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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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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865
Jun ’25
MapKit causing TabBar Overwrite
Hi everyone! I am having a bit of trouble with why my Map() is overwriting my customized tabBar settings. Specifically my tab bar background. (White -> Black) Map(position: $cameraPosition) { UserAnnotation() } .toolbarBackground(.hidden, for: .tabBar) This above ^ is a view which acts as a tab view for my tab bar. I have customized my tab bar as follows just so it was obvious to see me changes. let tabAppearance = UITabBarAppearance() tabAppearance.configureWithOpaqueBackground() tabAppearance.backgroundColor = .white UITabBar.appearance().standardAppearance = tabAppearance UITabBar.appearance().scrollEdgeAppearance = tabAppearance I have tried implementing solutions which is seen with my .toolbar attempt but nothing has help. I would like the tab bar to be consistent with all of my views and from my understanding the Map is overwriting those settings.
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65
Apr ’25
searchable isPresented set too late in a sheet
I have a popover/sheet in iOS which allows users to search and add items to a list. When the sheet is shown, the search should always be active. I am using searchable on a NavigationStack inside the sheet. I am using the isPresented parameter to activate search. My issue is with the animation of the search activation. Even if I use... isPresented: .constant(true) ...the search isn't activated until the sheet has completed it's entrance animation, resulting in two stages of animation. I can't add a video here, but the two images below show the steps I am seeing. First a slide up animation, with the search in the navigation drawer, then a second animation, once the sheet is fully in place, as the search becomes active. Is it possible to merge these two animations, so search is in place when the sheet animates up?
Topic: UI Frameworks SubTopic: SwiftUI
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53
Apr ’25
[SwiftUI] Gesture Conflict: simultaneousGesture Causes Incorrect Gesture Recognition in iOS 18
Subject: SwiftUI Gesture Conflict in iOS 18: Simultaneous Recognition of Drag and Tap Gestures Description: In SwiftUI on iOS 18 and above, we've identified an issue with gesture handling that affects user experience. When implementing .simultaneousGesture(DragGesture()), the system incorrectly recognizes and processes both drag and tap gestures concurrently, resulting in unintended behavior. Technical Details: Environment: SwiftUI, iOS 18+ Issue: Simultaneous recognition of horizontal drag gestures and vertical scroll/tap gestures Current Behavior: Both vertical and horizontal scrolling occur simultaneously when using .simultaneousGesture(DragGesture()) Expected Behavior: Gestures should be properly disambiguated to prevent concurrent scrolling in multiple directions Impact: This behavior significantly impacts user experience, particularly in custom carousel implementations and other UI components that rely on precise gesture handling. The simultaneous recognition of both gestures creates a confusing and unpredictable interaction pattern. Steps to Reproduce: Create a SwiftUI view with horizontal scrolling (e.g., custom carousel) Implement .simultaneousGesture(DragGesture()) Add tap gesture recognition to child views Run on iOS 18 Attempt to scroll horizontally Observed Result: Both horizontal dragging and vertical scrolling/tapping are recognized and processed simultaneously, creating an inconsistent user experience. Expected Result: The system should properly disambiguate between horizontal drag gestures and vertical scroll/tap gestures, allowing only one type of gesture to be recognized at a time based on the user's intent. Please let me know if you need any additional information or reproduction steps.
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126
Apr ’25
Uikit : -[UIApplication _terminateWithStatus:] + 136 (UIApplication.m:7539)
I have a few crash report from TestFlight with this context and nothing else. No symbols of my application. Crash report is attached. crashlog.crash It crashes at 16H25 (local time paris) and a few minutes after (8) I see the same user doing task in background (they download data with a particular URL in BGtasks) with a Delay that is consistant with a background wait of 5 or 7 minutes. I have no more information on this crash and by the way Xcode refuses to load it and shows an error. ( I did a report via Xcode for this).
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81
Mar ’25
Crash/Glitch when using setViewControllers(_:animated:) with UIHostingController and .refreshable in SwiftUI
Introduction Hello, As part of our ongoing migration to SwiftUI, we are currently managing navigation using UIKit. Our SwiftUI views are embedded in UIHostingController instances and pushed or presented via UINavigationController. We’ve encountered an issue that causes either a UI glitch on iOS 18 or a crash on iOS 17 when using the .refreshable modifier in a SwiftUI view that is added to a UINavigationController via setViewControllers(_:animated:). To reproduce the issue, we’re using the following simple SwiftUI view: struct TestView: View { var body: some View { List { ForEach(0...100, id: \.self) { Text("Number: \($0)") } } .refreshable { // No action needed — the presence of this modifier alone triggers the issue } } } Problematic Scenario The following code causes the issue: class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let initialNav = self.navigationController let hostingController = UIHostingController(rootView: TestView()) let newNav = UINavigationController() // This causes a freeze (iOS 18) or crash (iOS 17) newNav.setViewControllers([hostingController], animated: true) initialNav?.present(newNav, animated: true) } } After presenting the navigation controller, our app is freezing on iOS 18 or crashing on iOS 17. Working scenario When using pushViewController(_:animated:), the issue does not occur: class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let initialNav = self.navigationController let hostingController = UIHostingController(rootView: TestView()) let newNav = UINavigationController() // This works without issue newNav.pushViewController(hostingController, animated: true) initialNav?.present(newNav, animated: true) } } Conclusion We would like to better understand the root cause of this behavior. While using pushViewController is a viable workaround, there are scenarios where we must rely on setViewControllers, and currently, that approach breaks the experience or crashes the app. Is this a known issue, or are we missing something about how UIHostingController interacts with .refreshable in this context? Thanks for your time — we look forward to any insights you can share.
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220
May ’25
GroupBox breaks ability of XCTest to find popovers?
I'm using Xcode 14.3.1 on macOS 13.5, and I've managed to reproduce my issue in a trivial application. All the project settings are left at the defaults for a macOS project. It looks like using a GroupBox breaks the ability of XCTest to find popovers connected to buttons (I suspect any UI element) inside the GroupBox. The debug console output from the code below lists 15 descendants from my window with the outside-the-GroupBox popover open, and one of them is definitely a popover. With the inside-the-GroupBox popover open, my window only shows nine descendants, and no popover (the rest of the difference is the popover's contents). It's simple enough I don't see what I could be doing wrong: import SwiftUI @main struct GroupBox_Popover_DemoApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State var outsidePopoverPresented: Bool = false @State var insidePopoverPresented: Bool = false var body: some View { VStack { Button("Outside GroupBox") { outsidePopoverPresented = true } .popover(isPresented: $outsidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item A"), isPresented: $outsidePopoverPresented) } .padding() GroupBox { Button("Inside GroupBox") { insidePopoverPresented = true } .popover(isPresented: $insidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item B"), isPresented: $insidePopoverPresented) } .padding() } } .padding() } } struct Popover: View { @Binding var selected: String @Binding var isPresented: Bool var body: some View { VStack(alignment: .leading) { Picker("", selection: $selected) { Text("Item A").tag("Item A") Text("Item B").tag("Item B") Text("Item C").tag("Item C") } .pickerStyle(.radioGroup) HStack { Spacer() Button("Cancel") { isPresented = false } } } .padding() .frame(width: 200) } } Then in my UI tests: import XCTest final class GroupBox_Popover_DemoUITests: XCTestCase { let mainWindow = XCUIApplication().windows override func setUpWithError() throws { continueAfterFailure = false XCUIApplication().launch() } func testPopovers() { let myDescendants = mainWindow.descendants(matching: .any) mainWindow.buttons["Outside GroupBox"].click() print("Window descendants with outside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() mainWindow.buttons["Inside GroupBox"].click() print("Window descendants with inside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() XCTAssert(true, "Test was able to hit cancel on both popovers.") } } Any ideas? Have I missed unchecking some "Ignore anything in a GroupBox" checkbox somewhere?
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826
Apr ’25
How to determine which ui control is found first in the view hierarchy, when I assign the same keyboardShortcut () to 2 buttons?
import SwiftUI struct ContentView: View { var body: some View { VStack { Button ("Button 1") { print ("Button 1"); } .keyboardShortcut("k", modifiers: .command) Button ("Button 2") { print ("Button 2"); } .keyboardShortcut("k", modifiers: .command) } } } I the above snippet, I have assigned the same keyboard shortcut (cmd +k) to 2 different buttons. According to the docs, if multiple controls are associated with the same shortcut, the first one found is used. How do I figure out if Button 1 would be found first during the traversal or Button 2 ? Is it based on the order of declaration? Is it always the case that Button 1 would be found first since it was declared before Button 2 ?
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123
Mar ’25
GPS Track Navigation with MapKit?
I want to create a MKRoute from a list of MKMapPoints or coordinates. But apparently MKRoute can only be generated from a MKDirections request from Apple's servers. The primary use of my app will be activities (eg hiking) in the back country where (1) a network connection likely won't be available and (2) there likely will not be a trail in Apple's map network. For example I want to provide navigation for following a recorded GPS track or my only MKPolyLines. Note that I am required to use MapKit (3rd party map SDKs are not an option for a number of reasons). It feels like a huge missed opportunity if MapKit doesn't allow Routes to be created from a predetermined list of coordinates. Does anyone know of any solutions for this problem either somehow creating a MKRoute from a list of coordinates or a 3rd party library? I've searched but haven't had any luck finding a solution. It seems like something like this must exist so I thought I'd ask.
Topic: UI Frameworks SubTopic: UIKit Tags:
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81
Apr ’25
Animate layout change
I want to show a view, where the user can add or remove items shown as icons, which are sorted in two groups: squares and circles. When there are only squares, they should be shown in one row: [] [] [] When there are so many squares that they don’t fit horizontally, a (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all squares are visible. When there are only circles, they also should be shown in one row: () () () When there are so many circles that they don’t fit horizontally, a (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all circles are visible. When there a few squares and a few circles, they should be shown adjacent in one row: [] [] () () When there are so many squares and circles that they don’t fit horizontally, they should be shown in two rows, squares on top, circles below: [] [] [] () () () When there are either too many squares or too many circles (or both) to fit horizontally, one common (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all items are visible. I started with ViewThatFits: (see first code block) { let squares = HStack { ForEach(model.squares, id: \.self) { square in Image(square) } } let circles = HStack { ForEach(model.circles, id: \.self) { circle in Image(circle) } } let oneLine = HStack { squares circles } let twoLines = VStack { squares circles } let scrollView = ScrollView(.horizontal) { twoLines }.scrollIndicators(.visible) ViewThatFits(in: .horizontal) { oneLine twoLines scrollView.clipped() } } While this works in general, it doesn’t animate properly. When the user adds or removes an image the model gets updated, (see second code block) withAnimation(Animation.easeIn(duration: 0.25)) { model.squares += image } and the view animates with the existing images either making space for a new appearing square/circle, or moving together to close the gap where an image disappeared. This works fine as long as ViewThatFits returns the same view. However, when adding 1 image leads to ViewThatFits switching from oneLine to twoLines, this switch is not animated. The circles jump to the new position under the squares, instead of sliding there. I searched online for a solution, but this seems to be a known problem of ViewThatFits. It doesn't animate when it switches... (tbc)
1
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125
Mar ’25
NSTableView.clickedRow sometimes is greater than number of rows
Xcode has been downloading many similar crash reports for my app for some time now, related to an index out of range runtime exception when accessing a Swift array. The crashes always happen in methods triggered by user input or during menu item validation when I try to access the data source array by using the following code to determine the indexes of the relevant table rows: let indexes = clickedRow == -1 || selectedRowIndexes.contains(clickedRow) ? selectedRowIndexes : IndexSet(integer: clickedRow) I was never able to reproduce the crash until today. When the app crashed in the Xcode debugger, I examined the variables clickedRow and selectedRowIndexes.first, which were 1 and 0 respectively. What's interesting: the table view only contained one row, so clickedRow was effectively invalid. I tried to reproduce the issue several times afterwards, but it never happened again. What could cause this issue? What are the circumstances where it is invalid? Do I always have to explicitly check if clickedRow is within the data source range?
Topic: UI Frameworks SubTopic: AppKit Tags:
4
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103
Apr ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
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138
Apr ’25
App Name Display
For now, my app name length is more than 20 characters, so the iPhone app name displays without a space, and uses the range operator to ensure showing the rest in the next line. Is it possible to show space and name with 2 lines?
Topic: UI Frameworks SubTopic: General Tags:
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82
May ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
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72
Apr ’25
Tab Bar Controller Not Using Safe Area
I have several apps where I successfully implemented Safe Area Margins, but this app uses a Tab Bar Controller and it ignores the safe areas. I am using Xcode 16.2, and Storyboards. The "Use Safe Area Layout Guides" is checked for every scene, yet none are using the safe area. Any clues?
Topic: UI Frameworks SubTopic: UIKit
3
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82
Apr ’25
UIScrollView in UIViewControllerRepresentable - UI freezes when content touches bottom SafeArea
The SwiftUI ScrollView lacks some features I need and so I created a custom MyScrollView based on UIScrollView wrapped within a UIViewControllerRepresentable. While this works fine in general I know came across a very strange problem: When MyScrollView is used in a sheet and its content touches bottom SafeArea, the UI freezes as soon as the should be displayed. The code below shows the problem as well in preview as on the simulator and on devices. Please note that the code is tuned do the display size of an iPhone 16 Pro. When running on different devices one might need to adjust height of the Color.yellow. In the demo code the UI freezes if the Color.yellow has a height between 738 to 771 pixels. Every other height is fine. Is there something wrong with my implementation of MyScrollView? When using ScrollView instead, everything works fine. Code: struct ContentView: View { @State private var showSheet: Bool = false var body: some View { ZStack { Button("Show Sheet") { showSheet = true } } .sheet(isPresented: $showSheet) { VStack { Text("Some Header Content") MyScrollView { VStack { Color.yellow //.frame(height: 737) // works .frame(height: 738) // does NOT works // ... //.frame(height: 771) // does NOT works //.frame(height: 772) // works } } .ignoresSafeArea() } } } } struct MyScrollView<Content: View>: UIViewControllerRepresentable { let content: Content init(@ViewBuilder content: () -> Content) { self.content = content() } func makeUIViewController(context: Context) -> UIViewController { let scrollViewVC = UIViewController() scrollViewVC.view.backgroundColor = .clear let scrollView = UIScrollView() scrollView.backgroundColor = .clear let contentVC = UIHostingController(rootView: self.content) contentVC.view.backgroundColor = .clear context.coordinator.contentVC = contentVC context.coordinator.scrollView = scrollView scrollView.translatesAutoresizingMaskIntoConstraints = false scrollViewVC.view.addSubview(scrollView) NSLayoutConstraint.activate([ scrollView.topAnchor.constraint(equalTo: scrollViewVC.view.topAnchor), scrollView.bottomAnchor.constraint(equalTo: scrollViewVC.view.bottomAnchor), scrollView.leadingAnchor.constraint(equalTo: scrollViewVC.view.leadingAnchor), scrollView.trailingAnchor.constraint(equalTo: scrollViewVC.view.trailingAnchor) ]) contentVC.willMove(toParent: scrollViewVC) scrollViewVC.addChild(contentVC) contentVC.view.translatesAutoresizingMaskIntoConstraints = false scrollView.addSubview(contentVC.view) NSLayoutConstraint.activate([ contentVC.view.topAnchor.constraint(equalTo: scrollView.contentLayoutGuide.topAnchor), contentVC.view.bottomAnchor.constraint(equalTo: scrollView.contentLayoutGuide.bottomAnchor), contentVC.view.leadingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.leadingAnchor), contentVC.view.trailingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.trailingAnchor), contentVC.view.widthAnchor.constraint(equalTo: scrollView.frameLayoutGuide.widthAnchor) ]) contentVC.didMove(toParent: scrollViewVC) return scrollViewVC } func updateUIViewController(_ uiViewController: UIViewController, context: Context) { context.coordinator.contentVC?.rootView = content } func makeCoordinator() -> Coordinator { return Coordinator() } class Coordinator { var contentVC: UIHostingController<Content>? var scrollView: UIScrollView? init() { //... } } } #Preview { ContentView() }
Topic: UI Frameworks SubTopic: SwiftUI
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115
Apr ’25
A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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865
Activity
Jun ’25
MapKit causing TabBar Overwrite
Hi everyone! I am having a bit of trouble with why my Map() is overwriting my customized tabBar settings. Specifically my tab bar background. (White -> Black) Map(position: $cameraPosition) { UserAnnotation() } .toolbarBackground(.hidden, for: .tabBar) This above ^ is a view which acts as a tab view for my tab bar. I have customized my tab bar as follows just so it was obvious to see me changes. let tabAppearance = UITabBarAppearance() tabAppearance.configureWithOpaqueBackground() tabAppearance.backgroundColor = .white UITabBar.appearance().standardAppearance = tabAppearance UITabBar.appearance().scrollEdgeAppearance = tabAppearance I have tried implementing solutions which is seen with my .toolbar attempt but nothing has help. I would like the tab bar to be consistent with all of my views and from my understanding the Map is overwriting those settings.
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65
Activity
Apr ’25
searchable isPresented set too late in a sheet
I have a popover/sheet in iOS which allows users to search and add items to a list. When the sheet is shown, the search should always be active. I am using searchable on a NavigationStack inside the sheet. I am using the isPresented parameter to activate search. My issue is with the animation of the search activation. Even if I use... isPresented: .constant(true) ...the search isn't activated until the sheet has completed it's entrance animation, resulting in two stages of animation. I can't add a video here, but the two images below show the steps I am seeing. First a slide up animation, with the search in the navigation drawer, then a second animation, once the sheet is fully in place, as the search becomes active. Is it possible to merge these two animations, so search is in place when the sheet animates up?
Topic: UI Frameworks SubTopic: SwiftUI
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53
Activity
Apr ’25
[SwiftUI] Gesture Conflict: simultaneousGesture Causes Incorrect Gesture Recognition in iOS 18
Subject: SwiftUI Gesture Conflict in iOS 18: Simultaneous Recognition of Drag and Tap Gestures Description: In SwiftUI on iOS 18 and above, we've identified an issue with gesture handling that affects user experience. When implementing .simultaneousGesture(DragGesture()), the system incorrectly recognizes and processes both drag and tap gestures concurrently, resulting in unintended behavior. Technical Details: Environment: SwiftUI, iOS 18+ Issue: Simultaneous recognition of horizontal drag gestures and vertical scroll/tap gestures Current Behavior: Both vertical and horizontal scrolling occur simultaneously when using .simultaneousGesture(DragGesture()) Expected Behavior: Gestures should be properly disambiguated to prevent concurrent scrolling in multiple directions Impact: This behavior significantly impacts user experience, particularly in custom carousel implementations and other UI components that rely on precise gesture handling. The simultaneous recognition of both gestures creates a confusing and unpredictable interaction pattern. Steps to Reproduce: Create a SwiftUI view with horizontal scrolling (e.g., custom carousel) Implement .simultaneousGesture(DragGesture()) Add tap gesture recognition to child views Run on iOS 18 Attempt to scroll horizontally Observed Result: Both horizontal dragging and vertical scrolling/tapping are recognized and processed simultaneously, creating an inconsistent user experience. Expected Result: The system should properly disambiguate between horizontal drag gestures and vertical scroll/tap gestures, allowing only one type of gesture to be recognized at a time based on the user's intent. Please let me know if you need any additional information or reproduction steps.
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126
Activity
Apr ’25
How to program globe keys on the keyboard
How should I program the globe key? If possible, could you teach me in C language?
Topic: UI Frameworks SubTopic: General
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54
Activity
Apr ’25
Uikit : -[UIApplication _terminateWithStatus:] + 136 (UIApplication.m:7539)
I have a few crash report from TestFlight with this context and nothing else. No symbols of my application. Crash report is attached. crashlog.crash It crashes at 16H25 (local time paris) and a few minutes after (8) I see the same user doing task in background (they download data with a particular URL in BGtasks) with a Delay that is consistant with a background wait of 5 or 7 minutes. I have no more information on this crash and by the way Xcode refuses to load it and shows an error. ( I did a report via Xcode for this).
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81
Activity
Mar ’25
XCode16 XCode15获取的屏幕宽高不同
Device: iPhone 16 Pro Max System Version: 18.3.1 Screen width and height obtained using [UIScreen mainScreen].bounds.size are as follows Why are the two results different?
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125
Activity
Apr ’25
Add Caching in AsyncImage
Hi can you add caching to AsyncImage in the next swift revision pls see image below. without caching support it will redownload everything. wasting api calls
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73
Activity
Apr ’25
Crash/Glitch when using setViewControllers(_:animated:) with UIHostingController and .refreshable in SwiftUI
Introduction Hello, As part of our ongoing migration to SwiftUI, we are currently managing navigation using UIKit. Our SwiftUI views are embedded in UIHostingController instances and pushed or presented via UINavigationController. We’ve encountered an issue that causes either a UI glitch on iOS 18 or a crash on iOS 17 when using the .refreshable modifier in a SwiftUI view that is added to a UINavigationController via setViewControllers(_:animated:). To reproduce the issue, we’re using the following simple SwiftUI view: struct TestView: View { var body: some View { List { ForEach(0...100, id: \.self) { Text("Number: \($0)") } } .refreshable { // No action needed — the presence of this modifier alone triggers the issue } } } Problematic Scenario The following code causes the issue: class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let initialNav = self.navigationController let hostingController = UIHostingController(rootView: TestView()) let newNav = UINavigationController() // This causes a freeze (iOS 18) or crash (iOS 17) newNav.setViewControllers([hostingController], animated: true) initialNav?.present(newNav, animated: true) } } After presenting the navigation controller, our app is freezing on iOS 18 or crashing on iOS 17. Working scenario When using pushViewController(_:animated:), the issue does not occur: class ViewController: UIViewController { override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let initialNav = self.navigationController let hostingController = UIHostingController(rootView: TestView()) let newNav = UINavigationController() // This works without issue newNav.pushViewController(hostingController, animated: true) initialNav?.present(newNav, animated: true) } } Conclusion We would like to better understand the root cause of this behavior. While using pushViewController is a viable workaround, there are scenarios where we must rely on setViewControllers, and currently, that approach breaks the experience or crashes the app. Is this a known issue, or are we missing something about how UIHostingController interacts with .refreshable in this context? Thanks for your time — we look forward to any insights you can share.
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220
Activity
May ’25
GroupBox breaks ability of XCTest to find popovers?
I'm using Xcode 14.3.1 on macOS 13.5, and I've managed to reproduce my issue in a trivial application. All the project settings are left at the defaults for a macOS project. It looks like using a GroupBox breaks the ability of XCTest to find popovers connected to buttons (I suspect any UI element) inside the GroupBox. The debug console output from the code below lists 15 descendants from my window with the outside-the-GroupBox popover open, and one of them is definitely a popover. With the inside-the-GroupBox popover open, my window only shows nine descendants, and no popover (the rest of the difference is the popover's contents). It's simple enough I don't see what I could be doing wrong: import SwiftUI @main struct GroupBox_Popover_DemoApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State var outsidePopoverPresented: Bool = false @State var insidePopoverPresented: Bool = false var body: some View { VStack { Button("Outside GroupBox") { outsidePopoverPresented = true } .popover(isPresented: $outsidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item A"), isPresented: $outsidePopoverPresented) } .padding() GroupBox { Button("Inside GroupBox") { insidePopoverPresented = true } .popover(isPresented: $insidePopoverPresented, attachmentAnchor: .point(.leading), arrowEdge: .leading) { Popover(selected: .constant("Item B"), isPresented: $insidePopoverPresented) } .padding() } } .padding() } } struct Popover: View { @Binding var selected: String @Binding var isPresented: Bool var body: some View { VStack(alignment: .leading) { Picker("", selection: $selected) { Text("Item A").tag("Item A") Text("Item B").tag("Item B") Text("Item C").tag("Item C") } .pickerStyle(.radioGroup) HStack { Spacer() Button("Cancel") { isPresented = false } } } .padding() .frame(width: 200) } } Then in my UI tests: import XCTest final class GroupBox_Popover_DemoUITests: XCTestCase { let mainWindow = XCUIApplication().windows override func setUpWithError() throws { continueAfterFailure = false XCUIApplication().launch() } func testPopovers() { let myDescendants = mainWindow.descendants(matching: .any) mainWindow.buttons["Outside GroupBox"].click() print("Window descendants with outside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() mainWindow.buttons["Inside GroupBox"].click() print("Window descendants with inside popover open:") print(myDescendants.debugDescription) mainWindow.popovers.buttons["Cancel"].click() XCTAssert(true, "Test was able to hit cancel on both popovers.") } } Any ideas? Have I missed unchecking some "Ignore anything in a GroupBox" checkbox somewhere?
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826
Activity
Apr ’25
How to determine which ui control is found first in the view hierarchy, when I assign the same keyboardShortcut () to 2 buttons?
import SwiftUI struct ContentView: View { var body: some View { VStack { Button ("Button 1") { print ("Button 1"); } .keyboardShortcut("k", modifiers: .command) Button ("Button 2") { print ("Button 2"); } .keyboardShortcut("k", modifiers: .command) } } } I the above snippet, I have assigned the same keyboard shortcut (cmd +k) to 2 different buttons. According to the docs, if multiple controls are associated with the same shortcut, the first one found is used. How do I figure out if Button 1 would be found first during the traversal or Button 2 ? Is it based on the order of declaration? Is it always the case that Button 1 would be found first since it was declared before Button 2 ?
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123
Activity
Mar ’25
GPS Track Navigation with MapKit?
I want to create a MKRoute from a list of MKMapPoints or coordinates. But apparently MKRoute can only be generated from a MKDirections request from Apple's servers. The primary use of my app will be activities (eg hiking) in the back country where (1) a network connection likely won't be available and (2) there likely will not be a trail in Apple's map network. For example I want to provide navigation for following a recorded GPS track or my only MKPolyLines. Note that I am required to use MapKit (3rd party map SDKs are not an option for a number of reasons). It feels like a huge missed opportunity if MapKit doesn't allow Routes to be created from a predetermined list of coordinates. Does anyone know of any solutions for this problem either somehow creating a MKRoute from a list of coordinates or a 3rd party library? I've searched but haven't had any luck finding a solution. It seems like something like this must exist so I thought I'd ask.
Topic: UI Frameworks SubTopic: UIKit Tags:
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81
Activity
Apr ’25
Animate layout change
I want to show a view, where the user can add or remove items shown as icons, which are sorted in two groups: squares and circles. When there are only squares, they should be shown in one row: [] [] [] When there are so many squares that they don’t fit horizontally, a (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all squares are visible. When there are only circles, they also should be shown in one row: () () () When there are so many circles that they don’t fit horizontally, a (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all circles are visible. When there a few squares and a few circles, they should be shown adjacent in one row: [] [] () () When there are so many squares and circles that they don’t fit horizontally, they should be shown in two rows, squares on top, circles below: [] [] [] () () () When there are either too many squares or too many circles (or both) to fit horizontally, one common (horizontal) scrollview will be used, with scroll-indicator always shown to indicate that not all items are visible. I started with ViewThatFits: (see first code block) { let squares = HStack { ForEach(model.squares, id: \.self) { square in Image(square) } } let circles = HStack { ForEach(model.circles, id: \.self) { circle in Image(circle) } } let oneLine = HStack { squares circles } let twoLines = VStack { squares circles } let scrollView = ScrollView(.horizontal) { twoLines }.scrollIndicators(.visible) ViewThatFits(in: .horizontal) { oneLine twoLines scrollView.clipped() } } While this works in general, it doesn’t animate properly. When the user adds or removes an image the model gets updated, (see second code block) withAnimation(Animation.easeIn(duration: 0.25)) { model.squares += image } and the view animates with the existing images either making space for a new appearing square/circle, or moving together to close the gap where an image disappeared. This works fine as long as ViewThatFits returns the same view. However, when adding 1 image leads to ViewThatFits switching from oneLine to twoLines, this switch is not animated. The circles jump to the new position under the squares, instead of sliding there. I searched online for a solution, but this seems to be a known problem of ViewThatFits. It doesn't animate when it switches... (tbc)
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125
Activity
Mar ’25
NSTableView.clickedRow sometimes is greater than number of rows
Xcode has been downloading many similar crash reports for my app for some time now, related to an index out of range runtime exception when accessing a Swift array. The crashes always happen in methods triggered by user input or during menu item validation when I try to access the data source array by using the following code to determine the indexes of the relevant table rows: let indexes = clickedRow == -1 || selectedRowIndexes.contains(clickedRow) ? selectedRowIndexes : IndexSet(integer: clickedRow) I was never able to reproduce the crash until today. When the app crashed in the Xcode debugger, I examined the variables clickedRow and selectedRowIndexes.first, which were 1 and 0 respectively. What's interesting: the table view only contained one row, so clickedRow was effectively invalid. I tried to reproduce the issue several times afterwards, but it never happened again. What could cause this issue? What are the circumstances where it is invalid? Do I always have to explicitly check if clickedRow is within the data source range?
Topic: UI Frameworks SubTopic: AppKit Tags:
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103
Activity
Apr ’25
Improving references to localized strings in App Intents
In order to make referencing keys for localized strings a little more reliable, our application references generated constants for localized string keys: This eliminates the potential for developers to misspell a key when referencing a localized strings. And because these constants are automatically generated by the exact same process that provides localized strings for the application, each and every constant is guaranteed to have a localized string associated with it. I’m currently attempting to implement something similar for the localized strings referenced by our new App Intents. Our initial release of App Intent functionality is simply using string literals to reference localized strings: However, I am running into several issues when trying to reference the string keys as a constant. The closest I managed to get was defining the constant as either a LocalizationValue or as a StaticString and referencing the constant while initializing the LocalizedStringResource. With this approach, I see no errors from Xcode until I try and compile. What’s more is that the wording of the error being thrown is quite peculiar: As you can see with the sample code above, I am clearly calling LocalizedStringResource’s initializer directly as Indicated by the error. Is what I’m trying to do even possible with App Intents? From my research, it does look like iOS app localization is moving more towards using string literals for localized strings. Like with String Catalog’s ability to automatically generate entries from strings referenced in UI without the need for a key. However, we’d prefer to use constants if possible for the reasons listed above.
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138
Activity
Apr ’25
App Name Display
For now, my app name length is more than 20 characters, so the iPhone app name displays without a space, and uses the range operator to ensure showing the rest in the next line. Is it possible to show space and name with 2 lines?
Topic: UI Frameworks SubTopic: General Tags:
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82
Activity
May ’25
Food Truck Sample animation issue from Table Component
Hi! I'm seeing some weird animation issues building the Food Truck sample application.^1 I'm running from macOS 15.4 and Xcode 16.3. I'm building the Food Truck application for macOS. I'm not focusing on iOS for now. The FoodTruckModel adds new Order values with an animation: // FoodTruckModel.swift withAnimation(.spring(response: 0.4, dampingFraction: 1)) { self.orders.append(orderGenerator.generateOrder(number: orders.count + 1, date: .now, generator: &generator)) } This then animates the OrdersTable when new Order values are added. Here is a small change to OrdersTable: // OrdersTable.swift - @State private var sortOrder = [KeyPathComparator(\Order.status, order: .reverse)] + @State private var sortOrder = [KeyPathComparator(\Order.creationDate, order: .reverse)] Running the app now inserts new Order values at the top. The problem is I seem to be seeing some weird animation issues here. It seems that as soon as the new Order comes in there is some kind of weird glitch where it appears as if part the animation is coming from the side instead of down from the top: What's then more weird is that if I seem to affect the state of the Table in any way then the next Order comes in with perfect animation. Scrolling the Table fixes the animation. Changing the creationData sort order from reverse to forward and back to reverse fixes the animation. Any ideas? Is there something about how the Food Truck product is built that would cause this to happen? Is this an underlying issue in the SwiftUI infra?
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72
Activity
Apr ’25
Tab Bar Controller Not Using Safe Area
I have several apps where I successfully implemented Safe Area Margins, but this app uses a Tab Bar Controller and it ignores the safe areas. I am using Xcode 16.2, and Storyboards. The "Use Safe Area Layout Guides" is checked for every scene, yet none are using the safe area. Any clues?
Topic: UI Frameworks SubTopic: UIKit
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82
Activity
Apr ’25
UIScrollView in UIViewControllerRepresentable - UI freezes when content touches bottom SafeArea
The SwiftUI ScrollView lacks some features I need and so I created a custom MyScrollView based on UIScrollView wrapped within a UIViewControllerRepresentable. While this works fine in general I know came across a very strange problem: When MyScrollView is used in a sheet and its content touches bottom SafeArea, the UI freezes as soon as the should be displayed. The code below shows the problem as well in preview as on the simulator and on devices. Please note that the code is tuned do the display size of an iPhone 16 Pro. When running on different devices one might need to adjust height of the Color.yellow. In the demo code the UI freezes if the Color.yellow has a height between 738 to 771 pixels. Every other height is fine. Is there something wrong with my implementation of MyScrollView? When using ScrollView instead, everything works fine. Code: struct ContentView: View { @State private var showSheet: Bool = false var body: some View { ZStack { Button("Show Sheet") { showSheet = true } } .sheet(isPresented: $showSheet) { VStack { Text("Some Header Content") MyScrollView { VStack { Color.yellow //.frame(height: 737) // works .frame(height: 738) // does NOT works // ... //.frame(height: 771) // does NOT works //.frame(height: 772) // works } } .ignoresSafeArea() } } } } struct MyScrollView<Content: View>: UIViewControllerRepresentable { let content: Content init(@ViewBuilder content: () -> Content) { self.content = content() } func makeUIViewController(context: Context) -> UIViewController { let scrollViewVC = UIViewController() scrollViewVC.view.backgroundColor = .clear let scrollView = UIScrollView() scrollView.backgroundColor = .clear let contentVC = UIHostingController(rootView: self.content) contentVC.view.backgroundColor = .clear context.coordinator.contentVC = contentVC context.coordinator.scrollView = scrollView scrollView.translatesAutoresizingMaskIntoConstraints = false scrollViewVC.view.addSubview(scrollView) NSLayoutConstraint.activate([ scrollView.topAnchor.constraint(equalTo: scrollViewVC.view.topAnchor), scrollView.bottomAnchor.constraint(equalTo: scrollViewVC.view.bottomAnchor), scrollView.leadingAnchor.constraint(equalTo: scrollViewVC.view.leadingAnchor), scrollView.trailingAnchor.constraint(equalTo: scrollViewVC.view.trailingAnchor) ]) contentVC.willMove(toParent: scrollViewVC) scrollViewVC.addChild(contentVC) contentVC.view.translatesAutoresizingMaskIntoConstraints = false scrollView.addSubview(contentVC.view) NSLayoutConstraint.activate([ contentVC.view.topAnchor.constraint(equalTo: scrollView.contentLayoutGuide.topAnchor), contentVC.view.bottomAnchor.constraint(equalTo: scrollView.contentLayoutGuide.bottomAnchor), contentVC.view.leadingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.leadingAnchor), contentVC.view.trailingAnchor.constraint(equalTo: scrollView.contentLayoutGuide.trailingAnchor), contentVC.view.widthAnchor.constraint(equalTo: scrollView.frameLayoutGuide.widthAnchor) ]) contentVC.didMove(toParent: scrollViewVC) return scrollViewVC } func updateUIViewController(_ uiViewController: UIViewController, context: Context) { context.coordinator.contentVC?.rootView = content } func makeCoordinator() -> Coordinator { return Coordinator() } class Coordinator { var contentVC: UIHostingController<Content>? var scrollView: UIScrollView? init() { //... } } } #Preview { ContentView() }
Topic: UI Frameworks SubTopic: SwiftUI
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115
Activity
Apr ’25
How do I create Edit Action Menus in SwiftUI on macOS?
Various TextField and TextView elements of Apple apps have text edit actions for text correction, but also auto completion. How can I create such a menu for a TextField in SwiftUI on macOS? the textCompletion modifier did not result in this menu. Many thanks in advance! Jan
Topic: UI Frameworks SubTopic: SwiftUI
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49
Activity
May ’25
Internal Testing App Not Showing
Hi! I am having issues with my internal testing app now showing up the same through different users devices?
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75
Activity
Mar ’25