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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Trigger save of a FileDocument in a DocumentGroup?
I have a DocumentGroup working with a FileDocument, and that's fine. However, when someone creates a new document I want them to have to immediately save it. This is the behavior on ipadOS and iOS from what I can understand (you select where before the file is created). There seems to be no way to do this on macOS? I basically want to have someone: create a new document enter some basic data hit "create" which saves the file then lets the user start editing it (1), (2), and (4) are done and fairly trivial. (3) seems impossible, though...? This really only needs to support macOS but any pointers would be appreciated.
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284
Apr ’25
How to opt out of tinting content in visionOS widgets
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. https://developer.apple.com/videos/play/wwdc2025/255 Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? When a user selects one the tint colors using the configuration screen, we would like to prevent some views from being tinted.
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95
Jul ’25
[Want] A View detects one from multiple Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because one of my apps needs it. library: https://github.com/Saw-000/SwiftUI-DetectGestureUtil I think the function like this library maybe is needed in the core, and can be used with "import SwiftUI", isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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122
Nov ’25
watchOS image alignment issue
Hello developers, Now I'm facing a issue with a image alingment on watchOS app. As you see below, I load a UIImage on a view of watchOS app using SwiftUI and would like to fill the watch screen fully with the image. (That's why I added '.ignoreSafeAre()' modifier) As expected, the image fills the screen but the image is aligned to the left only in case of a landscape image (width > height). I tried anything I imagine, but all failed. Can anybody give a hint or advice to solve this issue? Many thanks in advance! ZStack{ Image(uiImage: image) .resizable() .aspectRatio(contentMode: .fill) .ignoresSafeArea() .scaleEffect(zoom) .offset(...) .gesture(... }
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89
Jul ’25
iPadOS textFormatting menu does not appeared
I have this in my swift file: CommandGroup(replacing: .textFormatting) { Toggle("Bold Text", systemImage: "bold", isOn: boldBinding) .keyboardShortcut("B") Button("Align Left", systemImage: "text.alignleft") { alignmentBinding.wrappedValue = 1 } .keyboardShortcut("[") Button("Align Center", systemImage: "text.aligncenter") { alignmentBinding.wrappedValue = 0 } .keyboardShortcut("\\") Button("Align Right", systemImage: "text.alignright") { alignmentBinding.wrappedValue = 2 } .keyboardShortcut("]") } Nothing appeared in iPadOS menu (but does appeared on Mac). Change textFormatting to textEditing does work, but appeared in a very long menu
Topic: UI Frameworks SubTopic: SwiftUI
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105
Jul ’25
iOS 26 Beta 3 ScrollPosition object not executing scroll commands while scrollPosition(id:) binding works
I'm implementing a horizontal carousel in iOS 26 Beta 3 using SwiftUI ScrollView with LazyHStack. The goal is to programmatically scroll to a specific card on view load. What I'm trying to do: Display a horizontal carousel of cards using ScrollView + LazyHStack Automatically scroll to the "current" card when the view appears Use iOS 26's new ScrollPosition object for programmatic scrolling Current behavior: The ScrollPosition object receives scroll commands (confirmed via console logs) The scrollTo(id:anchor:) method executes without errors However, the ScrollView does not actually scroll - it remains at position 0 Manual scrolling and scrollTargetBehavior(.viewAligned) work perfectly Code snippet: @State private var scrollPositionObject = ScrollPosition() ScrollView(.horizontal) { LazyHStack(spacing: 16) { ForEach(cards, id: .id) { card in CardView(card: card) .id(card.id) } } .scrollTargetLayout() } .scrollPosition($scrollPositionObject) .scrollTargetBehavior(.viewAligned) .onAppear { let targetId = cards[currentIndex].id DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) { scrollPositionObject.scrollTo(id: targetId, anchor: .center) } } Workaround that works: Using the iOS 17 scrollPosition(id:) binding instead of the ScrollPosition object: @State private var scrollPosition: UUID? .scrollPosition(id: $scrollPosition) .onAppear { scrollPosition = cards[currentIndex].id } Environment: iOS 26 Beta 3 Xcode 26 Beta 3 Physical device (iPhone 16 Pro Max) Is this a known issue with ScrollPosition in Beta 3, or am I missing something in the implementation? The older binding approach works fine, but I'd prefer to use the new ScrollPosition API if possible.
Topic: UI Frameworks SubTopic: SwiftUI
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151
Jul ’25
Swift UI の 日時表示の.timerでのコロン(:)のユニコードについて
I'm currently exploring ways to update a widget's display independently of the timeline mechanism. While researching, I came across this thread and started experimenting with the approach: https://developer.apple.com/forums/thread/720640 As part of the implementation, I'm attempting to render a 00:00-style time string using a single custom font glyph via .timer. However, I noticed that the colon character used in .timer doesn't appear to be the standard Unicode 0x003A (colon). It seems to be a different character entirely. Does anyone happen to know exactly which character this colon is? Any insights would be appreciated.
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68
Jul ’25
Disable Hit Testing on SwiftUI Map Annotation Content
Hi, I’m using SwiftUI’s Map with custom Annotation content and trying to make the annotation view ignore touch interactions—similar to applying .allowsHitTesting(false) on regular views. The goal is to ensure that map gestures such as long press and drag are not blocked by annotation content. However, setting .allowsHitTesting(false) on the annotation content doesn’t seem to have any effect. Is there any workaround or supported approach to allow the map to receive gestures even when they originate from annotation views? Thanks in advance for any guidance!
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102
Jul ’25
Activate hoverEffect on separate entity attachment view
Hi, I'm working on RealityView and I have two entities in RCP. In order to set views for both entities, I have to create two separate attachments for each entity. What I want to achieve is that when I hover (by eye) on one entity's attachment, it would trigger the hover effect of the other entity's attachment. I try to use the hoverEffectGroup, but it would only activate the hover effect in a subview, instead a complete separate view. I refer to the following WWDC instruction for the hover effect. https://developer.apple.com/videos/play/wwdc2024/10152/
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80
Apr ’25
How to replicate Mail toolbar
The toolbar in the the Mail app uses seems to force a .soft scrollEdgeEffectStyle, however I can't seem to reproduce this. Even when putting .scrollEdgeEffectStyle(.soft, for: .top) all over my code, a NavigationSplitView seems to force a "classic" toolbar. Example, top is the mail app, bottom is my swiftUI app:
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Jul ’25
UIViewRepresentable Coordinator @Binding returns stale value when accessed via context.coordinator but fresh value when accessed via self
I'm encountering unexpected behavior with @Binding in a UIViewRepresentable's Coordinator. The same Coordinator instance returns different values depending on how the property is accessed. Environment: iOS 17+ / Xcode 15+ SwiftUI with UIViewRepresentable Issue: When I access @Binding var test inside the Coordinator: ✅ Via self.test in Coordinator methods: Returns the updated value ❌ Via context.coordinator.test in updateUIView: Returns the stale/initial value Both access the same Coordinator instance (verified by memory address), yet return different values. Minimal Reproducible Example: struct ContentView: View { @State private var test: [Int] = [1, 2, 3, 4, 5] var body: some View { VStack { TestRepresentable(test: $test) Text("State: \(test.description)") } } } struct TestRepresentable: UIViewRepresentable { @Binding var test: [Int] func makeUIView(context: Context) -> UIButton { let button = UIButton(type: .system) button.setTitle("Toggle", for: .normal) button.addTarget( context.coordinator, action: #selector(Coordinator.buttonTapped), for: .touchUpInside ) return button } func updateUIView(_ uiView: UIButton, context: Context) { // Log coordinator instance address let coordAddr = String(describing: Unmanaged.passUnretained(context.coordinator).toOpaque()) print("[updateUIView] Coordinator address: \(coordAddr)") // Log values print("[updateUIView] self.test: \(self.test)") print("[updateUIView] context.coordinator.test: \(context.coordinator.test)") // These should be the same but they're not! // self.test shows updated value // context.coordinator.test shows stale value } func makeCoordinator() -> Coordinator { Coordinator(test: $test) } class Coordinator: NSObject { @Binding var test: [Int] var idx: Int = 0 init(test: Binding<[Int]>) { _test = test } @objc func buttonTapped() { idx += 1 if idx < test.count { test[idx] += 5 } // Log coordinator instance address let selfAddr = String(describing: Unmanaged.passUnretained(self).toOpaque()) print("[buttonTapped] Coordinator address: \(selfAddr)") // Log value - this shows the UPDATED value print("[buttonTapped] self.test: \(test)") } } } Actual Output: [Initial] [updateUIView] Coordinator address: 0x600001234567 [updateUIView] self.test: [1, 2, 3, 4, 5] [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] [After first tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Stale! [After second tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Still stale! Questions: Why does context.coordinator.test return a stale value when it's the same Coordinator instance? Is this intended behavior or a bug? What's the correct pattern to access Coordinator's @Binding properties in updateUIView? Workaround Found: Using self.test instead of context.coordinator.test in updateUIView works, but I'd like to understand why accessing the same property through context yields different results. Related: I've seen suggestions to update coordinator.parent = self in updateUIView, but this doesn't explain why the same object's property returns different values. Binding documentation states it's "a pair of get and set closures," but there's no explanation of how Context affects closure behavior. Any insights would be greatly appreciated! P.S - https://stackoverflow.com/questions/69552418/why-does-a-binding-in-uiviewrepresentables-coordinator-have-a-constant-read-valu This is the link that I found out online with same problem that I have but not answered well.
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Nov ’25
MFMessageComposeViewController: Close button disappears after sending message on iOS 26
Description When presenting MFMessageComposeViewController from SwiftUI using UIViewControllerRepresentable, the close button disappears after sending a message on iOS 26. As a result, the message compose screen cannot be dismissed, leaving the user stuck on the Messages UI. struct MessageComposeView: UIViewControllerRepresentable { typealias Completion = (_ messageSent: Bool) -> Void static var canSendText: Bool { MFMessageComposeViewController.canSendText() } let recipients: [String]? let body: String? let completion: Completion? func makeUIViewController(context: Context) -> UIViewController { guard Self.canSendText else { let errorView = MessagesUnavailableView() return UIHostingController(rootView: errorView) } let controller = MFMessageComposeViewController() controller.messageComposeDelegate = context.coordinator controller.recipients = recipients controller.body = body return controller } func updateUIViewController(_ uiViewController: UIViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(completion: self.completion) } class Coordinator: NSObject, MFMessageComposeViewControllerDelegate { private let completion: Completion? public init(completion: Completion?) { self.completion = completion } public func messageComposeViewController(_ controller: MFMessageComposeViewController, didFinishWith result: MessageComposeResult) { if result == .cancelled { controller.dismiss(animated: true, completion: nil) } completion?(result == .sent) } } } Before sending message: After sending message:
Topic: UI Frameworks SubTopic: SwiftUI
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113
Nov ’25
Problem with multiple drag and drop
I have been trying to get the drag and drop to work on iOS 26 betas. Single drag is okay, but I thought this year we were getting multi-select drag added. creating a simple object that can be dragged. Using the .draggable and added dropDestination which does trigger. The problem is the dragContainer does nothing. Not really clear what it is supposed to do. How am I supposed to allow for multiple item drag and drop like the Photos app? In there you can start a drag and tap additional photos to add to the drag. I can do this with a UICollectionView, but not with SwiftUI. struct DragObject: Codable, Identifiable, Transferable { var index: Int enum Keys: String, CodingKey { case index } var id:Int { index } public func encode(to encoder: any Encoder) throws { var container = encoder.container(keyedBy: Keys.self) try container.encode(self.index, forKey: .index) } static public var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .json) } } @available(iOS 26.0, *) struct DragDropTestView: View { @State var items : [DragObject] = (0..<100).map({ DragObject(index: $0) }) @State var selected : [DragObject.ID] = [] var body: some View { let _ = Self._printChanges() ScrollView { Text("Selected \(selected)") LazyVGrid(columns: [GridItem(.adaptive(minimum: 150, maximum: 180))], alignment: .center, spacing: 10) { ForEach(items, id: \.index) { item in VStack { Text("\(item.index)") } .frame(width: 100, height: 100) .padding() .background(Color.blue) .cornerRadius(8) .contentShape(.dragPreview, Circle()) .draggable(item) .dropDestination(for: DragObject.self) { draggedItems, session in print("Dragged Item Count: \(draggedItems.count)") } } } } .dragContainer(for: DragObject.self, selection: selected){ ids in dragItems(ids: ids) } } func dragItems(ids: [Int]) -> [DragObject] { return ids.map({ DragObject(index: $0)}) } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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222
Jul ’25
Glass effect on a stroke
I'm trying to apply a glass effect on a circle stroke but all it does is apply it to the circle itself and not the stroke: import SwiftUI let kCarouselCircleSize: CGFloat = 150 let kCarouselOpacity: Double = 0.3 let kCarouselStrokeWidth: CGFloat = 60 struct ContentView: View { @State var showing = false var body: some View { VStack(spacing: 60) { Text("ultraThinMaterial:") .font(.title) CarouseCircle(drawProgress: 0.7, isActive: false) Text("glassEffect()") .font(.title) CarouseCircle(useGlassEffect: true, drawProgress: 0.7, isActive: false) } .background(content: { Image(.background2) }) .padding() } } struct CarouseCircle: View { var size: CGFloat = kCarouselCircleSize var strokeWidth: CGFloat = kCarouselStrokeWidth var useGlassEffect: Bool = false var drawProgress: CGFloat var isActive: Bool var body: some View { if useGlassEffect { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.blue, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .glassEffect() .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } else { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.ultraThinMaterial, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } } } Here's the result: Is this supported, a bug or something I'm doing wrong?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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174
Jul ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity<MyActivityAttributes>.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: "%02x", $0) }.joined() logger.log("Received push start token: \(tokenString, privacy: .public)") } } catch { logger.error("Failed to monitor push start tokens: \(error.localizedDescription, privacy: .public)") } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the token it first checks for the existence of a pushToStartToken using the this synchronous check prior to entering the for await if let pushStartTokenSync = Activity<AttributeType>.pushToStartToken { let tokenStr = pushStartToekSync.map { String(format: "%02x", $0) }.joined() nextPushToStartToken = pushStartTokenSync logger..log("**** Queried PushToStart Token: \(tokenStr, privacy: .public) ***") } else { logger..log("**** Queried PushToStart Token is nil! ***") } This works more reliably than just falling directly into the stream but I still see many instances where the result is nil. I'm trying to understand what is the correct way to obtain and manage the pushToStartTokens so that getting one is as reliable as possible especially in production builds. When I do get a token, should I persist it somewhere and use that (even across different app executions) until a new one is vended? Appreciate hearing ideas, thoughts and any code samples that illustrate a good management scheme Thank, You. Rob S.
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189
Jun ’25
Cannot publish iMessage app under sticker category
I have a LIVE imessage sticker app with simple UI that is auto installed under the sticker section. And i am trying to rewrite the app but the new app, when testing, always publish under the imessage app category instead of under the sticker category. here is the live app on app store: https://apps.apple.com/us/app/qoobee-agapi-stickers/id1176590163 Does anyone know how to get my imessage app published under the sticker category?
Topic: UI Frameworks SubTopic: SwiftUI
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60
Jun ’25
How to have different colors in Charts with AreaMark
I would like to have different fill colors in my chart. What I want to achieve is that if the values drop below 0 the fill color should be red. If they are above the fill color should be red. My code looks as follows: import SwiftUI import Charts struct DataPoint: Identifiable {     let id: UUID = UUID()     let x: Int     let y: Int } struct AlternatingChartView: View {          enum Gradients {         static let greenGradient = LinearGradient(gradient: Gradient(colors: [.green, .white]), startPoint: .top, endPoint: .bottom)         static let blueGradient = LinearGradient(gradient: Gradient(colors: [.white, .blue]), startPoint: .top, endPoint: .bottom)     }          let data: [DataPoint] = [         DataPoint(x: 1, y: 10),         DataPoint(x: 2, y: -5),         DataPoint(x: 3, y: 20),         DataPoint(x: 4, y: -8),         DataPoint(x: 5, y: 15),     ]               var body: some View {         Chart {             ForEach(data) { data in                 AreaMark(                     x: .value("Data Point", data.x),                     y: .value("amount", data.y))                 .interpolationMethod(.catmullRom)                 .foregroundStyle(data.y < 0 ? Color.red : Color.green)                                  LineMark(                 x: .value("Data Point", data.x),                 y: .value("amount", data.y))                 .interpolationMethod(.catmullRom)                 .foregroundStyle(Color.black)                 .lineStyle(StrokeStyle.init(lineWidth: 4))                              }         }         .frame(height: 200)     } } #Preview {     AlternatingChartView() } The result looks like this: I also tried using foregroundStyle(by:) and chartForegroundStyleScale(_:) but the result was, that two separate areas had been drawn. One for the below and one for the above zero datapoints. So, what would be the right approach to have two different fill colors?
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139
Jun ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
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May ’25
Trigger save of a FileDocument in a DocumentGroup?
I have a DocumentGroup working with a FileDocument, and that's fine. However, when someone creates a new document I want them to have to immediately save it. This is the behavior on ipadOS and iOS from what I can understand (you select where before the file is created). There seems to be no way to do this on macOS? I basically want to have someone: create a new document enter some basic data hit "create" which saves the file then lets the user start editing it (1), (2), and (4) are done and fairly trivial. (3) seems impossible, though...? This really only needs to support macOS but any pointers would be appreciated.
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284
Activity
Apr ’25
How to opt out of tinting content in visionOS widgets
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. https://developer.apple.com/videos/play/wwdc2025/255 Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? When a user selects one the tint colors using the configuration screen, we would like to prevent some views from being tinted.
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95
Activity
Jul ’25
Liquid glass questions
I'm still unable to achieve the effects as shown. The tinting of the buttons in a .toolbar. The iOS Beta 2 shows in Mail show at can be done. The creation of a true clear glass container as use extensively in iOS26.
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295
Activity
Jun ’25
[Want] A View detects one from multiple Gestures.
SwiftUI Gesture cannot detect one of multiple gestures. I made a library for it because one of my apps needs it. library: https://github.com/Saw-000/SwiftUI-DetectGestureUtil I think the function like this library maybe is needed in the core, and can be used with "import SwiftUI", isn't it?
Topic: UI Frameworks SubTopic: SwiftUI
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122
Activity
Nov ’25
watchOS image alignment issue
Hello developers, Now I'm facing a issue with a image alingment on watchOS app. As you see below, I load a UIImage on a view of watchOS app using SwiftUI and would like to fill the watch screen fully with the image. (That's why I added '.ignoreSafeAre()' modifier) As expected, the image fills the screen but the image is aligned to the left only in case of a landscape image (width > height). I tried anything I imagine, but all failed. Can anybody give a hint or advice to solve this issue? Many thanks in advance! ZStack{ Image(uiImage: image) .resizable() .aspectRatio(contentMode: .fill) .ignoresSafeArea() .scaleEffect(zoom) .offset(...) .gesture(... }
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89
Activity
Jul ’25
iPadOS textFormatting menu does not appeared
I have this in my swift file: CommandGroup(replacing: .textFormatting) { Toggle("Bold Text", systemImage: "bold", isOn: boldBinding) .keyboardShortcut("B") Button("Align Left", systemImage: "text.alignleft") { alignmentBinding.wrappedValue = 1 } .keyboardShortcut("[") Button("Align Center", systemImage: "text.aligncenter") { alignmentBinding.wrappedValue = 0 } .keyboardShortcut("\\") Button("Align Right", systemImage: "text.alignright") { alignmentBinding.wrappedValue = 2 } .keyboardShortcut("]") } Nothing appeared in iPadOS menu (but does appeared on Mac). Change textFormatting to textEditing does work, but appeared in a very long menu
Topic: UI Frameworks SubTopic: SwiftUI
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105
Activity
Jul ’25
iOS 26 Beta 3 ScrollPosition object not executing scroll commands while scrollPosition(id:) binding works
I'm implementing a horizontal carousel in iOS 26 Beta 3 using SwiftUI ScrollView with LazyHStack. The goal is to programmatically scroll to a specific card on view load. What I'm trying to do: Display a horizontal carousel of cards using ScrollView + LazyHStack Automatically scroll to the "current" card when the view appears Use iOS 26's new ScrollPosition object for programmatic scrolling Current behavior: The ScrollPosition object receives scroll commands (confirmed via console logs) The scrollTo(id:anchor:) method executes without errors However, the ScrollView does not actually scroll - it remains at position 0 Manual scrolling and scrollTargetBehavior(.viewAligned) work perfectly Code snippet: @State private var scrollPositionObject = ScrollPosition() ScrollView(.horizontal) { LazyHStack(spacing: 16) { ForEach(cards, id: .id) { card in CardView(card: card) .id(card.id) } } .scrollTargetLayout() } .scrollPosition($scrollPositionObject) .scrollTargetBehavior(.viewAligned) .onAppear { let targetId = cards[currentIndex].id DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) { scrollPositionObject.scrollTo(id: targetId, anchor: .center) } } Workaround that works: Using the iOS 17 scrollPosition(id:) binding instead of the ScrollPosition object: @State private var scrollPosition: UUID? .scrollPosition(id: $scrollPosition) .onAppear { scrollPosition = cards[currentIndex].id } Environment: iOS 26 Beta 3 Xcode 26 Beta 3 Physical device (iPhone 16 Pro Max) Is this a known issue with ScrollPosition in Beta 3, or am I missing something in the implementation? The older binding approach works fine, but I'd prefer to use the new ScrollPosition API if possible.
Topic: UI Frameworks SubTopic: SwiftUI
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151
Activity
Jul ’25
Swift UI の 日時表示の.timerでのコロン(:)のユニコードについて
I'm currently exploring ways to update a widget's display independently of the timeline mechanism. While researching, I came across this thread and started experimenting with the approach: https://developer.apple.com/forums/thread/720640 As part of the implementation, I'm attempting to render a 00:00-style time string using a single custom font glyph via .timer. However, I noticed that the colon character used in .timer doesn't appear to be the standard Unicode 0x003A (colon). It seems to be a different character entirely. Does anyone happen to know exactly which character this colon is? Any insights would be appreciated.
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68
Activity
Jul ’25
Disable Hit Testing on SwiftUI Map Annotation Content
Hi, I’m using SwiftUI’s Map with custom Annotation content and trying to make the annotation view ignore touch interactions—similar to applying .allowsHitTesting(false) on regular views. The goal is to ensure that map gestures such as long press and drag are not blocked by annotation content. However, setting .allowsHitTesting(false) on the annotation content doesn’t seem to have any effect. Is there any workaround or supported approach to allow the map to receive gestures even when they originate from annotation views? Thanks in advance for any guidance!
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102
Activity
Jul ’25
Bottom toolbar inside a modal Sheet
Although it doesn't seem to be a forbidden practice, placing toolbar items in the bottom bar of a modal Sheet (which has its own NavigationStack) triggers massive layout warnings. The same thing occurs when using the .searchable(...) view modifier inside a Sheet (which affects the bottom bar too). LayoutWarning.txt
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123
Activity
Jul ’25
Activate hoverEffect on separate entity attachment view
Hi, I'm working on RealityView and I have two entities in RCP. In order to set views for both entities, I have to create two separate attachments for each entity. What I want to achieve is that when I hover (by eye) on one entity's attachment, it would trigger the hover effect of the other entity's attachment. I try to use the hoverEffectGroup, but it would only activate the hover effect in a subview, instead a complete separate view. I refer to the following WWDC instruction for the hover effect. https://developer.apple.com/videos/play/wwdc2024/10152/
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80
Activity
Apr ’25
How to replicate Mail toolbar
The toolbar in the the Mail app uses seems to force a .soft scrollEdgeEffectStyle, however I can't seem to reproduce this. Even when putting .scrollEdgeEffectStyle(.soft, for: .top) all over my code, a NavigationSplitView seems to force a "classic" toolbar. Example, top is the mail app, bottom is my swiftUI app:
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155
Activity
Jul ’25
UIViewRepresentable Coordinator @Binding returns stale value when accessed via context.coordinator but fresh value when accessed via self
I'm encountering unexpected behavior with @Binding in a UIViewRepresentable's Coordinator. The same Coordinator instance returns different values depending on how the property is accessed. Environment: iOS 17+ / Xcode 15+ SwiftUI with UIViewRepresentable Issue: When I access @Binding var test inside the Coordinator: ✅ Via self.test in Coordinator methods: Returns the updated value ❌ Via context.coordinator.test in updateUIView: Returns the stale/initial value Both access the same Coordinator instance (verified by memory address), yet return different values. Minimal Reproducible Example: struct ContentView: View { @State private var test: [Int] = [1, 2, 3, 4, 5] var body: some View { VStack { TestRepresentable(test: $test) Text("State: \(test.description)") } } } struct TestRepresentable: UIViewRepresentable { @Binding var test: [Int] func makeUIView(context: Context) -> UIButton { let button = UIButton(type: .system) button.setTitle("Toggle", for: .normal) button.addTarget( context.coordinator, action: #selector(Coordinator.buttonTapped), for: .touchUpInside ) return button } func updateUIView(_ uiView: UIButton, context: Context) { // Log coordinator instance address let coordAddr = String(describing: Unmanaged.passUnretained(context.coordinator).toOpaque()) print("[updateUIView] Coordinator address: \(coordAddr)") // Log values print("[updateUIView] self.test: \(self.test)") print("[updateUIView] context.coordinator.test: \(context.coordinator.test)") // These should be the same but they're not! // self.test shows updated value // context.coordinator.test shows stale value } func makeCoordinator() -> Coordinator { Coordinator(test: $test) } class Coordinator: NSObject { @Binding var test: [Int] var idx: Int = 0 init(test: Binding<[Int]>) { _test = test } @objc func buttonTapped() { idx += 1 if idx < test.count { test[idx] += 5 } // Log coordinator instance address let selfAddr = String(describing: Unmanaged.passUnretained(self).toOpaque()) print("[buttonTapped] Coordinator address: \(selfAddr)") // Log value - this shows the UPDATED value print("[buttonTapped] self.test: \(test)") } } } Actual Output: [Initial] [updateUIView] Coordinator address: 0x600001234567 [updateUIView] self.test: [1, 2, 3, 4, 5] [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] [After first tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 3, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Stale! [After second tap] [buttonTapped] Coordinator address: 0x600001234567 [buttonTapped] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] Coordinator address: 0x600001234567 ← Same instance [updateUIView] self.test: [1, 7, 8, 4, 5] ✅ Updated! [updateUIView] context.coordinator.test: [1, 2, 3, 4, 5] ❌ Still stale! Questions: Why does context.coordinator.test return a stale value when it's the same Coordinator instance? Is this intended behavior or a bug? What's the correct pattern to access Coordinator's @Binding properties in updateUIView? Workaround Found: Using self.test instead of context.coordinator.test in updateUIView works, but I'd like to understand why accessing the same property through context yields different results. Related: I've seen suggestions to update coordinator.parent = self in updateUIView, but this doesn't explain why the same object's property returns different values. Binding documentation states it's "a pair of get and set closures," but there's no explanation of how Context affects closure behavior. Any insights would be greatly appreciated! P.S - https://stackoverflow.com/questions/69552418/why-does-a-binding-in-uiviewrepresentables-coordinator-have-a-constant-read-valu This is the link that I found out online with same problem that I have but not answered well.
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59
Activity
Nov ’25
MFMessageComposeViewController: Close button disappears after sending message on iOS 26
Description When presenting MFMessageComposeViewController from SwiftUI using UIViewControllerRepresentable, the close button disappears after sending a message on iOS 26. As a result, the message compose screen cannot be dismissed, leaving the user stuck on the Messages UI. struct MessageComposeView: UIViewControllerRepresentable { typealias Completion = (_ messageSent: Bool) -> Void static var canSendText: Bool { MFMessageComposeViewController.canSendText() } let recipients: [String]? let body: String? let completion: Completion? func makeUIViewController(context: Context) -> UIViewController { guard Self.canSendText else { let errorView = MessagesUnavailableView() return UIHostingController(rootView: errorView) } let controller = MFMessageComposeViewController() controller.messageComposeDelegate = context.coordinator controller.recipients = recipients controller.body = body return controller } func updateUIViewController(_ uiViewController: UIViewController, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator(completion: self.completion) } class Coordinator: NSObject, MFMessageComposeViewControllerDelegate { private let completion: Completion? public init(completion: Completion?) { self.completion = completion } public func messageComposeViewController(_ controller: MFMessageComposeViewController, didFinishWith result: MessageComposeResult) { if result == .cancelled { controller.dismiss(animated: true, completion: nil) } completion?(result == .sent) } } } Before sending message: After sending message:
Topic: UI Frameworks SubTopic: SwiftUI
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113
Activity
Nov ’25
Problem with multiple drag and drop
I have been trying to get the drag and drop to work on iOS 26 betas. Single drag is okay, but I thought this year we were getting multi-select drag added. creating a simple object that can be dragged. Using the .draggable and added dropDestination which does trigger. The problem is the dragContainer does nothing. Not really clear what it is supposed to do. How am I supposed to allow for multiple item drag and drop like the Photos app? In there you can start a drag and tap additional photos to add to the drag. I can do this with a UICollectionView, but not with SwiftUI. struct DragObject: Codable, Identifiable, Transferable { var index: Int enum Keys: String, CodingKey { case index } var id:Int { index } public func encode(to encoder: any Encoder) throws { var container = encoder.container(keyedBy: Keys.self) try container.encode(self.index, forKey: .index) } static public var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .json) } } @available(iOS 26.0, *) struct DragDropTestView: View { @State var items : [DragObject] = (0..<100).map({ DragObject(index: $0) }) @State var selected : [DragObject.ID] = [] var body: some View { let _ = Self._printChanges() ScrollView { Text("Selected \(selected)") LazyVGrid(columns: [GridItem(.adaptive(minimum: 150, maximum: 180))], alignment: .center, spacing: 10) { ForEach(items, id: \.index) { item in VStack { Text("\(item.index)") } .frame(width: 100, height: 100) .padding() .background(Color.blue) .cornerRadius(8) .contentShape(.dragPreview, Circle()) .draggable(item) .dropDestination(for: DragObject.self) { draggedItems, session in print("Dragged Item Count: \(draggedItems.count)") } } } } .dragContainer(for: DragObject.self, selection: selected){ ids in dragItems(ids: ids) } } func dragItems(ids: [Int]) -> [DragObject] { return ids.map({ DragObject(index: $0)}) } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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222
Activity
Jul ’25
Glass effect on a stroke
I'm trying to apply a glass effect on a circle stroke but all it does is apply it to the circle itself and not the stroke: import SwiftUI let kCarouselCircleSize: CGFloat = 150 let kCarouselOpacity: Double = 0.3 let kCarouselStrokeWidth: CGFloat = 60 struct ContentView: View { @State var showing = false var body: some View { VStack(spacing: 60) { Text("ultraThinMaterial:") .font(.title) CarouseCircle(drawProgress: 0.7, isActive: false) Text("glassEffect()") .font(.title) CarouseCircle(useGlassEffect: true, drawProgress: 0.7, isActive: false) } .background(content: { Image(.background2) }) .padding() } } struct CarouseCircle: View { var size: CGFloat = kCarouselCircleSize var strokeWidth: CGFloat = kCarouselStrokeWidth var useGlassEffect: Bool = false var drawProgress: CGFloat var isActive: Bool var body: some View { if useGlassEffect { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.blue, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .glassEffect() .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } else { Circle() .trim(from: 0, to: drawProgress) .fill(.clear) .stroke(.ultraThinMaterial, style: StrokeStyle(lineWidth: strokeWidth, lineCap: .round)) .frame(width: size, height: size) .shadow(color: .black.opacity(kCarouselOpacity), radius: isActive ? 4 : 1, x: 0, y: 0) .rotationEffect(.degrees(-90)) // Start drawing at button 1's position } } } Here's the result: Is this supported, a bug or something I'm doing wrong?
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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174
Activity
Jul ’25
Push To Start Live Activity Token Acquisition Issue When Not Attached to Debugger
We are adding a live activity to our app that is started by a push to start live activity token that we supply to our server backend. In the app I have a Task that is retrieving pushToStartTokens from the asynchronous stream provided by the Apple API It looks similar to: // Iterate the async stream from the system for await tokenData in try await Activity<MyActivityAttributes>.pushToStartTokenUpdates { let tokenString = tokenData.map { String(format: "%02x", $0) }.joined() logger.log("Received push start token: \(tokenString, privacy: .public)") } } catch { logger.error("Failed to monitor push start tokens: \(error.localizedDescription, privacy: .public)") } When my app is launched from Xcode and connected via the debugger this code vends a pushToStartToken reliably. However if I run this same code by directly launching the app by tapping the icon on the phone, it almost never vends a pushToStartToken. It only occasionally works. I've tried a variation on the code where instead of always executing the asynchronous stream to obtain the token it first checks for the existence of a pushToStartToken using the this synchronous check prior to entering the for await if let pushStartTokenSync = Activity<AttributeType>.pushToStartToken { let tokenStr = pushStartToekSync.map { String(format: "%02x", $0) }.joined() nextPushToStartToken = pushStartTokenSync logger..log("**** Queried PushToStart Token: \(tokenStr, privacy: .public) ***") } else { logger..log("**** Queried PushToStart Token is nil! ***") } This works more reliably than just falling directly into the stream but I still see many instances where the result is nil. I'm trying to understand what is the correct way to obtain and manage the pushToStartTokens so that getting one is as reliable as possible especially in production builds. When I do get a token, should I persist it somewhere and use that (even across different app executions) until a new one is vended? Appreciate hearing ideas, thoughts and any code samples that illustrate a good management scheme Thank, You. Rob S.
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189
Activity
Jun ’25
Cannot publish iMessage app under sticker category
I have a LIVE imessage sticker app with simple UI that is auto installed under the sticker section. And i am trying to rewrite the app but the new app, when testing, always publish under the imessage app category instead of under the sticker category. here is the live app on app store: https://apps.apple.com/us/app/qoobee-agapi-stickers/id1176590163 Does anyone know how to get my imessage app published under the sticker category?
Topic: UI Frameworks SubTopic: SwiftUI
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60
Activity
Jun ’25
How to have different colors in Charts with AreaMark
I would like to have different fill colors in my chart. What I want to achieve is that if the values drop below 0 the fill color should be red. If they are above the fill color should be red. My code looks as follows: import SwiftUI import Charts struct DataPoint: Identifiable {     let id: UUID = UUID()     let x: Int     let y: Int } struct AlternatingChartView: View {          enum Gradients {         static let greenGradient = LinearGradient(gradient: Gradient(colors: [.green, .white]), startPoint: .top, endPoint: .bottom)         static let blueGradient = LinearGradient(gradient: Gradient(colors: [.white, .blue]), startPoint: .top, endPoint: .bottom)     }          let data: [DataPoint] = [         DataPoint(x: 1, y: 10),         DataPoint(x: 2, y: -5),         DataPoint(x: 3, y: 20),         DataPoint(x: 4, y: -8),         DataPoint(x: 5, y: 15),     ]               var body: some View {         Chart {             ForEach(data) { data in                 AreaMark(                     x: .value("Data Point", data.x),                     y: .value("amount", data.y))                 .interpolationMethod(.catmullRom)                 .foregroundStyle(data.y < 0 ? Color.red : Color.green)                                  LineMark(                 x: .value("Data Point", data.x),                 y: .value("amount", data.y))                 .interpolationMethod(.catmullRom)                 .foregroundStyle(Color.black)                 .lineStyle(StrokeStyle.init(lineWidth: 4))                              }         }         .frame(height: 200)     } } #Preview {     AlternatingChartView() } The result looks like this: I also tried using foregroundStyle(by:) and chartForegroundStyleScale(_:) but the result was, that two separate areas had been drawn. One for the below and one for the above zero datapoints. So, what would be the right approach to have two different fill colors?
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139
Activity
Jun ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
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73
Activity
May ’25