I've defined a URL scheme for my application, and that's being honored by iOS. But the function that's supposed to handle the URL in my appliation (as documented here) is never called.
The documentation doesn't say exactly where this is supposed to go. I've tried it in my App struct:
@main
struct MyGreatApp: App
{
var body: some Scene
{
WindowGroup
{
MainView()
}
}
// Handle custom URLs, specifically the ones sent in invitation E-mails or texts.
func application(_ application: UIApplication,
open theURL: URL,
options: [UIApplication.OpenURLOptionsKey : Any] = [:] ) -> Bool
{
// Determine who sent the URL.
let sendingAppID = options[.sourceApplication]
print("source application = \(sendingAppID ?? "Unknown")")
...
And I also tried putting this at the file level. No dice either way. Anybody have an idea why?
To head off things I've seen in other posts: I'm not using scenes, and there's no SceneDelegate.
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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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
I am developing an app in swiftUI using Xcode 12.3, deployment target iOS 14.0. The launch screen is setup through info.plist by specifying 'background color' and 'image name'. The file used in 'image name' is from Assets catalog. (PNG format, size300 x 300 and corresponding @2x and @3x resolutions) What I have observed, when the app is installed for the first time the launch image is centered and have original resolutions but all subsequent launches show launch images stretched to cover full screen. Any ideas why this is happening and how to have more consistent behavior either way?
I have tried 'respect safe area' option but it does not make a difference.
Thank you.
I'm using GoogleMaps in my project.
Legacy preview works well but new preview (Xcode 16.3.1 beta) produces error. It doesn't seem to find Googlemaps.a.
== PREVIEW UPDATE ERROR:
FailedToLaunchAppError: Failed to launch ***
==================================
| [Remote] JITError
|
| ==================================
|
| | [Remote] CouldNotLoadInputStaticArchiveFile: Could not load static archive during preview: /Users/xxx/Library/Developer/Xcode/DerivedData/BOA-eiluspltxasszsfkpqrnnsxsjhth/Build/Products/Debug_BOA_Inhouse-iphonesimulator/GoogleMaps.a
| |
| | path: /Users/xxx/Library/Developer/Xcode/DerivedData/BOA-eiluspltxasszsfkpqrnnsxsjhth/Build/Products/Debug_BOA_Inhouse-iphonesimulator/GoogleMaps.a
| |
| | ==================================
| |
| | | [Remote] XOJITError
| | |
| | | XOJITError: arm64 slice of /Users/xxx/Library/Developer/Xcode/DerivedData/BOA-eiluspltxasszsfkpqrnnsxsjhth/Build/Products/Debug_BOA_Inhouse-iphonesimulator/GoogleMaps.a does not contain an archive
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
In tvOS 18 the onMoveCommand is missing the first press after a view is loaded and every time the direction is changed. It also misses the first press on a button after a focus change. This appears to only impact the newer silver remote and not the older black remote or IR remotes.
With the code bellow press any direction 3 times and it will only log twice.
struct ButtonTest: View {
var body: some View {
VStack {
Button {
debugPrint("button 1")
} label: {
Text("Button 1")
}
Button {
debugPrint("button 2")
} label: {
Text("Button 2")
}
Button {
debugPrint("button 3")
} label: {
Text("Button 3")
}
}
.onMoveCommand(perform: { direction in
debugPrint("move \(direction)")
})
.padding()
}
}
I have set up a collection view cell programmatically which I am registering in the cell registration of a diffable data source. I have set up a delegate for the cell, and the view controller which contains the collection view as the delegate for the cell. However, calling the cell delegate method from the cell is not calling the method in the view controller.
This is my code:
`// in my view controller: cell.delegate = self
// in my collection view cell: delegate?.repromptLLMForIconName(iconName, index: index, emotion: emotion, red: red, green: green, blue: blue)
`
But although the delegate method in the collection view gets called, my method implementation in the view controller does not. What could possibly be going wrong?
Topic:
UI Frameworks
SubTopic:
UIKit
Seeing an issue in iOS 26.2 iPhone 17 simulator (haven't been able to reproduce on device or other simulators), where a view's state is reset after an alert is shown.
In this example the first LibraryView has the issue when alert is shown, the second LibraryView maintains state as expected.
struct ContentView: View {
var body: some View {
NavigationStack {
List {
VStack {
LibraryView(title: "Show view (Loss of state)")
}
LibraryView(title: "Show view (Works as expected)")
}
}
}
}
/// This view is from a package dependency and wants to control the presentation of the sheet internally
public struct LibraryView: View {
@State private var isPresented: Bool = false
let title: String
public init(title: String) {
self.title = title
}
public var body: some View {
Button(self.title) {
self.isPresented = true
}
.sheet(isPresented: self.$isPresented) {
ViewWithAlert()
}
}
}
private struct ViewWithAlert: View {
@State private var isPresented: Bool = false
@State private var presentedCount = 0
var body: some View {
Button("Show Alert, count: \(presentedCount)") {
isPresented = true
presentedCount += 1
}
.alert("Hello", isPresented: self.$isPresented) {
Button("OK") { }
}
}
}
Any ideas?
The issue can be corrected by moving the .sheet to a higher level within the layout (i.e. on the NavigationStack). However, the library wants to control that presentation and not require the integration to present the sheet.
Topic:
UI Frameworks
SubTopic:
SwiftUI
I'm trying to piece together how I should reason about multiple windows, activating menus and items.
For instance, I have an email command. If a document is open, it emails just that document. If the collection view holding that document is open, it generates an attachment representing the collection. (this happens with buttons right now but this really feels like a menu item) How do I tell which window is active (document/collection) in order to have the right menu item available.
If the user is adding a document I don't want the "new" command open, I only want one editing view. I saw sample code to include or remove commands but not disable them. I feel like there's a whole conceptual layer I want to understand with the interplay with scenes but don't know where to look for documentation. I searched here but there's hardly any threads on this.
TIA
Topic:
UI Frameworks
SubTopic:
UIKit
I'm working on a NavigationStack based app. Somewhere I'm using:
@Environment(\.dismiss) private var dismiss
and when trying to navigate to that view it gets stuck.
I used Self._printChanges() and discovered the environment variable dismiss is changing repeatedly. Obviously I am not changing that variable explicitly. I wasn't able to reproduce this in a small project so far, but does anybody have any idea what kind of thing I could be doing that might be causing this issue?
iOS 17.0.3
Basic Information
Please provide a descriptive title for your feedback:
Sheet presentationDetents breaks after rapid open/dismiss cycles
Which platform is most relevant for your report?
iOS
Description
Steps to Reproduce:
Create a sheet with presentationDetents([.medium])
Rapidly perform these actions multiple times (usually 3-4 times):
a. Open the sheet
b. Immediately scroll down to dismiss
Open the sheet again
Observe that the sheet now appears at .large size, ignoring the .medium detent
Expected Result:
Sheet should consistently maintain .medium size regardless of how quickly
it is opened and dismissed.
Actual Result:
After rapid open/dismiss cycles, the sheet ignores .medium detent and
appears at .large size.
Reproduction Rate:
Occurs consistently after 3-4 rapid open/dismiss cycles
More likely to occur with faster open/dismiss actions
Configuration:
iOS 18
Xcode 16.0 (16A242d)
SwiftUI
Device: iPhone 14
I am trying to implement "Live activity" to my app. I am following the Apple docs.
Link: https://developer.apple.com/documentation/activitykit/displaying-live-data-with-live-activities
Example code:
struct LockScreenLiveActivityView: View {
let context: ActivityViewContext<PizzaDeliveryAttributes>
var body: some View {
VStack {
Spacer()
Text("\(context.state.driverName) is on their way with your pizza!")
Spacer()
HStack {
Spacer()
Label {
Text("\(context.attributes.numberOfPizzas) Pizzas")
} icon: {
Image(systemName: "bag")
.foregroundColor(.indigo)
}
.font(.title2)
Spacer()
Label {
Text(timerInterval: context.state.deliveryTimer, countsDown: true)
.multilineTextAlignment(.center)
.frame(width: 50)
.monospacedDigit()
} icon: {
Image(systemName: "timer")
.foregroundColor(.indigo)
}
.font(.title2)
Spacer()
}
Spacer()
}
.activitySystemActionForegroundColor(.indigo)
.activityBackgroundTint(.cyan)
}
}
Actually, the code is pretty straightforward. We can use the timerInterval for count-down animation. But when the timer ends, I want to update the Live Activity view. If the user re-opens the app, I can update it, but what happens if the user doesn't open the app? Is there a way to update the live activity without using push notifications?
Xcode downloaded a crash report for my app which I don't quite understand. It seems the following line caused the crash:
myEntity.image = newImage
where myEntity is of type MyEntity:
class MyEntity: NSObject, Identifiable {
@objc dynamic var image: NSImage!
...
}
The code is called on the main thread. According to the crash report, thread 0 makes that assignment, and at the same time thread 16 is calling [NSImageView asynchronousPreparation:prepareResultUsingParameters:].
What could cause such a crash? Could I be doing something wrong or is this a bug in macOS?
crash.crash
The following code won't work:
- (void)windowDidLoad {
[super windowDidLoad];
self.window.isVisible = NO;
}
The only main window still shows on application startup (in a minimal newly created app).
One of my published apps in App Store relies on this behavior which had been working for many years since I started Xcode development.
Topic:
UI Frameworks
SubTopic:
AppKit
If I delete Safari and only have another browser installed on my device, UIApplication.shared.open does not work. I think this is a bug. Why would it not work?
If Safari is not the main browser, UIApplication would open the URL in my main browser.
Those are valid use cases.
I would expect this API to work with any browser...
iOS 26.2
iPhone 14 Pro
guard let url = URL(string: "https://www.apple.com") else {
return
}
if UIApplication.shared.canOpenURL(url) {
UIApplication.shared.open(url)
} else {
print("Could not open URL")
}
Topic:
UI Frameworks
SubTopic:
UIKit
Is there a way to access an Icon Composer .icon file in Swift or Objective-C? Any way to get this in an NSImage object that I can display in an image view? Thanks.
Our app was just rejected by Apple because they say the subscription management sheet never loads. It just spins indefinitely.
We're using StoreKit's manageSubscriptionsSheet view modifier to present the sheet, and it's always worked for us when testing in SandBox.
Has anyone else had this problem?
Given that it's Apple's own code that got us rejected, what's our path forward?
Hi folks,
there's currently a known issue in TipKit due to which it won't show popover tips on buttons that are inside a SwiftUI ToolbarItem. For example, if you try this code, the popover tip will not appear:
ToolbarItem {
Button(action: {...}) {
Label("Tap here", systemImage: "gear")
}
.popoverTip(sampleTip)
}
There's an easy workaround for this issue. Just apply a style to the button. It can be any style. Some examples are bordered, borderless, plain and borderedProminent. Here's a fixed version of the above code:
ToolbarItem {
Button(action: {...}) {
Label("Tap here", systemImage: "gear")
}
.buttonStyle(.plain) // Adding this line fixes the issue.
.popoverTip(sampleTip)
}
Hope this helps anyone running into this issue.
I am coming from C#, where Forms and Controls are placed similar to Swift Storyboards. I have been trying to learn Storyboards, but keep running across tutorials regarding SwiftUI, and Storyboard examples are few. So the question becomes, "how do I position controls on a Form using SwiftUI?" See the example below.
I have run across many videos that use either horizontal or vertical positioning of controls, but these examples are usually very simple, with items occupying only the center portion of the screen. I get stuck on examples that are more complicated.
The example below only shows the controls for the upper part of a Form, with some type of textbox (Viewform) below making up the rest of the Form.
How does one make more complicated placement of controls with SwiftUI?
When I build my app for iPad OS, either 26, or 18.5, as well as iOS on 16.5 from Xcode 26 with UIDesignRequiresCompatibility enabled my app is crashing as it loads the main UIViewController, a subclassed UITabBarController which is being loaded programatically from a Storyboard from another SplashScreen ViewController.
On i(Pad)OS 18.5 I get this error:
Thread 1: "Could not instantiate class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ because no class named _TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView_ was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)"
On iPadOS 26 I get this error:
UIKitCore/UICoreHostingView.swift:54: Fatal error: init(coder:) has not been implemented
There is no issue building from Xcode 16.4, regardless of targeted i(Pad)OS.