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SwiftUI toolbar items clip DocumentGroup rename affordance
Hi — I’m seeing the DocumentGroup rename/title affordance get clipped on iPad when I populate the navigation bar with SwiftUI toolbar items in .topBarLeading, .principal, and .topBarTrailing (trailing is an HStack of controls). Example: .toolbar { ToolbarItem(placement: .topBarLeading) { UndoRedoControlsView(...) } ToolbarItem(placement: .principal) { Text(canvasInfoTitle).lineLimit(1) } ToolbarItem(placement: .topBarTrailing) { HStack { ... } } } .navigationBarTitleDisplayMode(.inline) Is there a recommended way to structure toolbar content so the system’s document title/rename control always has space (or a way to reserve space / avoid clipping), short of removing .principal or moving items into menus?
Topic: UI Frameworks SubTopic: SwiftUI
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Intrinsic content/system fitting size not propagating up to hosting controller.
Overview I have the following view hierarchy that mixes SwiftUI and UIKit: AccordionView └─ VStack ├─ Text ├─ Button └─ UIViewRepresentable └─ UIStackView ├─ UILabel └─ UILabel When tapping the button, the UIViewRepresentable hides and shows its content. This all works as expected. However, in certain circumstances the view's sizing is rendered with the correct size, but the text can often render incorrectly, despite the frame seemingly looking as though it has enough room to render the text. More info Below you can see the UILabel has the correct frame height (the light grey background and coloured borders) but the text is rendered as though it has infinite width along one line. There's a few configurations of my view hierarchy that seem to have this effect. I've added a playground to the bottom of this post of various configurations to show what does and doesn't work, just copy and paste to see for yourself... It seems of the ones that don't work, there's a couple of reasons why that may be: HostedView and TextViewContainer do not do the following (I think we only need to do one of these things for auto layout/stack views to work effectively): a) implement an intrinsic content size b) return a 'good' size for systemLayoutSizeFitting(). UIHostingController shouldn't use intrinsic size (although I'm sure it should) Something related to setting setContentCompressionResistancePriority() or setContentHuggingPriority() but having played about with this it doesn't seem relevant here... I've played around with everything I can think of here but can't find a solution that works for all, although I'm 99% sure it's one or all of the points above. If there are any UIKit gurus out there that can help that would be great! Ive already spent so much time on this 🫨 Playground Swift Playground
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How can I set up a B2B subscription with ABM + MDM + Paywall
I am looking for guidance on how people have solved this problem/use case. What is the best way to structure a seat based subscription app that an organization can pay for seats for all their users, can be distributed via mdm or via app store and is easy (low friction) to get paid for and started for small companies? I market to a business to buy my app, they want it installed on all 25 devices they have. They use ABM to acquire 25 licenses with and MDM to distribute. The app is currently free to download so ABM charges $0 but has a paywall to use. The paywall is a RevenueCat one and no user account is needed. All entitlements and free trial work great. When it is deployed to the 25 devices, they can either sign up with their own AppleId and own/company credit card, or use a company appleid and company card for all 25 devices to solve the issue but neither are great. Doubtful they would want to pay their money for a company required app on a company phone (don’t blame them). If they share an appleid, my MRR drops to 1/25th since they will just share the purchase. Any suggestions would be greatly appreciated.
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Guideline 5.1.2(i) - Clarification on AI service consent for kids educational app
Our children's educational app (COPPA-compliant) was rejected under Guidelines 5.1.1(i) and 5.1.2(i) for sharing personal data with a third-party AI service without clear disclosure and user permission. How our app works: Our app is an AI-powered learning assistant for kids. Children type questions (e.g., "Why is the sky blue?") and the app sends the question to Google Gemini's API to generate an age-appropriate answer. This is the core and only purpose of the app — it's an AI chat app, similar to how a search engine sends queries to its servers. Our current setup: Google Gemini operates as a data processor (not a data recipient) — zero data retention, no model training on user data Our privacy policy already discloses Google Gemini as the AI provider, what data is processed, and that no data is stored The app is clearly marketed as an AI-powered assistant — users understand they are interacting with AI Our questions: Infrastructure vs. data sharing: We use Google Gemini to process queries the same way we use Google Sign-In for authentication, MongoDB Atlas for our database, and Railway for hosting. In all cases, user data passes through a third-party service to provide core functionality. Is the expectation that AI services require additional consent beyond what's expected for other third-party infrastructure services? If so, what distinguishes them? 2. Minimum consent implementation: If in-app consent is required, what constitutes sufficient "explicit permission"? Specifically: - Is a simple alert dialog (similar to the ATT prompt) with "Allow" / "Not Now" before first use sufficient? - Or is a more detailed consent screen with checkboxes/toggles required? - Since our app's sole purpose is AI-powered Q&A, what should happen if the user taps "Not Now"? The app cannot function without the AI service. 3. Privacy policy disclosure: Our privacy policy already identifies Google Gemini by name, describes what data is sent (child's questions, name, and age for personalization), and explains Google's zero-retention policy. Is updating the privacy policy alone sufficient, or is a separate in-app consent mechanism always required under 5.1.2(i)? 4. Children's apps specifically: Since parents set up the app (behind a parental gate), should the consent be presented to the parent during setup, or does it need to appear elsewhere? Any guidance on the minimum compliant implementation would be greatly appreciated. We want to get this right. Thank you.
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.glassProminent leading toolbar item animation issue on push navigation
Hi, I have an issue with applying the .glassProminent modifier to a button placed in the leading section the nav bar that triggers a push navigation to another screen in iOS 26. I have made a simple sample project to verify it happens there too, and I'm getting the same behaviour where the prominent button "flashes" with a darker background and disappears. The HIG does mention not tinting or adding custom backgrounds to tool bar items in iOS 26, so I'm unsure if this is a bug in iOS 26 or the unexpected behaviour they refer to when adding custom tint/backgrounds. Below is the simplified sample app code: var body: some View { NavigationStack { VStack { Text("Main Screen") .font(.largeTitle) } .navigationTitle("Home") .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .navigationBarLeading) { NavigationLink(destination: SecondScreen()) { Text("Push Nav") } .buttonStyle(.glassProminent) } } } } } struct SecondScreen: View { var body: some View { VStack { Text("Second Screen") .font(.largeTitle) } .navigationTitle("Settings") .navigationBarTitleDisplayMode(.inline) } }
Topic: UI Frameworks SubTopic: SwiftUI
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Apple Pay Extensions Implementation guide Not found
Good morning, the link https://applepaydemo.apple.com/wallet-extensions returns a {"detail":"Not Found"} when accessed. This is one of the links that are present in https://developer.apple.com/documentation/PassKit/implementing-wallet-extensions, could this be looked at please ? The exact place is: For more information on Wallet Extensions, see the Apple Pay Demo - Wallet Extensions documentation.
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Determining the number of missed calls.
In iOS 18, when a contact with multiple phone numbers called, the system clearly indicated which specific number was used—often by highlighting it in red for missed calls or tagging it as 'recent.' However, in iOS 26, this distinction is missing, and there is no way to determine which of the contact's numbers the call originated from.
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Notification Sound Not Routing to Bluetooth / External Speakers Consistently
Hello Apple Developer Support, We are observing inconsistent behavior with push notification sounds routing to Bluetooth / external speakers. Our app sends push notifications with a custom sound file using the sound parameter in the APNs payload. When an iPhone is connected to a Bluetooth speaker or headphones: On some devices, the notification sound plays through the connected Bluetooth/external speaker. On other devices, the notification sound plays only through the iPhone’s built-in speaker. We also tested with native apps like iMessage and noticed similar behavior — in some cases, notification sounds still play through the phone speaker even when Bluetooth is connected. Media playback (e.g., YouTube or Music) routes correctly to Bluetooth, so the connection itself is functioning properly. We would like clarification on the following: Is this routing behavior expected for push notification sounds? Are notification sounds intentionally restricted from routing to Bluetooth in certain conditions (e.g., device locked, system policy, audio session state)? Is there any supported way to ensure notification sounds consistently route through connected Bluetooth/external speakers? The inconsistent behavior across devices makes it difficult to determine whether this is by design or a configuration issue. Thank you for your guidance.
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Basics - Dice Demo, calculate total score
I've worked through Apple's dice demo for SwiftUI, so far so good. I've got a single Die view with a button to "roll" the die. This works perfectly using the code below: struct DieView: View { init(dieType: DieType) { self.dieValue = Int.random(in: 1...dieType.rawValue) self.dieType = dieType } @State private var dieValue: Int @State private var dieType: DieType var body: some View { VStack { if self.dieType == DieType.D6 { Image(systemName: "die.face.\(dieValue)") .resizable() .frame(width: 100, height: 100) .padding() } else {//self.dieType == DieType.D12{ Text("\(self.dieValue)") .font(.largeTitle) } Button("Roll"){ withAnimation{ dieValue = Int.random(in: 1...dieType.rawValue) } } .buttonStyle(.bordered) } Spacer() } } Now I want to do a DiceSetView with an arbitrary number of dice. I've got the UI working with the following; struct DiceSetView: View { @State private var totalScore: Int = 0 var body: some View { ScrollView(.horizontal) { HStack{ DieView(dieType: DieType.D6) DieView(dieType: DieType.D6) DieView(dieType: DieType.D6) } } HStack{ Button("Roll All"){} .buttonStyle(.bordered) Text("Score \(totalScore)") .font(.callout) } Spacer() } } Where I'm struggling is how to get the total of all the dice in a set and to roll all the dice in a set on a button click. I can't iterate through the dice, and just "click" the buttons in the child views from their parents, and I can't think how it should be structured to achieve this (I'm new to this style of programming!) - can anyone point me in the right direction for how to achieve what I want? I realise that I'm probably missing something fundamentally conceptual here....
Topic: UI Frameworks SubTopic: SwiftUI
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Disable userLocationAnnotation bubble
Hello, thanks for your effort! I found that when showsUserLocation is set to true (by default), the pulsing blue dot user location annotation is shown, which is cool and beautiful. However, it will automatically and periodically attempt to call the Apple Server API GET https://api.apple-mapkit.com/v1/reverseGeocode within userLocationDidChange() and updateUserLocationAnnotation() to display, I assume, the user's current address when single-tapping on the blue dot. It will significantly use the MapKit service calls quota since the user location is automatically updated. It almost runs out of quota even though the map initialization is plenty enough. Is there any way to disable the bubble behavior but preserve the user location blue dot, which is lovely and better than drawing my own user location dot? It seems I can only turn off all user location features. Many thanks!
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How to test iap (subcription) purchase?
Hi :) I'm new to app store connect, and I just want to verify what does it take to be able to test subscription for a new app that isn't approved yet using sandbox? Or is this not possible that the app has to be approved first? More context below: My app is a new app, I only submitted for review and I linked the subscription from the app’s In-App Purchases and Subscriptions section on the version page when submit it for review. It got rejected for now. When the app review status is both in-review and rejected, I've tried to test my subscription, where there is a button (like "subscribe"/"become a member") in my app that user can click on, which it calls ios's IAPProvider.startMembershipPurchase, I just get Error: [IAPService] Product not found: [<my_subscription_id>]. I ensured my subscription's product id in app store connect matches with the one in my code. I can see the "rejected" status both on my app and the subscription. So can anyone help clarify if the app has to be approved first in order to test subscription? Or am I missing any other setup? Or it might just be my code? Thanks in advance! Any info is super helpful!
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Can't find IAP/Subscriptions section for new build
Hello communities, I am going to submit a new binary build with subscriptions. However, I cannot find the In-App Purchases and Subscriptions section like before. Is there any update on this? Despite the fact that the subscriptions were accepted and banking & agreements were set up, I still can't figure out how to include them in the binary build. Thanks for the advice.
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How do I control a SwiftUI TextField with a game controller?
I've coded a text-adventure game in SwiftUI. (My game has no graphics or sound effects.) My app already supports keyboard navigation; I would like to add support for game controllers on iPhone. I can't figure out how to do it. I especially can't see any way to allow controller users to enter text in a TextField. I've read https://developer.apple.com/documentation/gamecontroller/supporting-game-controllers and it's all about button events. There's no reference to SwiftUI at all in that documentation, or any input-method editing at all. The only mention of "keyboard" is about treating the keyboard itself as if it were a game controller providing button events. How do I implement this?
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VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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tvOS 26.2 Glitch
Hi @DTS Engineer in tvOS 26.2 Beta is still this annoying Shadow Glitch… 😔 I have submitted an Bug-Report, but dont get an Answer… FB18719371 The Animation is not smooth and the Shadow is abruptly „jumping“… I don’t get any Response from the Apple Engineers. But this GUI Glitch makes the otherwise very high-quality tvOS GUI appear very unprofessional. Could you please help me? 🤔
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BLE Scanning
iOS BLE Background Scanning Stops After Few Minutes to Hours Hi everyone, I'm developing a Flutter app using flutter_blue_plus that needs continuous BLE scanning in both foreground and background. Foreground scanning works perfectly, but background scanning stops after a few minutes (sometimes 1-2 hours). Current Implementation (iOS) Foreground Mode: Scans for 10 seconds with all target service UUIDs Batches and submits results every 10 seconds Works reliably ✅ Background Mode: Rotates through service UUIDs in batches of 7 Uses 1-minute batch intervals Maintains active location streaming (Geolocator.getPositionStream) Switches modes via AppLifecycleState observer // Background scanning setup await FlutterBluePlus.startScan( withServices: serviceUuids, // Batch of 7 UUIDs continuousUpdates: true, ); // Location streaming (attempt to keep app alive) LocationSettings( accuracy: LocationAccuracy.bestForNavigation, distanceFilter: 0, ); Lifecycle Management: AppLifecycleState.paused -> Start background mode AppLifecycleState.resumed -> Start foreground mode Questions: Is there a documented maximum duration for iOS background BLE scanning? My scanning stops inconsistently (few minutes to 2 hours). Does iOS require specific Background Modes beyond location updates to maintain BLE scanning? I have location streaming active but scanning still stops. Are there undocumented limitations when scanning with service UUIDs in background that might cause termination? Should I be using CoreBluetooth's state preservation/restoration instead of continuous scanning? Info.plist Configuration: <key>UIBackgroundModes</key> <array> <string>bluetooth-central</string> <string>location</string> </array> Additional Context: Total service UUIDs: ~20-50 (varies by company) Scanning in batches of 7 to work around potential limitations Android version works fine with foreground service Location permission: Always iOS 14+ target Any insights on iOS BLE background limitations or best practices would be greatly appreciated. Thanks!
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Regarding renewal of annual app registration fees
I've requested app development and am currently publishing it, but I can't contact the app development company and am unable to pay the annual fee to Apple. I don't know my registered account, so what should I do? I contacted Apple Japan, but they only handle personal inquiries and cannot handle business app development requests, so they suggested I post a question on this website. Thank you in advance.
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AVP, Developer Strap v2, Ethernet connection and Xcode
Hi, I wonder if there's something that can be configured to force Xcode (and preferably MVD too) to use Ethernet connection between Mac Mini and Apple Vision Pro (over a USB hub, not a direct USB connection)? If I connect AVP to Mac directly via USB, the bridge gets created and both MVD and Xcode default to it, which is great because of higher speed and lower latency. My problem is that I work with external camera, so I can have either the camera, or the Mac connection, but not both. I tried to solve that by plugging in a small active USB hub, so the strap and camera are connected to it, plus it has Ethernet adapter, which is plugged into Mac port. I tried with internet sharing on Mac - AVP has internet access, I can ping AVP from Mac, but Xcode and MVD still use wifi. I tried to manually configure bridge without internet sharing - same effect. I tried to make the bridge highest priority connection - nothing changed. I tried to force routing to AVP IP over the bridge - nothing (and it seems that my routing entry went missing after some time and was replaced by "use wifi interface"). So - is there something more I can do to make at least Xcode go over the cable? Debugging over wifi often takes forever.
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Transparent segmented control
There is no way to make an instance of UISegmentedControl transparent like it's done in Photos or Camera. Especially it looks wrong when segmented control is put to a Liquid Glass container. Setting background colour to nil or clear does not help If a transparent image is set as a background image for state and bar metrics, it kills liquid glass selection and segments started to look wrong How can the standard gray-ish background can be removed?
Topic: UI Frameworks SubTopic: UIKit Tags:
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