Environment:xcode 16.2
WidgetKit: Image(uiImage: UIImage(named: "jp_jump")!).resizable().scaledToFit().frame(width: 58, height: 16).padding(EdgeInsets(top: 0, leading: 16, bottom: 0, trailing: 0))
”jp_jump“: Local color picture load widget crashes
info:
Thread 4: EXC_RESOURCE (RESOURCE_TYPE_MEMORY: high watermark memory limit exceeded) (limit=30 MB)
Explore best practices for creating inclusive apps for users of Apple accessibility features and users from diverse backgrounds.
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Hi everybody,
I'm trying to build a QR-Code Scanner and Generator App for IOS.
Whenever I try to implement the camera the app crashes with this comment:
This app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an NSCameraUsageDescription key with a string value explaining to the user how the app uses this data.
I tried to reduce the app to the minimum of nothing but camera with the same result.
Any ideas?
Tank you and
best Regards
Horst Schippers
Topic:
Accessibility & Inclusion
SubTopic:
General
I have a view dynamically overlaid on a UITableView with proper padding (added when certain conditions are met). When VoiceOver focuses on a cell beneath this overlay, the focused element does not scroll into view. I’ve noticed similar behavior in Apple’s first-party Podcasts app.
Please find the attached image for reference. How can I resolve this issue and ensure VoiceOver scrolls the focused cell into view?
In our application we are using a pop over view and we have enabled the accessibility VoiceOver, When user navigating inside the popover and reached to the last element that time with the right swipe we need to dismiss the popover.
While editing the search text using the external keyboard (with VoiceOver on), if I try to navigate the to List using the keyboard, the focus jumps back to the search field immediately, preventing selection of list items. It's important to note that the voiceover navigation alone without a keyboard works as expected.
It’s as if the List never gains focus—every attempt to move focus lands back on the search field.
The code:
struct ContentView: View {
@State var searchText = ""
let items = ["Apple", "Banana", "Cherry", "Date", "Elderberry", "Fig", "Grape"]
var filteredItems: [String] {
if searchText.isEmpty {
return items
} else {
return items.filter { $0.localizedCaseInsensitiveContains(searchText) }
}
}
var body: some View {
if #available(iOS 16.0, *) {
NavigationStack {
List(filteredItems, id: \.self) { item in
Text(item)
}
.navigationTitle("Fruits")
.searchable(text: $searchText)
}
} else {
NavigationView {
List(filteredItems, id: \.self) { item in
Text(item)
}
.navigationTitle("Fruits")
.searchable(text: $searchText)
}
}
}
}
I’m trying to customize the keyboard focus appearance in SwiftUI.
In UIKit (see WWDC 2021 session Focus on iPad keyboard navigation), it’s possible to remove the default UIFocusHaloEffect and change a view’s appearance depending on whether it has focus or not.
In SwiftUI I’ve tried the following:
.focusable() // .focusable(true, interactions: .activate)
.focusEffectDisabled()
.focused($isFocused)
However, I’m running into several issues:
.focusable(true, interactions: .activate) causes an infinite loop, so keyboard navigation stops responding
.focusEffectDisabled() doesn’t seem to remove the default focus effect on iOS
Using @FocusState prevents Space from triggering the action when the view has keyboard focus
My main questions:
How can I reliably detect whether a SwiftUI view has keyboard focus? (Is there an alternative to FocusState that integrates better with keyboard navigation on iOS?)
What’s the recommended way in SwiftUI to disable the default focus effect (the blue overlay) and replace it with a custom border?
Any guidance or best practices would be greatly appreciated!
Here's my sample code:
import SwiftUI
struct KeyboardFocusExample: View {
var body: some View {
// The ScrollView is required, otherwise the custom focus value resets to false after a few seconds. I also need it for my actual use case
ScrollView {
VStack {
Text("First button")
.keyboardFocus()
.button {
print("First button tapped")
}
Text("Second button")
.keyboardFocus()
.button {
print("Second button tapped")
}
}
}
}
}
// MARK: - Focus Modifier
struct KeyboardFocusModifier: ViewModifier {
@FocusState private var isFocused: Bool
func body(content: Content) -> some View {
content
.focusable() // ⚠️ Must come before .focused(), otherwise the FocusState won’t be recognized
// .focusable(true, interactions: .activate) // ⚠️ This causes an infinite loop, so keyboard navigation no longer responds
.focusEffectDisabled() // ⚠️ Has no effect on iOS
.focused($isFocused)
// Custom Halo effect
.padding(4)
.overlay(
RoundedRectangle(cornerRadius: 18)
.strokeBorder(
isFocused ? .red : .clear,
lineWidth: 2
)
)
.padding(-4)
}
}
extension View {
public func keyboardFocus() -> some View {
modifier(KeyboardFocusModifier())
}
}
// MARK: - Button Modifier
/// ⚠️ Using a Button view makes no difference
struct ButtonModifier: ViewModifier {
let action: () -> Void
func body(content: Content) -> some View {
content
.contentShape(Rectangle())
.onTapGesture {
action()
}
.accessibilityAction {
action()
}
.accessibilityAddTraits(.isButton)
.accessibilityElement(children: .combine)
.accessibilityRespondsToUserInteraction()
}
}
extension View {
public func button(action: @escaping () -> Void) -> some View {
modifier(ButtonModifier(action: action))
}
}
I have some doubts about how VoiceOver handles focus when the screen updates.
When a new UIViewController is pushed onto a UINavigationController or presented modally, how does VoiceOver decide which element to focus on? Is there a way to control or customize this behavior?
In a UISplitViewController, when an item is selected in the primary view controller, the focus should shift to the relevant content in the secondary view controller. How can we ensure that VoiceOver correctly moves focus to the right element in the secondary panel?
I have a TextField and entered for example "sg?!". At the TextField I set the modifier speechAlwaysIncludesPunctuation(). But when I activate VoiceOver the content of TextField is reading. The special characters don't read out.
How can I fix this?
When I try to get the frames of a AXUIElementRef using AXUIElementCopyAttributeValue(element, (CFStringRef)attribute, &result) the frames are shifted and rotated on the iOS simulator.
I get the same frames when using the Accessibility Inspector when the Max is selected as the host.
When I switch the host to the iOS simulator the frames are correct.
How is the Accessibility Inspector getting the correct frames? And how can I do the same in my app?
Topic:
Accessibility & Inclusion
SubTopic:
General
Hi everyone,
I’ve been analyzing the current state of Sign Language accessibility tools, and I noticed a significant gap in learning tools: we lack real-time feedback for students (e.g., "Is my hand position correct?").
Most current solutions rely on 2D video processing, which struggles with depth perception and occlusion (hand-over-hand or hand-over-face gestures), which are critical in Sign Language grammar.
I'd like to propose/discuss an architecture leveraging the current LiDAR + Neural Engine capabilities found in iPhone devices to solve this.
The Concept: Skeleton-based Normalization
Instead of training ML models on raw video frames (which introduces noise from lighting, skin tone, and clothing), we could use ARKit's Body Tracking to abstract the input.
Capture: Use ARKit/LiDAR to track the user's upper body and hand joints in 3D space.
Data Normalization: Extract only the vector coordinates (X, Y, Z of joints). This creates a "clean" dataset, effectively normalizing the user regardless of physical appearance.
Comparison: Feed these vectors into a CoreML model trained on "Reference Skeletons" (recorded by native signers).
Feedback Loop: The app calculates the geometric distance between the user's pose and the reference pose to provide specific correction (e.g., "Raise your elbow 10 degrees").
Why this approach?
Solves Occlusion: LiDAR handles depth much better than standard RGB cameras when hands cross the body.
Privacy: We are processing coordinates, not video streams.
Efficiency: Comparing vector sequences is computationally cheaper than video analysis, preserving battery life.
Has anyone experimented with using ARKit Body Anchors specifically for comparing complex gesture sequences against a stored "correct" database? I believe this "Skeleton First" approach is the key to scalable Sign Language education apps.
Looking forward to hearing your thoughts.
I have been working on a feature, where I have a List in SwiftUI with previous and next data loading, user can scroll up and down to load previous/next page data.
Recently, I faced one accessibility issue while testing voice-over, when user lands on the listing screen and swipe across the screen from navigation and when focus comes on list it should highlight the first item visible.
But when user swipes back:
Should it load the previous data and announce the previous item or it should go back to the navigation items?
If it loads the previous item, what if the user wants to go to the navigation to switch to other actions and vice-versa?
Did anyone come across this kind of issue? What can be the standard expected behavior in this case if list has both previous and next page scroll?
I different tried gestures https://support.apple.com/en-in/guide/iphone/iph3e2e2281/ios, but it isn't working
Since UITextView does not support the zoom function, the zoom function of UITextView with addSubview is used in UIScrollView.
However, when I use the link here, the text behind it is missing.
Ex) https://appstoreconnect.apple.com/login\nApple Developer Login
-> The text “Apple Developer Login” does not appear.
If anyone has experienced the same problem as me or knows a solution, please leave a comment.
Note)
It is working normally in iOS16, but the text behind the link disappears in iOS18.
The text is not visible, but you can copy it and paste it to retrieve the missing text.
Topic:
Accessibility & Inclusion
SubTopic:
General
Hi guys, I'm facing an issue with the native interface to add a card into the wallet - does someone have some ideas on how to fix/work around that?
STEPS TO REPRODUCE:
Disable VoiceOver (Settings → Accessibility → VoiceOver → Off).
Connect and confirm that you can navigate other iOS interfaces using an external keyboard.
In any app, present a PKAddPassesViewController with a valid .pkpass file.
When the Wallet “Add Pass” sheet appears, attempt to navigate using only the external keyboard (Tab/Arrow/Enter).
Observe that focus does not move to the Cancel or Add buttons, and no elements receive keyboard focus.
EXPECTED RESULT:
All interactive elements in PKAddPassesViewController (e.g., Cancel and Add) should be fully keyboard accessible without requiring VoiceOver. Users should be able to navigate, select, and complete actions using only a hardware keyboard.
ACTUAL RESULT:
Keyboard navigation is not possible.
No elements receive focus.
Users cannot activate Cancel or Add buttons using keyboard input.
The only way to interact is by touch or enabling VoiceOver, which does not satisfy keyboard accessibility requirements.
IMPACT:
Violates WCAG 2.1 Success Criterion 2.1.1 (Keyboard Accessible).
Prevents keyboard-only users (including users with motor disabilities) from adding passes to Wallet.
Affects users of external keyboards who rely on tab/arrow navigation.
Creates an inconsistent accessibility experience compared to other iOS system modals.
When I am doing a file search, in TextEdit, and on certain webistes the space bar will quit functioning as soon as i start typing. If I hold down the "Option" key it allows the space bar to work as normal. I have checked every setting I can think of and nothing has helped.
Topic:
Accessibility & Inclusion
SubTopic:
General
I have a TabView with a sample tabItem as follows:
.tabItem {
Label ("Import", systemImage:"doc.on.doc")
.accessibilityLabel("Import Text")
}
But accessibility settings for large display size on does not seem to work, nor do dynamic font sizes:
.tabItem {
Label ("Import", systemImage:"doc.on.doc")
.font(.largeTitle)
.accessibilityLabel("Import Text")
}
The tabItems appear as a fixed size. The tab contents scale well, so this does not look pleasant at all.
Is this a known bug in SwiftUI?
Topic:
Accessibility & Inclusion
SubTopic:
General
Hi everyone,
I’m developing a React Native iOS app that includes a custom keyboard extension for sending stickers across apps. The project builds successfully, and the main app installs fine on my test device.
However, I’m not seeing the keyboard extension appear under Settings → General → Keyboard → Keyboards → Add New Keyboard, which means I can’t activate it or grant access. At this point, I’m not even sure if the extension is actually being installed on the device along with the main app.
Here’s what I’ve done so far. I created a Keyboard Extension target in Xcode, set the correct bundle identifiers and provisioning profiles, and enabled “Requests Open Access” in the extension’s Info.plist. I built and installed the app on a physical device rather than the simulator to ensure proper testing.
My main questions are: how can I confirm that the extension is being installed on the device, and if it isn’t, what might prevent it from installing even though the build completes successfully?
Any insights, troubleshooting steps, or guidance would be greatly appreciated.
Hi everyone,
My team and I are developing an accessibility-focused VisionOS app (MindTap) as part of a university project, aiming to support individuals with Locked-In Syndrome using Brain-Computer Interface (BCI) signals to trigger interactions (e.g., tapping) within the Apple Vision Pro environment.
Problem 1: Simulating Eye Tracking in Simulator
We are testing onHover with Send pointer to the device under I/O > Input in the simulator, and while it mostly works (a bit laggy), we found that onHover won't function on the actual Vision Pro hardware. From what I understand, we should be using FocusState for proper gaze interaction, but testing this requires the physical device. Is there any workaround or official Apple-recommended way to simulate Focus-based gaze detection without a real Vision Pro?
Problem 2: WebSocket-triggered "Click" doesn't work outside the app
We successfully use WebSocket to send a custom signal (a "1" from the brain signal device) to trigger an action inside our app. However, when the user opens a third-party app like Apple News, the WebSocket-triggered "click" no longer works.
We suspect this is due to sandbox restrictions or lack of system-level permissions.
Is it possible in anyway to:
Trigger interaction events outside the app using custom input (like BCI via Websocket)?
Access system-wide click/tap simulation APIs from within VisionOS apps
Integrate this with accessibility services (like Voice Control or AssistiveTouch)
We'd appreciate any official guidance or tips from others building similar accessibility apps with alternative input methods in VisionOS.
Thanks in advance for any insight you can provide!
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
Xcode
Accessibility
iPad and iOS apps on visionOS
Hello,
I had submitted a question to clarify which components have accessibility APIs that trigger haptics for VoiceOver users https://developer.apple.com/forums/thread/773182.
The question stems from perhaps a more direct question about specific components: do tablists and disclosures natively intend to include haptics or screen reader hint or other state or properties to indicate to screen reader users where the component begins or ends?
In some web experiences there are screen reader hint text stating "end of..." or "entering" as a way to define the boundaries of these inline dialogs.
I had asked about haptics in the prior thread because I do not recall natively implemented version of this except in some haptic cues but have not experienced them consistently so I am not sure if that is an intended native Swift implementation or perhaps something custom.
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
iOS
Accessibility
Sound and Haptics
Core Haptics
Double-tap three fingers and drag to change zoom” should suppress “Three Finger to Drag”. Currently these gestures are triggered simultaneously, for no real reasons. I saw different behaviors for different environments, but none is desired.
Current and desired behavior:
This seems an issue so I filed a feedback.
Hello everyone,
Our community dues payment app only facilitates real-world maintenance-dues payments directly to property managers’ bank accounts. However, during testing it was likely flagged by the AI-driven review system for a metadata criterion and rejected under Guideline 3.1.1 (“Paid digital content must use IAP”).
Meanwhile, hundreds of similar apps remain live on the App Store using the exact same model:
The app is completely free
No digital content or subscriptions are sold
Dues payments are made via bank transfer or credit card directly to the manager
Has anyone else encountered this? How did you overcome the metadata check in the AI-driven review process?
Thanks!
Topic:
Accessibility & Inclusion
SubTopic:
General