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Translate extension bahvior
DESCRIPTION OF PROBLEM We need to add an implementation that will have the same swipe/scroll behavior as the Apple Translator extension, here is the code that we are currently using: import SwiftUI import TranslationUIProvider @main class TranslationProviderExtension: TranslationUIProviderExtension { required init() {} var body: some TranslationUIProviderExtensionScene { TranslationUIProviderSelectedTextScene { context in VStack { TranslationProviderView(context: context) } } } } struct TranslationProviderView: View { @State var context: TranslationUIProviderContext init(context c: TranslationUIProviderContext) { context = c } var body: some View { ScrollableSheetView() } } struct ScrollableSheetView: View { var body: some View { ScrollView { VStack(spacing: 20) { ForEach(0..<50) { index in Text("Item (index)") .padding() .frame(maxWidth: .infinity) .background(Color.blue.opacity(0.1)) .cornerRadius(8) } } .padding() } .padding() } } Using this code, on the first extension run, swipe up will expand the extension (which is OK) but swiping down on the expanded state of the extension works only as a scroll instead of swiping the extension from expanded mode back to compact mode. STEPS TO REPRODUCE Select a text in Safari Tap on Translate in the contextual menu Swipe up on the text ->the extension expands into full mode Swipe down->only scrolls work, I cannot swipe the extension from full mode to compact mode. Expected behavior: when i swipe down on the expanded extension, the extension should get into compact mode, not continuously scroll down.
Topic: UI Frameworks SubTopic: SwiftUI
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72
Apr ’25
PKPass Framework
I am trying to work with the data inside the barcode string in shared PKPass. The documentation shows that is should look for @property (nonatomic, readonly, nullable) PKBarcode *primaryBarcode; I have tried to use it like this guard let code = pass.primaryBarcode?.message else { return } I get a constant message that PKPass has no member primaryBarcode The PKPass.h file in my IOS SDK does not seem to include the @property primaryBarcode or @property barcode. I am running Xcode 16.4 (16F6) and my app target is 17.6 + Is there a restriction on this property? I cannot find an SDK later than mine - the App Store does not offer one. I am unsure of this is a public or private issue - does anyone know? Thanks for reading this. Max
Topic: UI Frameworks SubTopic: SwiftUI
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99
Jun ’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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Apr ’25
How do I maintain a stable scroll position when inserting items above in a ScrollView?
As the title says, I am not sure how to properly build an inverted ScrollView where I can safely insert items above my data ("prepend") without everything jumping around. My current code is essentially this: @State private var scrollPosition = ScrollPosition(idType: Message.ID.self) private func onMessageDidScrollIntoView(_ id: Message.ID) { let indexOfVisibleMessage = /* ... */ if indexOfVisibleMessage < 10 { fetchOlderMessages() // ^ this updates my ViewModel `messages` } } var body: some View { ScrollView { LazyVStack { ForEach(messages) { message in MessageCell(message) } }.scrollTargetLayout() } .defaultScrollAnchor(.bottom) .scrollPosition($scrollPosition) .onChange(of: scrollPosition) { oldValue, newValue in guard let visibleMessageId = scrollPosition.viewID(type: Message.ID.self) else { return } onMessageDidScrollIntoView(visibleMessageId) } } ..so if the user scrolls up to the oldest 10 messages, I start loading more and insert them at the top. The problem with this is that the ScrollView now jumps when new messages are inserted. This is because the ScrollView maintains it's Y position, but the content size changes since we are adding new items "above". I tried to play around with a few suggestions I found on StackOverflow, namely; Inverting the ScrollView (.scaleEffect(y: -1) on the ScrollView and then again on the MessageCell to counter it): This somehow jumped the x position of the ScrollView and completely breaks .contextMenu. Playing around with .onScrollGeometryChange to update scrollPosition.scrollTo(y:) when it's contentSize changes: This just didn't work and stopped the user scroll gesture/interaction. Setting scrollPosition to the Message.ID I want to keep stable before doing an update: This didn't do anything. But nothing actually worked for the reasons described above. How do you actually build these UIs in SwiftUI? I think an inverted ScrollView is quite a common UI, and obviously data has to be loaded lazily.
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122
Apr ’25
Tap area for focusing element during voice over is not correct
I have two overlay views on each side of a horizontal scroll. The overlay views are helper arrow buttons that can be used to scroll quickly. This issue occurs when I use either ZStack or .overlay modifier for layout. I am using accessibilitySortPriority modifier to maintain this reading order. Left Overlay View Horizontal Scroll Items Right Overlay View When voiceover is on and i do a single tap on views, the focus shifts to particular view as expected. But for the trailing overlay view, the focus does not shift to it as expected. Instead, the focus goes to the scroll item behind it.
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61
Jul ’25
drag a modelEntity inside an Immersive space and track position
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import RealityKit import RealityKitContent import Foundation @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3<Float>? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .targetedToEntity(sphere) .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { Text("Hello, World!") RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //1.2 add component to ball ball.components.set(InputTargetComponent()) //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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Apr ’25
FamilyActivityTitleView Label has wrong text color when app is using different than system theme
Hello, In a new app I am working on I noticed the FamilyActivityTitleView that displays "ApplicationToken" has wrong (black) color when phone is set to light mode but app is using dark mode via override. We display user's selected apps and the labels are rendered correctly at first, but then when user updates selection with FamilyActivityPicker, then those newly added apps are rendered with black titles. The problem goes away when I close the screen and open it again. It also doesn't happen when phone is set to dark theme. I am currently noticing the issue on iOS 18.4.1. I have tried various workarounds like forcing white text in the custom label style, forcing re-render with custom .id value but nothing helped. Is there any way how to fix this?
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140
May ’25
Scroll offset incorrectly resets when animating insertion of ScrollView using .geometryGroup()
Hey, I've been having a problem with scroll views in combination with the .geometryGroup() modifier. I have filed a Feedback (FB17698293) but I also wanted to post this here in case someone maybe has a better workaround for the problem. Problem Whenever you conditionally insert a ScrollView inside a VStack that is modified with a .geometryGroup() modifier, the scroll view content offset resets itself after the insertion animation is done, even if you started scrolling inside the scroll view during the animation and haven't let go of the screen. This happens consistently and is fully reproducible (see below), both using a simulator and a real device. Unfortunately, this is a very annoying glitch that ruins a lot of cool UX components that rely on .geometryGroup(). The weird thing is that the glitch entirely disappears, if you add a simple, non-zero (but greater than 1) .padding() modifier to the VStack (.padding().geometryGroup()). I have no idea why this fixes the glitch, but it does. However, adding a padding is not feasible in many situations, so this workaround is not ideal. Steps to reproduce Launch the code below (using a simulator or a real device) and tap "Toggle Expansion" to insert the scroll view. As the view is animating in, drag the scroll content and hold it scrolled away from the top. Wait for the animation to complete. The scroll view will reset the content offset, even though the drag gesture is still active (i.e. you haven't lifted your finger to release the scroll view) On a real device, this sometimes even leads to an even worse visual artifact where the scroll view is rendered twice for a few frames; once with the correct offset, and once with the reset offset. I wanted to include a link to a gif/video showing the glitch, but it tells me that imgur is not allowed on the forums. Expected Behavior I want the scroll view to respect the content offset, even if I started changing it mid-animation. Xcode Version I am using Xcode 16.4 (16F6) but this problem has been occurring since the .geometryGroup() modifier has been release. I was only now able to pinpoint this problem exactly, so I'm filing this feedback. Code The entire code that reproduces the problem: import SwiftUI struct ContentView: View { @State private var isExpanded: Bool = false var body: some View { VStack { if isExpanded { ScrollView { Text(loremIpsum) } } Button("Toggle Expansion") { isExpanded.toggle() } } // .padding(10) // Adding a non-zero padding makes the glitch disappear .frame(maxWidth: .infinity) .geometryGroup() .animation(.default, value: isExpanded) } } #Preview { ContentView().preferredColorScheme(.dark) } // MARK: - Mock Data let loremIpsum = """ Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed do eiusmod tempor incididunt \ ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco \ laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla \ pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt \ mollit anim id est laborum. """
Topic: UI Frameworks SubTopic: SwiftUI
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139
May ’25
Reading large documents
Can the SwiftUI document architecture Take a file as read-only; never to be written out Take files too large for memory (multi-MB, or even GB) I wouldn't want the system to read a gigabyte size file into memory by default. If the system can use a memory-mapped Data as the representation, that'll be something I can make do. It would be even better if I could tell the system that I'll handle all the reading, all I need from it is a reference to the file's location on disk.
Topic: UI Frameworks SubTopic: SwiftUI
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52
Apr ’25
iOS26/SwiftUI long navigation titles?
In my SwiftUI iOS app, I use the following code int the app init to scale navigation titles: //Set large fonts in nav titles to size down if too long. //Otherwise get "Some Really Really Long..." //Maintains animation transition from page title to header UILabel.appearance(whenContainedInInstancesOf: [UINavigationBar.self]).adjustsFontSizeToFitWidth = true Titles are set in the standard way: .navigationTitle(“Title") .navigationBarTitleDisplayMode(.large) When built for iOS 26, and the titles are not scaled (in the simulator, at least). Is there another way to scale the titles that iOS 26 respects? Is this a temporary bug or due to an underlying framework change?
Topic: UI Frameworks SubTopic: SwiftUI
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131
Jul ’25
How to customize item transitions inside a Picker View?
I have a simple Picker where the options available change by the view state. I would like to have the transition animated but the default animation is not good so I tried setting a .transition() and or an .animation() inside an item on the picker but it is ignored. The same happens if the transition is set on the picker itself since it's always present. Am I doing it right and is just not posible or is there something else to do? Code to reproduce the issue: struct ContentView: View { @State var list: [String] = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] @State var selected: String? @State var toggle: Bool = false var body: some View { VStack { Picker("List", selection: $selected) { ForEach(list, id: \.self) { Text($0).tag($0) // .transition(.opacity) } } .pickerStyle(.segmented) // .transition(.opacity) HStack { Button(action: swapOptions) { Text("Swap") } } } .padding() } } extension ContentView { func swapOptions() { withAnimation { toggle.toggle() switch toggle { case true: list = [ "Item 1", "Item 2", "Item 3", "Item 4", "Item 5", ] case false: list = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] } } } } ``
Topic: UI Frameworks SubTopic: SwiftUI
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May ’25
How can I build a custom `PickerStyle` in SwiftUI?
I am trying to create a radio group picker in SwiftUI, similar to this: https://www.neobrutalism.dev/docs/radio-group I already have a working view based version here: https://github.com/rational-kunal/NeoBrutalism/blob/main/Sources/NeoBrutalism/Components/Radio/Radio.swift Now I want to replace it with a more concise/swifty way of Picker with PickerStyle API: However, I can't find any official documentation or examples showing how to implement PickerStyle. Is it possible to create my own PickerStyle? If not, what’s the recommended alternative to achieve a radio‑group look while still using Picker? struct NBRadioGroupPickerStyle: PickerStyle { static func _makeView<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewInputs) -> _ViewOutputs where SelectionValue : Hashable { <#code#> } static func _makeViewList<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewListInputs) -> _ViewListOutputs where SelectionValue : Hashable { <#code#> } } Crossposting: https://forums.swift.org/t/how-can-i-build-a-custom-pickerstyle-in-swiftui/80755
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Jun ’25
How to create a QuickTime recording like panel?
QuickTime recording palette behaves in a way which I want to replicate in my desktop app - specifically the behaviour when switching spaces, it appears on top. Currently, my app appears on all spaces, and even over fullscreen applications BUT it already exists when I switch to the space, this feels disjointed. I can't find a solution to this behaviour. Here's the Window Collection Behaviours I've tried (on an NSPanel): FullScreenAuxiliary - appears over fullscreen apps. CanJoinAllSpaces - appears on all spaces. These two options make the dock show up on all spaces in the same position, but on each space they already exists. I've tried this behaviour too: MoveToActiveSpace - which as per docs would move the window into active space only when its reopened, mine stays open all the time. I can't find any more information on how QuickTime achieves this.
Topic: UI Frameworks SubTopic: SwiftUI
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May ’25
Inconsistent ornament scale
I am developing an application which make use of 2 ornaments anchored to a volumetric window, one used a toolbar and one to display different views. The problem I am facing consistently is that the ornaments seems to scale up or down after moving the volume using the OS handle or starting a GroupActivity session. This first image shows the ornaments as soon as I started the app, no dragging nor group activities: This second images shows them as soon as I join a group activity session: The map, which might seem smaller, has not been touched and has always the same scale. In this last image I had just dragged the entire volume using the OS toolbar, resulting in the ornaments scaling down: This is how the volume and the ornaments are declared: WindowGroup(id: "CityVolume") { let cityVM = CityViewModel(volumeSize: CityView.initialVolumeSize) CityView(cityVM: cityVM) .ornament(attachmentAnchor: .scene(.bottomFront)) { HStack { TourismChartsButton() LandmarksListButton() CenterMapButton() ToggleImmersiveSpaceButton() TrafficDataButton() BusLinesButton() } .padding() .offset(z: 10) .rotation3DEffect(Angle(degrees: 15), axis: (x: 1.0, y: 0.0, z: 0.0)) } .ornament(attachmentAnchor: .scene(.back)) { ZStack { if AppModel.Instance.tourismVM.isChartViewVisible { TourismChartsView() } if AppModel.Instance.busLinesVM.isDataViewEnabled { BusLineView() } } } .task(observeGroupActivity) .onAppear { appModel.cityVM = cityVM } } .windowStyle(.volumetric) .windowResizability(.contentSize) .volumeWorldAlignment(.gravityAligned) .defaultSize(CityView.initialVolumeSize, in: .meters) It happens also without starting a SharePlay session, but not as frequently as during SharePlay. Experienced the same behaviour with toolbars. Am I doing something wrong with how I created the ornaments? Am I missing something?
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105
Apr ’25
Sorting of FetchResults in TableView broken in xcode 26
Previously, I sorted my FetchResult in a TableView like this: @FetchRequest( sortDescriptors: [SortDescriptor(\.rechnungsDatum, order: .forward)], predicate: NSPredicate(format: "betragEingang == nil OR betragEingang == 0") ) private var verguetungsantraege: FetchedResults&lt;VerguetungsAntraege&gt; ... body ... Table(of:VerguetungsAntraege.self, sortOrder: $verguetungsantraege.sortDescriptors) { TableColumn("date", value:\.rechnungsDatum) { item in Text(Formatters.dateFormatter.string(from: item.rechnungsDatum ?? Date()) ) } .width(120) TableColumn("rechNrKurz", value:\.rechnungsNummer) { item in Text(item.rechnungsNummer ?? "") } .width(120) TableColumn("betrag", value:\.totalSum ) { Text(Formatters.currencyFormatter.string(from: $0.totalSum as NSNumber) ?? "kein Wert") } .width(120) TableColumn("klient") { Text(db.getKlientNameByUUID(id: $0.klient ?? UUID(), moc: moc)) } } rows: { ForEach(Array(verguetungsantraege)) { antrag in TableRow(antrag) } } There seem to be changes here in Xcode 26. In any case, I always get the error message in each line with TableColumn("title", value: \.sortingField) Ambiguous use of 'init(_:value:content:)' Does anyone have any idea what's changed? Unfortunately, the documentation doesn't provide any information.
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175
Jun ’25
Xcode Previews for a swiftUI package does not work
I have a package that I import into my parent project. Everything works fine and compiles in the parent project but when I open the package in Xcode and try to see a view in the simulator, I see this: What am I doing wrong?
Topic: UI Frameworks SubTopic: SwiftUI
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120
Activity
Jul ’25
Translate extension bahvior
DESCRIPTION OF PROBLEM We need to add an implementation that will have the same swipe/scroll behavior as the Apple Translator extension, here is the code that we are currently using: import SwiftUI import TranslationUIProvider @main class TranslationProviderExtension: TranslationUIProviderExtension { required init() {} var body: some TranslationUIProviderExtensionScene { TranslationUIProviderSelectedTextScene { context in VStack { TranslationProviderView(context: context) } } } } struct TranslationProviderView: View { @State var context: TranslationUIProviderContext init(context c: TranslationUIProviderContext) { context = c } var body: some View { ScrollableSheetView() } } struct ScrollableSheetView: View { var body: some View { ScrollView { VStack(spacing: 20) { ForEach(0..<50) { index in Text("Item (index)") .padding() .frame(maxWidth: .infinity) .background(Color.blue.opacity(0.1)) .cornerRadius(8) } } .padding() } .padding() } } Using this code, on the first extension run, swipe up will expand the extension (which is OK) but swiping down on the expanded state of the extension works only as a scroll instead of swiping the extension from expanded mode back to compact mode. STEPS TO REPRODUCE Select a text in Safari Tap on Translate in the contextual menu Swipe up on the text ->the extension expands into full mode Swipe down->only scrolls work, I cannot swipe the extension from full mode to compact mode. Expected behavior: when i swipe down on the expanded extension, the extension should get into compact mode, not continuously scroll down.
Topic: UI Frameworks SubTopic: SwiftUI
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72
Activity
Apr ’25
PKPass Framework
I am trying to work with the data inside the barcode string in shared PKPass. The documentation shows that is should look for @property (nonatomic, readonly, nullable) PKBarcode *primaryBarcode; I have tried to use it like this guard let code = pass.primaryBarcode?.message else { return } I get a constant message that PKPass has no member primaryBarcode The PKPass.h file in my IOS SDK does not seem to include the @property primaryBarcode or @property barcode. I am running Xcode 16.4 (16F6) and my app target is 17.6 + Is there a restriction on this property? I cannot find an SDK later than mine - the App Store does not offer one. I am unsure of this is a public or private issue - does anyone know? Thanks for reading this. Max
Topic: UI Frameworks SubTopic: SwiftUI
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99
Activity
Jun ’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
Need Help: Swift Playground
Can anyone help me why i cannot move on? I thought I had finished the instrcutions. However, it seems that i missed something that I didnt find out.
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1
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333
Activity
Jul ’25
How do I maintain a stable scroll position when inserting items above in a ScrollView?
As the title says, I am not sure how to properly build an inverted ScrollView where I can safely insert items above my data ("prepend") without everything jumping around. My current code is essentially this: @State private var scrollPosition = ScrollPosition(idType: Message.ID.self) private func onMessageDidScrollIntoView(_ id: Message.ID) { let indexOfVisibleMessage = /* ... */ if indexOfVisibleMessage < 10 { fetchOlderMessages() // ^ this updates my ViewModel `messages` } } var body: some View { ScrollView { LazyVStack { ForEach(messages) { message in MessageCell(message) } }.scrollTargetLayout() } .defaultScrollAnchor(.bottom) .scrollPosition($scrollPosition) .onChange(of: scrollPosition) { oldValue, newValue in guard let visibleMessageId = scrollPosition.viewID(type: Message.ID.self) else { return } onMessageDidScrollIntoView(visibleMessageId) } } ..so if the user scrolls up to the oldest 10 messages, I start loading more and insert them at the top. The problem with this is that the ScrollView now jumps when new messages are inserted. This is because the ScrollView maintains it's Y position, but the content size changes since we are adding new items "above". I tried to play around with a few suggestions I found on StackOverflow, namely; Inverting the ScrollView (.scaleEffect(y: -1) on the ScrollView and then again on the MessageCell to counter it): This somehow jumped the x position of the ScrollView and completely breaks .contextMenu. Playing around with .onScrollGeometryChange to update scrollPosition.scrollTo(y:) when it's contentSize changes: This just didn't work and stopped the user scroll gesture/interaction. Setting scrollPosition to the Message.ID I want to keep stable before doing an update: This didn't do anything. But nothing actually worked for the reasons described above. How do you actually build these UIs in SwiftUI? I think an inverted ScrollView is quite a common UI, and obviously data has to be loaded lazily.
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122
Activity
Apr ’25
Tap area for focusing element during voice over is not correct
I have two overlay views on each side of a horizontal scroll. The overlay views are helper arrow buttons that can be used to scroll quickly. This issue occurs when I use either ZStack or .overlay modifier for layout. I am using accessibilitySortPriority modifier to maintain this reading order. Left Overlay View Horizontal Scroll Items Right Overlay View When voiceover is on and i do a single tap on views, the focus shifts to particular view as expected. But for the trailing overlay view, the focus does not shift to it as expected. Instead, the focus goes to the scroll item behind it.
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61
Activity
Jul ’25
drag a modelEntity inside an Immersive space and track position
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import RealityKit import RealityKitContent import Foundation @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3<Float>? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .targetedToEntity(sphere) .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { Text("Hello, World!") RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //1.2 add component to ball ball.components.set(InputTargetComponent()) //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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69
Activity
Apr ’25
Sections in LazyVStack jump/flicker on scroll
ScrollView(.vertical) { LazyVStack { ForEach(0..<700, id: \.self) { index in Section { Text("Content \(index)") .font(.headline) .padding() } header: { Text("Section \(index)") .font(.title) .padding() } } } } iOS: 18.5, iPhone 15 Pro Max, Xcode 16.4
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182
Activity
Jul ’25
FamilyActivityTitleView Label has wrong text color when app is using different than system theme
Hello, In a new app I am working on I noticed the FamilyActivityTitleView that displays "ApplicationToken" has wrong (black) color when phone is set to light mode but app is using dark mode via override. We display user's selected apps and the labels are rendered correctly at first, but then when user updates selection with FamilyActivityPicker, then those newly added apps are rendered with black titles. The problem goes away when I close the screen and open it again. It also doesn't happen when phone is set to dark theme. I am currently noticing the issue on iOS 18.4.1. I have tried various workarounds like forcing white text in the custom label style, forcing re-render with custom .id value but nothing helped. Is there any way how to fix this?
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140
Activity
May ’25
Scroll offset incorrectly resets when animating insertion of ScrollView using .geometryGroup()
Hey, I've been having a problem with scroll views in combination with the .geometryGroup() modifier. I have filed a Feedback (FB17698293) but I also wanted to post this here in case someone maybe has a better workaround for the problem. Problem Whenever you conditionally insert a ScrollView inside a VStack that is modified with a .geometryGroup() modifier, the scroll view content offset resets itself after the insertion animation is done, even if you started scrolling inside the scroll view during the animation and haven't let go of the screen. This happens consistently and is fully reproducible (see below), both using a simulator and a real device. Unfortunately, this is a very annoying glitch that ruins a lot of cool UX components that rely on .geometryGroup(). The weird thing is that the glitch entirely disappears, if you add a simple, non-zero (but greater than 1) .padding() modifier to the VStack (.padding().geometryGroup()). I have no idea why this fixes the glitch, but it does. However, adding a padding is not feasible in many situations, so this workaround is not ideal. Steps to reproduce Launch the code below (using a simulator or a real device) and tap "Toggle Expansion" to insert the scroll view. As the view is animating in, drag the scroll content and hold it scrolled away from the top. Wait for the animation to complete. The scroll view will reset the content offset, even though the drag gesture is still active (i.e. you haven't lifted your finger to release the scroll view) On a real device, this sometimes even leads to an even worse visual artifact where the scroll view is rendered twice for a few frames; once with the correct offset, and once with the reset offset. I wanted to include a link to a gif/video showing the glitch, but it tells me that imgur is not allowed on the forums. Expected Behavior I want the scroll view to respect the content offset, even if I started changing it mid-animation. Xcode Version I am using Xcode 16.4 (16F6) but this problem has been occurring since the .geometryGroup() modifier has been release. I was only now able to pinpoint this problem exactly, so I'm filing this feedback. Code The entire code that reproduces the problem: import SwiftUI struct ContentView: View { @State private var isExpanded: Bool = false var body: some View { VStack { if isExpanded { ScrollView { Text(loremIpsum) } } Button("Toggle Expansion") { isExpanded.toggle() } } // .padding(10) // Adding a non-zero padding makes the glitch disappear .frame(maxWidth: .infinity) .geometryGroup() .animation(.default, value: isExpanded) } } #Preview { ContentView().preferredColorScheme(.dark) } // MARK: - Mock Data let loremIpsum = """ Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed do eiusmod tempor incididunt \ ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco \ laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla \ pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt \ mollit anim id est laborum. """
Topic: UI Frameworks SubTopic: SwiftUI
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139
Activity
May ’25
Reading large documents
Can the SwiftUI document architecture Take a file as read-only; never to be written out Take files too large for memory (multi-MB, or even GB) I wouldn't want the system to read a gigabyte size file into memory by default. If the system can use a memory-mapped Data as the representation, that'll be something I can make do. It would be even better if I could tell the system that I'll handle all the reading, all I need from it is a reference to the file's location on disk.
Topic: UI Frameworks SubTopic: SwiftUI
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52
Activity
Apr ’25
iOS26/SwiftUI long navigation titles?
In my SwiftUI iOS app, I use the following code int the app init to scale navigation titles: //Set large fonts in nav titles to size down if too long. //Otherwise get "Some Really Really Long..." //Maintains animation transition from page title to header UILabel.appearance(whenContainedInInstancesOf: [UINavigationBar.self]).adjustsFontSizeToFitWidth = true Titles are set in the standard way: .navigationTitle(“Title") .navigationBarTitleDisplayMode(.large) When built for iOS 26, and the titles are not scaled (in the simulator, at least). Is there another way to scale the titles that iOS 26 respects? Is this a temporary bug or due to an underlying framework change?
Topic: UI Frameworks SubTopic: SwiftUI
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131
Activity
Jul ’25
How to customize item transitions inside a Picker View?
I have a simple Picker where the options available change by the view state. I would like to have the transition animated but the default animation is not good so I tried setting a .transition() and or an .animation() inside an item on the picker but it is ignored. The same happens if the transition is set on the picker itself since it's always present. Am I doing it right and is just not posible or is there something else to do? Code to reproduce the issue: struct ContentView: View { @State var list: [String] = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] @State var selected: String? @State var toggle: Bool = false var body: some View { VStack { Picker("List", selection: $selected) { ForEach(list, id: \.self) { Text($0).tag($0) // .transition(.opacity) } } .pickerStyle(.segmented) // .transition(.opacity) HStack { Button(action: swapOptions) { Text("Swap") } } } .padding() } } extension ContentView { func swapOptions() { withAnimation { toggle.toggle() switch toggle { case true: list = [ "Item 1", "Item 2", "Item 3", "Item 4", "Item 5", ] case false: list = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] } } } } ``
Topic: UI Frameworks SubTopic: SwiftUI
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98
Activity
May ’25
How can I build a custom `PickerStyle` in SwiftUI?
I am trying to create a radio group picker in SwiftUI, similar to this: https://www.neobrutalism.dev/docs/radio-group I already have a working view based version here: https://github.com/rational-kunal/NeoBrutalism/blob/main/Sources/NeoBrutalism/Components/Radio/Radio.swift Now I want to replace it with a more concise/swifty way of Picker with PickerStyle API: However, I can't find any official documentation or examples showing how to implement PickerStyle. Is it possible to create my own PickerStyle? If not, what’s the recommended alternative to achieve a radio‑group look while still using Picker? struct NBRadioGroupPickerStyle: PickerStyle { static func _makeView<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewInputs) -> _ViewOutputs where SelectionValue : Hashable { <#code#> } static func _makeViewList<SelectionValue>(value: _GraphValue<_PickerValue<NBRadioGroupPickerStyle, SelectionValue>>, inputs: _ViewListInputs) -> _ViewListOutputs where SelectionValue : Hashable { <#code#> } } Crossposting: https://forums.swift.org/t/how-can-i-build-a-custom-pickerstyle-in-swiftui/80755
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192
Activity
Jun ’25
How to create a QuickTime recording like panel?
QuickTime recording palette behaves in a way which I want to replicate in my desktop app - specifically the behaviour when switching spaces, it appears on top. Currently, my app appears on all spaces, and even over fullscreen applications BUT it already exists when I switch to the space, this feels disjointed. I can't find a solution to this behaviour. Here's the Window Collection Behaviours I've tried (on an NSPanel): FullScreenAuxiliary - appears over fullscreen apps. CanJoinAllSpaces - appears on all spaces. These two options make the dock show up on all spaces in the same position, but on each space they already exists. I've tried this behaviour too: MoveToActiveSpace - which as per docs would move the window into active space only when its reopened, mine stays open all the time. I can't find any more information on how QuickTime achieves this.
Topic: UI Frameworks SubTopic: SwiftUI
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73
Activity
May ’25
Siri AppIntent pass parameter to main app
A user can use Siri to display a list of items from my app. When the user touches on an item to open the app - how do I pass that item to the main app so I know which item detail page to display? This is a SwiftUI app.
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119
Activity
Jun ’25
Inconsistent ornament scale
I am developing an application which make use of 2 ornaments anchored to a volumetric window, one used a toolbar and one to display different views. The problem I am facing consistently is that the ornaments seems to scale up or down after moving the volume using the OS handle or starting a GroupActivity session. This first image shows the ornaments as soon as I started the app, no dragging nor group activities: This second images shows them as soon as I join a group activity session: The map, which might seem smaller, has not been touched and has always the same scale. In this last image I had just dragged the entire volume using the OS toolbar, resulting in the ornaments scaling down: This is how the volume and the ornaments are declared: WindowGroup(id: "CityVolume") { let cityVM = CityViewModel(volumeSize: CityView.initialVolumeSize) CityView(cityVM: cityVM) .ornament(attachmentAnchor: .scene(.bottomFront)) { HStack { TourismChartsButton() LandmarksListButton() CenterMapButton() ToggleImmersiveSpaceButton() TrafficDataButton() BusLinesButton() } .padding() .offset(z: 10) .rotation3DEffect(Angle(degrees: 15), axis: (x: 1.0, y: 0.0, z: 0.0)) } .ornament(attachmentAnchor: .scene(.back)) { ZStack { if AppModel.Instance.tourismVM.isChartViewVisible { TourismChartsView() } if AppModel.Instance.busLinesVM.isDataViewEnabled { BusLineView() } } } .task(observeGroupActivity) .onAppear { appModel.cityVM = cityVM } } .windowStyle(.volumetric) .windowResizability(.contentSize) .volumeWorldAlignment(.gravityAligned) .defaultSize(CityView.initialVolumeSize, in: .meters) It happens also without starting a SharePlay session, but not as frequently as during SharePlay. Experienced the same behaviour with toolbars. Am I doing something wrong with how I created the ornaments? Am I missing something?
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105
Activity
Apr ’25
Sorting of FetchResults in TableView broken in xcode 26
Previously, I sorted my FetchResult in a TableView like this: @FetchRequest( sortDescriptors: [SortDescriptor(\.rechnungsDatum, order: .forward)], predicate: NSPredicate(format: "betragEingang == nil OR betragEingang == 0") ) private var verguetungsantraege: FetchedResults&lt;VerguetungsAntraege&gt; ... body ... Table(of:VerguetungsAntraege.self, sortOrder: $verguetungsantraege.sortDescriptors) { TableColumn("date", value:\.rechnungsDatum) { item in Text(Formatters.dateFormatter.string(from: item.rechnungsDatum ?? Date()) ) } .width(120) TableColumn("rechNrKurz", value:\.rechnungsNummer) { item in Text(item.rechnungsNummer ?? "") } .width(120) TableColumn("betrag", value:\.totalSum ) { Text(Formatters.currencyFormatter.string(from: $0.totalSum as NSNumber) ?? "kein Wert") } .width(120) TableColumn("klient") { Text(db.getKlientNameByUUID(id: $0.klient ?? UUID(), moc: moc)) } } rows: { ForEach(Array(verguetungsantraege)) { antrag in TableRow(antrag) } } There seem to be changes here in Xcode 26. In any case, I always get the error message in each line with TableColumn("title", value: \.sortingField) Ambiguous use of 'init(_:value:content:)' Does anyone have any idea what's changed? Unfortunately, the documentation doesn't provide any information.
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175
Activity
Jun ’25
Swift Playground Canvas Interaction Not Working
I am currently do the 'Keep Going with Apps' book in Playground. When I open the book on my iPad and MacBook, the canvas interaction does not work. I have tried restarting and reinstalling the book as well. I am on the latest OS and everything else is up to date as far as I can tell.
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246
Activity
Oct ’25