItem, blueItem] tabBar.selectedItem = redItem tabBar.delegate = self tabBar.translatesAutoresizingMaskIntoConstraints = false let tableContainerView = TableContainerView() view.addSubview(tableContainerView) tableContainerView.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ tableContainerView.topAnchor.constraint(equalTo: view.topAnchor), tableContainerView.leadingAnchor.constraint(equalTo: view.leadingAnchor), tableContainerView.trailingAnchor.constraint(equalTo: view.trailingAnchor), tableContainerView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) view.addSubview(tabBar) NSLayoutConstraint.activate([ tabBar.leadingAnchor.constraint(equalTo: view.leadingAnchor), tabBar.trailingAnchor.constraint(equalTo: view.trailingAnchor), tabBar.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) }
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288
Jul ’25
PHPickerViewController unusable via Mac Catalyst on macOS 26 when interface is "Scaled to Match iPad"
There is a serious usability issue with PHPickerViewController in a UIKit app running on macOS 26 via Mac Catalyst when the Mac Catalyst interface is set to “Scaled to Match iPad”. Mouse click and other pointer interactions do not take place in the correct position. This means you have to click in the wrong position to select a photo and to close the picker. This basically makes it unusable. To demonstrate, use Xcode 26 on macOS 26 to create a new iOS app project based on Swift/Storyboard. Then update ViewController.swift with the following code: import UIKit import PhotosUI class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() var cfg = UIButton.Configuration.plain() cfg.title = "Photo Picker" let button = UIButton(configuration: cfg, primaryAction: UIAction(handler: { _ in self.showPicker() })) button.translatesAutoresizingMaskIntoConstraints = false view.addSubview(button) NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerXAnchor), button.centerYAnchor.constraint(equalTo: view.safeAreaLayoutGuide.centerYAnchor), ]) } private func showPicker() { var config = PHPickerConfiguration() config.selectionLimit = 10 config.selection = .ordered let vc = PHPickerViewController(configuration: config) vc.delegate = self self.present(vc, animated: true) } } extension ViewController: PHPickerViewControllerDelegate { func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) { print("Picked \(results.count) photos") dismiss(animated: true) } } Then go to the "Supported Destinations" section of the project target. Add a "Mac (Mac Catalyst)" destination. Then under the "Deployment Information" section, make sure the "Mac Catalyst Interface" setting is "Scaled to Match iPad". Then build and run the app on a Mac (using the Mac Catalyst destination) with macOS 26.0.1. Make sure the Mac has a dozen or so pictures in the Photo Library to fully demonstrate the issue. When the app is run, a simple screen appears with one button in the middle. Click the button to bring up the PHPickerViewController. Now try to interact with the picker interface. Note that all pointer interactions are in the wrong place on the screen. This makes it nearly impossible to choose the correct photos and close the picker. Quit the app. Select the project and go to the General tab. In the "Deployment Info" change the “Mac Catalyst Interface” setting to “Optimize for Mac” and run the app again. Now the photo picker works just fine. If you run the app on a Mac running macOS 15 then the photo picker works just fine with either “Mac Catalyst Interface” setting. The problem only happens under macOS 26.0 (I do not have macOS 26.1 beta to test) when the “Mac Catalyst Interface” setting is set to “Scaled to Match iPad”. This is critical for my app. I cannot use “Optimize for Mac”. There are far too many issues with that setting (I use UIStepper and UIPickerView to start). So it is critical to the usability of my app under macOS 26 that this issue be resolved. It is expected that PHPickerViewController responds correctly to pointer events on macOS 26 when running a Mac Catalyst app set to “Scaled to Match iPad”. A version of this has been filed as FB20503207
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687
Oct ’25
CoreText' CTRunDraw can't draw underline attribute in iOS18 with Xcode 16 beta
demo code : - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); // Flip the coordinate system CGContextSetTextMatrix(context, CGAffineTransformIdentity); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); NSDictionary *attrs = @{NSFontAttributeName: [UIFont systemFontOfSize:20], NSForegroundColorAttributeName: [UIColor blueColor], NSUnderlineStyleAttributeName: @(NSUnderlineStyleThick), }; // Make an attributed string NSAttributedString *attributedString = [[NSAttributedString alloc] initWithString:@"Hello CoreText!" attributes:attrs]; CFAttributedStringRef attributedStringRef = (__bridge CFAttributedStringRef)attributedString; // Simple CoreText with CTFrameDraw CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(attributedStringRef); CGPathRef path = CGPathCreateWithRect(self.bounds,NULL); CTFrameRef frame = CTFramesetterCreateFrame(framesetter,CFRangeMake(0, 0),path,NULL); //CTFrameDraw(frame, context); // You can comment the line 'CTFrameDraw' and use the following lines // draw with CTLineDraw CFArrayRef lines = CTFrameGetLines(frame); CGPoint lineOrigins[CFArrayGetCount(lines)]; CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), lineOrigins); for (int i = 0; i < CFArrayGetCount(lines); i++) { CTLineRef line = CFArrayGetValueAtIndex(lines, i); CGContextSetTextPosition(context, lineOrigins[i].x, lineOrigins[i].y); // CTLineDraw(line, context); // You can comment the line 'CTLineDraw' and use the following lines // draw with CTRunDraw // use CTRunDraw will lost some attributes like NSUnderlineStyleAttributeName, // so you need draw it by yourself CFArrayRef runs = CTLineGetGlyphRuns(line); for (int j = 0; j < CFArrayGetCount(runs); j++) { CTRunRef run = CFArrayGetValueAtIndex(runs, j); CTRunDraw(run, context, CFRangeMake(0, 0)); } } } this code will use CTRunDraw to draw the content , and the underline will draw and show normally in iOS17 & Xcode 15 , But when you build it with XCode16 & iOS18 beta . the underline will be missing .
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734
Apr ’25
DocumentGroupLaunchScene corrupts the toolbar for DocumentGroup content views.
The sample code provided in "Building a document-based app with SwiftUI" (https://developer.apple.com/documentation/swiftui/building-a-document-based-app-with-swiftui) does not work as expected. The DocumentGroup/StoryView toolbar does not appear for documents opened in the App. By removing the DocumentGroupLaunchScene block from the App the toolbar does appear and works as expected - but of course the App's DocumentGroupLaunchScene customizations are lost. I've tested this on 18.0 devices, as well as production 18.0 and 18.1 beta 6 simulators. If I modify the StoryView by wrapping the content in a NavigationStack I can make some progress - but the results are unstable and hard to pin down - with this change the first time a document is opened in the WritingApp the toolbar appears as expected. When opening a document subsequently the toolbar is corrupted. Please is this a bug or is there a good example of incorporate both DocumentGroupLaunchScene customizations at the App level and retina the toolbar in documents presented via DocumentGroup?
Topic: UI Frameworks SubTopic: SwiftUI
12
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704
May ’25
AsyncRenderer causes crashes in ForEach when in Swift 6 language mode
Hi! We've recently done a big migration to Swift 6 language mode in our app and are now getting reports of crashes occurring due to closures in our SwiftUI code (most often the view builder in ForEach) not running on the main queue but instead running on the queue com.apple.SwiftUI.AsyncRenderer. One example of a call stack (ScheduleListView is our view that is in Swift 6 mode): Thread 16 #0 (null) in _dispatch_assert_queue_fail () #1 (null) in dispatch_assert_queue$V2.cold.1 () #2 (null) in dispatch_assert_queue () #3 (null) in swift_task_isCurrentExecutorWithFlagsImpl(swift::SerialExecutorRef, swift::swift_task_is_current_executor_flag) () #4 (null) in closure #2 in closure #1 in closure #1 in ScheduleListView.body.getter () #5 (null) in closure #1 in ForEachState.item(at:offset:) () #6 (null) in partial apply for closure #1 in ForEachState.item(at:offset:) () #8 (null) in partial apply for closure #1 in _withObservation<A>(do:) () .... (We have many other crashes with similar crash reports but in other views) Has anybody else run into something similar? Is there anything (other than simply reverting to Swift 5 mode again) that we can do to fix or at least reduce the amount of crashes? We're having a hard time finding anything out of the ordinary that we're doing in our views. Regards
Topic: UI Frameworks SubTopic: SwiftUI
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339
Oct ’25
How can I avoid overlapping the new iPadOS 26 window controls without using .toolbar?
I'm building an iPad app targeting iPadOS 26 using SwiftUI. Previously, I added a custom button by overlaying it in the top-left corner: content .overlay(alignment: .topLeading) { Button("Action") { // ... } This worked until iPadOS 26 introduced new window controls (minimize/close) in that corner, which now overlap my button. In the WWDC Session Video https://developer.apple.com/videos/play/wwdc2025/208/?time=298, they show adapting via .toolbar, but using .toolbar forces me to embed my view in a NavigationStack, which I don’t want. I really only want to add this single button, without converting the whole view structure. Constraints: No use of .toolbar (as it compels a NavigationStack). Keep existing layout—just one overlayed button. Support automatic adjustment for the new window controls across all window positions and split-screen configurations. What I’m looking for: A way to detect or read the system′s new window control safe area or layout region dynamically on iPadOS 26. Use that to offset my custom button—without adopting .toolbar. Preferably SwiftUI-only, no heavy view hierarchy changes. Is there a recommended API or SwiftUI technique to obtain the new control’s safe area (similar to a custom safeAreaInset for window controls) so I can reposition my overlayed button accordingly—without converting to NavigationStack or using .toolbar?
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376
Jul ’25
LongPressGesture.updating(_:body:)
Hello, I'm using LongPressGesture to provide haptic & color change feedback on a long press action. This fails to call the .updating(_:body:) method on every iOS 18.0 beta. It works fine on iOS 17. The following code, taken directly from Apple's documentation illustrates the problem. The .updating() closure is never called, while the .onEnded() closure is called correctly. Instead of a gradual color transition the example code generates a delayed sharp switch from Red to Blue, preventing interactive user feedback. struct LongPressGestureView: View { @GestureState private var isDetectingLongPress = false @State private var completedLongPress = false var longPress: some Gesture { LongPressGesture(minimumDuration: 3) .updating($isDetectingLongPress) { currentState, gestureState, transaction in gestureState = currentState transaction.animation = Animation.easeIn(duration: 2.0) } .onEnded { finished in self.completedLongPress = finished } } var body: some View { Circle() .fill(self.isDetectingLongPress ? Color.red : (self.completedLongPress ? Color.green : Color.blue)) .frame(width: 100, height: 100, alignment: .center) .gesture(longPress) } } Can anyone share tips on a workaround or potential fix application-side?
4
4
1.2k
Feb ’25
CarPlay app not receiving data updates when iPhone screen is locked
We are building a CarPlay app and have run into an issue with data updates. When the app is running on the CarPlay display and the iPhone screen is locked, no data updates are shown on the CarPlay screen. As soon as the phone is unlocked, the data updates appear instantly on the CarPlay display. Has anyone encountered this behavior before? Is there a specific setting, entitlement, or background mode we need to enable in order to ensure the CarPlay app continues to receive and display data while the iPhone is locked? Any guidance would be greatly appreciated.
3
2
248
Oct ’25
List View Drag&Drop Support on iOS
Hi there, Upon using List View for tabular information showcase on both iOS and iPadOS, I have come to realize that the drag and drop support works only for iPadOS but not iOS. Although it is possible to workaround this by using a ScrollView wrapping around a LazyVStack instead, the editing mode along with left-wipe to delete feature would be missing. Not to mention that this workaround only supports single item rather than multiple items. Therefore, I am here to ask if the drag and drop will come to support devices running iOS, and if so, when will this feature ship. If not, will LazyVStack/LazyHStack support native editing mode. Thank you for your time.
1
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368
Oct ’25
SwiftUI's tabViewBottomAccessory API Cannot Control Visibility in iOS 26.1
In iOS 26.1, SwiftUI's tabViewBottomAccessory API cannot control visibility properly. The tabViewBottomAccessory remains always visible, which is inconsistent with the behavior in iOS 26.0 / iOS 26.0.1. ` struct ContentView: View { enum Tabs { case first } @State private var selection: Tabs = .first @State private var showBottomAccessory: Bool = true var body: some View { tabView } var tabView: some View { TabView(selection: $selection) { Tab(value: .first) { content } label: { VStack { Text("first") } } } .tabViewBottomAccessory { if showBottomAccessory { Text("BottomAccessory") } } } var content: some View { Button("change") { showBottomAccessory.toggle() } } } `
Topic: UI Frameworks SubTopic: SwiftUI
5
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359
Oct ’25
Scroll TextEditor to cursor position
Hello. Is there a good SwiftUI approach on getting the TextEditor cursor position? I have a TextEditor and sometimes when we have a longer text inside it, the cursor is not seen because the keyboard is above covering the bottom of the TextEditor. I would like to somehow detect the position of the cursor, and if it's on the last line of the TextEditor, scroll to the bottom. I've already checked a bit and didn't find any good method of doing this in SwiftUI. If you have any ideas on how to do this, or even a different method any help would be highly appreciated. Thank you!
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821
Oct ’25
AlarmKit alarms only showing on lock screen
I am using AlarmKit to schedule alarms in an app I am working on, however my scheduled alarms only show up on the lock screen. If I am on the home screen or elsewhere I only hear the sound of the alarm, but no UI shows up. Environment: iOS 26 beta 3 Xcode 26 beta 3
Topic: UI Frameworks SubTopic: SwiftUI
3
3
276
Oct ’25
UISplitView with "sidebar" and Liquid Glass
I have a couple of (older) UIKit-based Apps using UISplitViewController on the iPad to have a two-column layout. I'm trying to edit the App so it will shows the left column as sidebar with liquid glass effect, similar to the one in the "Settings" App of iPadOS 26. But this seems to be almost impossible to do right now. "out of the box" the UISplitViewController already shows the left column somehow like a sidebar, with some margins to the sides, but missing the glass effect and with very little contrast to the background. If the left column contains a UITableViewController, I can try to get the glass effect this way within the UITableViewController: tableView.backgroundColor = .clear tableView.backgroundView = UIVisualEffectView(effect: UIGlassContainerEffect()) It is necessary to set the backgroundColor of the table view to the clear color because otherwise the default background color would completely cover the glass effect and so it's no longer visible. It is also necessary to set the background of all UITableViewCells to clear. If the window is in the foreground, this will now look very similar to the sidebar of the Settings App. However if the window is in the back, the sidebar is now much darker than the one of the Settings App. Not that nice looking, but for now acceptable. However whenever I navigate to another view controller in the side bar, all the clear backgrounds destroy the great look, because the transition to the new child controller overlaps with the old parent controller and you see both at the same time (because of the clear backgrounds). What is the best way to solve these issues and get a sidebar looking like the one of the Settings App under all conditions?
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Oct ’25