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Posts under Design tag

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Guideline 4.3(a) - Design - Spam .. Has anyone received this message
Hi has anyone had there app rejected for Guideline 4.3(a) - Design - Spam? my app is a cyber security app which has a VPN and I had this rejection message.. the reasoning was very vague and i am unsure what this means.. I had submitted an appeal and also replied to the reject message but have had no response for over a week. anyone had this and if so, how did you resolve ?
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Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Rejection : Guideline 4.2, Design, Minimum Functionality
Rejected under Guideline 4.2 - a native crypto wallet + Web3 browser flagged as "just a web browser." Looking for guidance. I'd appreciate the community's and Apple engineers' read on a 4.2 (Minimum Functionality) rejection, because I believe the guideline was misapplied and I want to resolve it correctly. WHAT THE APP IS Everything Black is a native iOS app (SwiftUI, iOS 18+) built to platform Black-owned businesses, history, culture, and content, and to preserve it in one place. There is nothing else like it on the App Store. It combines a community hub, a Web3 layer, and an on-device crypto wallet. Native non-custodial wallet (GuapcoinX / GUAP token). This is core, and none of it is possible on the web. A 12-word recovery phrase is generated on the device with native BIP-39 / BIP-32 key derivation. The private key is stored in the iOS Keychain, so it never leaves the device or touches a server. Every transaction is gated by Face ID via the native LocalAuthentication framework. Transactions are signed on-device (secp256k1) and broadcast to the GuapcoinX network. Web3 and blockchain domains. The app registers and resolves on-chain domain names, .guap and .hbcu, and routes to them. These are real blockchain writes initiated and signed by the user. To my knowledge this is the only iOS browser that resolves these domains natively. Native AI assistant. A native SwiftUI chat that returns tailored Black-owned business recommendations from a ZIP code. Native directory and Discover. A native SwiftUI feed and search over a directory of Black-owned businesses, news, podcasts, wikis, resources, and a community board, preserving Black culture and content in a single app. A browser tab is included so users can open community and Web3 sites and reach their .guap and .hbcu domains. It is one tab among several, not the substance of the app. THE REJECTION Guideline 4.2, Design, Minimum Functionality. The app provides a limited user experience as it is not sufficiently different from a web browsing experience. Including features such as push notifications, Core Location, or sharing do not provide a robust enough experience to be appropriate for the App Store. (Screenshot of the rejection attached.) WHY I THINK 4.2 DOESN'T FIT The rejection says the experience is not sufficiently different from a web browsing experience. But the core of the app is a native crypto wallet doing on-device key generation, Keychain storage, biometric-gated signing, and on-chain transactions, capabilities a website physically cannot provide. The App Store hosts many approved apps that pair an in-app browser with a native wallet and an AI assistant, which is exactly the combination here. I suspect the native functionality was missed because the app opens on the Home and browser tab, so the reviewer may not have reached the Wallet and Assistant tabs. MY QUESTIONS First, for those who've cleared a 4.2 on an app with a genuine native wallet: did a Resolution Center reply work, or did you have to change the app or metadata? Second, is it worth changing the default launch tab to a native screen such as the Wallet, so the native functionality is the first thing a reviewer sees? Third, is there any guidance from Apple on how an in-app browser should be positioned so it isn't read as the whole app? Thanks in advance. G u i
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Layout
Now that we are to move away from designing apps for specific devices and fixed orientations, and to instead target “a dynamic range of sizes and aspect ratios”, what does that mean for Apple Pay and CoreNFC flows? For layouts that show users where to tap the NFC tag device to the phone (approximate location where the NFC hardware is located in the phone), how should placement instructions be updated? For reference to all, here's Apple's design, that contains a dot cloud, showing the general tap area: https://www.apple.com/business/tap-to-pay-on-iphone/ Wondering if Apple could provide any updated examples (especially for CoreNFC)? Thanks for the help!
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Get ready for your WWDC26 Group Lab.
Hello Elon, Your WWDC26 Group Lab is almost here. Please review the details below to make sure you have a great experience. Accessibility Technologies Group Lab Tuesday, June 9, 2026 5:00 p.m. (Pacific Daylight Time) 60 minutes Conducted in English https://developer.apple.com/go/?id=wwdc26-accessibility-technologies-group-lab Learn more about Group Labs > If you’re unable to attend, please cancel your registration. If you have questions about your Group Lab, please contact us. We’re glad you’re spending part of WWDC26 with us. The Apple Developer Relations Team Copyright © 2026 Apple Inc. One Apple Park Way, MS 923-4DEV, Cupertino, CA 95014 All Rights Reserved | Privacy Policy | Account This is a service notification related to your Apple Developer account.
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System performance and haptic feedback, good, very big chance of you why and iOS update on 27
Working system and good experience for smoothly, working and lunch lunch apps for fast and iOS 27. Big update comparison on other updates. fast & optimise UI iOS 27. Siri intelligence add new features for accessibility, that’s good. but network connectivity is currently slow for 5G 4G. This is better this network, please network connectivity optimised. and focus network connectivity to stand line networks. or thank you so much.
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Inquiry Regarding Siri–AI Integration Capabilities
: Hello, I’m seeking clarification on whether Apple provides any framework or API that enables deep integration between Siri and advanced AI assistants (such as ChatGPT), including system-level functions like voice interaction, navigation, cross-platform syncing, and operational access similar to Siri’s own capabilities. If no such option exists today, I would appreciate guidance on the recommended path or approved third-party solutions for building a unified, voice-first experience across Apple’s ecosystem. Thank you for your time and insight.
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SwiftUI Liquid Glass Menu briefly turns black after dismissing before returning to transparent glass
Hi, I’m seeing a visual issue with a SwiftUI Menu styled with Liquid Glass on iOS 26. I have a top bar control where a Menu is inside a GlassEffectContainer. The menu label uses .glassEffect(.regular.interactive()), glassEffectID, and glassEffectUnion. The control normally looks translucent, matching the background correctly. But when I open the menu and then dismiss it, the glass control briefly becomes solid black for a moment before returning to the expected transparent/glass appearance. This is visible especially on a colorful/blurred background: Before opening the menu: the control is transparent Liquid Glass. Open the SwiftUI Menu. Dismiss the menu. The menu label/control briefly renders as a black pill. After a short delay, it returns to the correct transparent glass style. Here is the simplified structure: @Namespace private var namespace GlassEffectContainer(spacing: 18) { VStack(spacing: 4) { Menu { Button { selectedMode = .automatic } label: { Label("Automatic", systemImage: "wand.and.sparkles") } Button { selectedMode = .instant } label: { Label("Instant", systemImage: "bolt.fill") } Button { selectedMode = .thinking } label: { Label("Thinking", systemImage: "brain.head.profile") } Divider() Button { showSettings = true } label: { Label("Configure", systemImage: "slider.horizontal.3") } } label: { HStack(spacing: 8) { Image(systemName: selectedMode.icon) Text(selectedMode.title) Image(systemName: "chevron.down") } .padding(.horizontal, 16) .frame(minWidth: 92, minHeight: 48) .contentShape(RoundedRectangle(cornerRadius: 24, style: .continuous)) } } .glassEffect(.regular.interactive(), in: RoundedRectangle(cornerRadius: 24, style: .continuous)) .glassEffectUnion(id: "smart-intelligence-connected-menu", namespace: namespace) .glassEffectID("smart-intelligence-menu-pill", in: namespace) .buttonStyle(.plain) .labelStyle(.iconOnly) } I also tried applying .buttonStyle(.glass) directly to the Menu, and tried moving the glass effect between the Menu label and the wrapper VStack. The issue still appears: after dismissing the menu, the glass label briefly falls back to a solid black appearance before the transparent glass effect recovers. Is this expected behavior for SwiftUI.Menu with Liquid Glass, or is there a recommended way to avoid this black flash after menu dismissal? Should Menu labels avoid .glassEffect(.regular.interactive()) / GlassEffectContainer, or is there a different modifier order recommended for iOS 26? Thanks for reply.
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iOS 26: Enabling "Reduce Transparency" causes a persistent white bar where the tab bar was hidden, blocking user interaction
Hi everyone, We're experiencing a bug on iOS 26 that only occurs when the user has Reduce Transparency enabled in Accessibility settings. App structure: Our app uses a TabView with a standard tab bar. Inside each tab, we use a NavigationStack. The tab bar is visible on root-level screens, and hidden on all pushed destinations using: .toolbar(.hidden, for: .tabBar) The problem: On iOS 26 with Reduce Transparency off (Liquid Glass active) — everything works correctly. The tab bar hides as expected. On iOS 26 with Reduce Transparency on — a white bar appears at the bottom of the screen in every place where the tab bar is hidden. This white bar: Overlaps content at the bottom of the screen. Blocks scroll, tap, and all user interactions in that area. We also tried: .toolbarBackground(.hidden, for: .tabBar) Removing all custom UITabBarAppearance configuration The only workaround we found is setting UIDesignRequiresCompatibility = YES in Info.plist, which reverts the entire app to the pre-iOS 26 design — not a viable long-term solution. What can we do? Thanks in advance.
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DisclosureGroup chevron no longer responds to tint color
I’m using a standard DisclosureGroup in SwiftUI and noticed that the disclosure indicator (chevron) no longer adopts the tint color. Example: DisclosureGroup("Details") { Text("Content") } .tint(.indigo) The label text becomes indigo, but the chevron remains the default system color. I also tried creating a custom DisclosureGroupStyle to render my own chevron, but that approach appears to break some of the built-in disclosure animation behavior and interaction. Questions: Is there a supported way to customize the disclosure indicator color in DisclosureGroup? Has the behavior of .tint(_:) changed for DisclosureGroup in recent iOS releases? If customization is not currently supported, is there a recommended alternative that preserves the native disclosure animations and accessibility behavior? Tested on: iOS 26.3 and Xcode 26.3
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No Exit Button on Mail Controller Popup iPadOS 26.4+
My app presents a popover mail controller, which works fine on iPhone and on iPadOS <26.4. However in iPadOS =>26.4, there is no exit or cancel button in the top left corner as usual. The popover can only be closed by tapping the top centre of the view where the 'swipe down bar' is; it cannot be closed by actually swiping down. This is obviously not intuitive for a user. Since the mail controller is not customizable, I'm asking whether this is a bug, a new (unintuitive) design, or if implementations of a mail controller need updating on the new OS.
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Seems Impossible to make Navigation Bar buttons Match UI
I am creating UI elements with glass backgrounds such as: UIVisualEffectView(effect: UIGlassEffect(style: .regular)) And UIButtons such as: var buttonConfig = UIButton.Configuration.glass() This gives the glass a dark background and white tint/labels when the device interface settings are dark, and conversely light backgrounds with black tint/labels when the interface mode is light. Perfect! Now enter the UINavigationBar buttons. I've spent a day trying every configuration possible to make them match the rest of the UI. But they have a mind of their own. They will flash different colors when scrolling the content. They do not respect the user interface mode. Out of desperation, I tried adding my own glass UIVisualEffectView behind the navigation bar and and disabled the button glass background with: someBarItem.hidesSharedBackground = true Even though I don't like that design as much as the individual glass buttons, it at least lets me match the rest of the UI. Alas that setting makes the animation to the next screen visually buggy. Hard to describe, but it's not acceptable. The only thing it seems I can do is make the content view start below the navigation bar area. But then I completely lose the glass effect - though at least I can make them match the rest of the UI and the push/pop animation isn't buggy. I realize I can opt out of glass entirely, but I want to use glass. The problem isn't glass. The problem is the navigation bar does not respect the user interface mode or allow us to set the glass type. I get the system trying to make the glass more legible, but, the buttons that I can set with UIButton.Configuration.glass() and UIGlassEffect(style: .regular) are always legible regardless of the background color because the tint/label color is the opposite of button background color. I've been a full time iOS developer for 15 years, and this is most frustrating UIKit changes I've ever seen. It's a step backward when it's impossible to make the navigation bar match the rest of the UI. It's a step backwards when the navigation bar flickers and changes. All that we need is a glass property for the UINavigationBarItems or UINavigationBarAppearance that works like UIGlassEffect or UIButton.Configuration glass configurations. Or default behavior that just respects traitCollection.userInterfaceStyle or overrideUserInterfaceStyle to begin with. Dark UserInterfaceStyle example. The top buttons should match the bottom UI elements, but does not seem possible.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Using .glassEffect in Charts
Hi, I was wondering if it's possible (and advisable) to use the new glass effects available in iOS 26 in Swift Charts? For example, in a chart like the one in the image I've attached to this post, I was looking to try adding a .glassEffect modifier to the BarMarks to see how that would look and feel. However, it seems it's not available directly on the BarMark (ChartContent) type, and I'm having trouble adding it in other ways too, such as using in on the types I supply to modifiers like foregroundStyle or clipShape. Am I missing anything? Maybe it's just not advisable or necessary to use glass effects within Charts?
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How do I get content to blur behind a floating input bar, like Mail, Messages and other native apps do?
I have a chat app with a floating composer pill (NSGlassEffectView) pinned to the bottom of my content area. Messages scroll behind it. The pill looks fine but content behind it is completely clear. Fully legible text showing through, no frosting at all. Mail, Messages, Notes all have this frosted look where content behind a floating bar is blurred enough that you can't read it. That's what I'm going for. My scroll view has wantsLayer = true. I tried hasVerticalScroller = true + scrollerStyle = .overlay based on a tip I saw in another thread. No change. Is NSGlassEffectView supposed to blur what's behind it, or is the frosting in Apple's apps coming from the scroll edge effect? If it's the scroll edge effect, is there any way to trigger it for a custom floating view at the bottom of a scroll view? I can't find any AppKit API for this. I also spent time trying this in SwiftUI using .glassEffect() on macOS. Same result, the material renders nearly clear with no way to control the frosting level via any public API. If I'm missing something obvious I'd love to know. I've been stuck on this one for a while. Thanks for any advice! I've attached photos of my input bar (clearly transparent) and Apple Messages, which has a style that I see all over iOS and Mac OS 26.
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May ’26
Squicle app icons on macOS 26
Just posted this feedback regarding macOS 26 "Tahoe" (FB19853155) - please support with additional submissions if you share my view. I will miss the beautiful and individual designed icons of the past! "macOS 26 is enforcing squicles for app icons, falling back to a grey background for 3rd party apps without a compliant AppIcon asset. As a result many original app icons are reduced in size and hard to distinguish because they share the same background color. Although I respect Apple's strive for an iOS-like UI on Macs, a smooth transition path would be more user- and developer-friendly ... e.g. with some info.plist property to opt-out icon migration, potentially ignored by a future macOS version. The current solution causes a bad usability, and makes the system look inconsistent as many - especially free - software will not be updated with new icon designs. Please reconsider this bad design decision!"
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May ’26
Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target &gt; General &gt; Deployment Info &gt; Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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Guideline 4.3(a) - Design - Spam .. Has anyone received this message
Hi has anyone had there app rejected for Guideline 4.3(a) - Design - Spam? my app is a cyber security app which has a VPN and I had this rejection message.. the reasoning was very vague and i am unsure what this means.. I had submitted an appeal and also replied to the reject message but have had no response for over a week. anyone had this and if so, how did you resolve ?
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Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
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Rejection : Guideline 4.2, Design, Minimum Functionality
Rejected under Guideline 4.2 - a native crypto wallet + Web3 browser flagged as "just a web browser." Looking for guidance. I'd appreciate the community's and Apple engineers' read on a 4.2 (Minimum Functionality) rejection, because I believe the guideline was misapplied and I want to resolve it correctly. WHAT THE APP IS Everything Black is a native iOS app (SwiftUI, iOS 18+) built to platform Black-owned businesses, history, culture, and content, and to preserve it in one place. There is nothing else like it on the App Store. It combines a community hub, a Web3 layer, and an on-device crypto wallet. Native non-custodial wallet (GuapcoinX / GUAP token). This is core, and none of it is possible on the web. A 12-word recovery phrase is generated on the device with native BIP-39 / BIP-32 key derivation. The private key is stored in the iOS Keychain, so it never leaves the device or touches a server. Every transaction is gated by Face ID via the native LocalAuthentication framework. Transactions are signed on-device (secp256k1) and broadcast to the GuapcoinX network. Web3 and blockchain domains. The app registers and resolves on-chain domain names, .guap and .hbcu, and routes to them. These are real blockchain writes initiated and signed by the user. To my knowledge this is the only iOS browser that resolves these domains natively. Native AI assistant. A native SwiftUI chat that returns tailored Black-owned business recommendations from a ZIP code. Native directory and Discover. A native SwiftUI feed and search over a directory of Black-owned businesses, news, podcasts, wikis, resources, and a community board, preserving Black culture and content in a single app. A browser tab is included so users can open community and Web3 sites and reach their .guap and .hbcu domains. It is one tab among several, not the substance of the app. THE REJECTION Guideline 4.2, Design, Minimum Functionality. The app provides a limited user experience as it is not sufficiently different from a web browsing experience. Including features such as push notifications, Core Location, or sharing do not provide a robust enough experience to be appropriate for the App Store. (Screenshot of the rejection attached.) WHY I THINK 4.2 DOESN'T FIT The rejection says the experience is not sufficiently different from a web browsing experience. But the core of the app is a native crypto wallet doing on-device key generation, Keychain storage, biometric-gated signing, and on-chain transactions, capabilities a website physically cannot provide. The App Store hosts many approved apps that pair an in-app browser with a native wallet and an AI assistant, which is exactly the combination here. I suspect the native functionality was missed because the app opens on the Home and browser tab, so the reviewer may not have reached the Wallet and Assistant tabs. MY QUESTIONS First, for those who've cleared a 4.2 on an app with a genuine native wallet: did a Resolution Center reply work, or did you have to change the app or metadata? Second, is it worth changing the default launch tab to a native screen such as the Wallet, so the native functionality is the first thing a reviewer sees? Third, is there any guidance from Apple on how an in-app browser should be positioned so it isn't read as the whole app? Thanks in advance. G u i
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Best position for dismiss button on sheets?
Is there any guidance on changes here between iOS 26 & 27? To go .topLeading or .topTrailing? That is the question. iOS 26 iOS 27
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1w
What's the one Icon Composer feature that completely changed the way you design app icons?
For those who've spent some time with Icon Composer, what's the single feature, technique, or workflow trick that made the biggest difference in your icon design process? I'd love to hear real-world examples and lessons learned. Thanks!
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Layout
Now that we are to move away from designing apps for specific devices and fixed orientations, and to instead target “a dynamic range of sizes and aspect ratios”, what does that mean for Apple Pay and CoreNFC flows? For layouts that show users where to tap the NFC tag device to the phone (approximate location where the NFC hardware is located in the phone), how should placement instructions be updated? For reference to all, here's Apple's design, that contains a dot cloud, showing the general tap area: https://www.apple.com/business/tap-to-pay-on-iphone/ Wondering if Apple could provide any updated examples (especially for CoreNFC)? Thanks for the help!
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233
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2w
Get ready for your WWDC26 Group Lab.
Hello Elon, Your WWDC26 Group Lab is almost here. Please review the details below to make sure you have a great experience. Accessibility Technologies Group Lab Tuesday, June 9, 2026 5:00 p.m. (Pacific Daylight Time) 60 minutes Conducted in English https://developer.apple.com/go/?id=wwdc26-accessibility-technologies-group-lab Learn more about Group Labs > If you’re unable to attend, please cancel your registration. If you have questions about your Group Lab, please contact us. We’re glad you’re spending part of WWDC26 with us. The Apple Developer Relations Team Copyright © 2026 Apple Inc. One Apple Park Way, MS 923-4DEV, Cupertino, CA 95014 All Rights Reserved | Privacy Policy | Account This is a service notification related to your Apple Developer account.
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166
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System performance and haptic feedback, good, very big chance of you why and iOS update on 27
Working system and good experience for smoothly, working and lunch lunch apps for fast and iOS 27. Big update comparison on other updates. fast & optimise UI iOS 27. Siri intelligence add new features for accessibility, that’s good. but network connectivity is currently slow for 5G 4G. This is better this network, please network connectivity optimised. and focus network connectivity to stand line networks. or thank you so much.
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95
Activity
2w
Inquiry Regarding Siri–AI Integration Capabilities
: Hello, I’m seeking clarification on whether Apple provides any framework or API that enables deep integration between Siri and advanced AI assistants (such as ChatGPT), including system-level functions like voice interaction, navigation, cross-platform syncing, and operational access similar to Siri’s own capabilities. If no such option exists today, I would appreciate guidance on the recommended path or approved third-party solutions for building a unified, voice-first experience across Apple’s ecosystem. Thank you for your time and insight.
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319
Activity
2w
SwiftUI Liquid Glass Menu briefly turns black after dismissing before returning to transparent glass
Hi, I’m seeing a visual issue with a SwiftUI Menu styled with Liquid Glass on iOS 26. I have a top bar control where a Menu is inside a GlassEffectContainer. The menu label uses .glassEffect(.regular.interactive()), glassEffectID, and glassEffectUnion. The control normally looks translucent, matching the background correctly. But when I open the menu and then dismiss it, the glass control briefly becomes solid black for a moment before returning to the expected transparent/glass appearance. This is visible especially on a colorful/blurred background: Before opening the menu: the control is transparent Liquid Glass. Open the SwiftUI Menu. Dismiss the menu. The menu label/control briefly renders as a black pill. After a short delay, it returns to the correct transparent glass style. Here is the simplified structure: @Namespace private var namespace GlassEffectContainer(spacing: 18) { VStack(spacing: 4) { Menu { Button { selectedMode = .automatic } label: { Label("Automatic", systemImage: "wand.and.sparkles") } Button { selectedMode = .instant } label: { Label("Instant", systemImage: "bolt.fill") } Button { selectedMode = .thinking } label: { Label("Thinking", systemImage: "brain.head.profile") } Divider() Button { showSettings = true } label: { Label("Configure", systemImage: "slider.horizontal.3") } } label: { HStack(spacing: 8) { Image(systemName: selectedMode.icon) Text(selectedMode.title) Image(systemName: "chevron.down") } .padding(.horizontal, 16) .frame(minWidth: 92, minHeight: 48) .contentShape(RoundedRectangle(cornerRadius: 24, style: .continuous)) } } .glassEffect(.regular.interactive(), in: RoundedRectangle(cornerRadius: 24, style: .continuous)) .glassEffectUnion(id: "smart-intelligence-connected-menu", namespace: namespace) .glassEffectID("smart-intelligence-menu-pill", in: namespace) .buttonStyle(.plain) .labelStyle(.iconOnly) } I also tried applying .buttonStyle(.glass) directly to the Menu, and tried moving the glass effect between the Menu label and the wrapper VStack. The issue still appears: after dismissing the menu, the glass label briefly falls back to a solid black appearance before the transparent glass effect recovers. Is this expected behavior for SwiftUI.Menu with Liquid Glass, or is there a recommended way to avoid this black flash after menu dismissal? Should Menu labels avoid .glassEffect(.regular.interactive()) / GlassEffectContainer, or is there a different modifier order recommended for iOS 26? Thanks for reply.
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385
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3w
Build for current and upcoming software
Hi there, Hope you are all well. I would like to know on how I am able to develop/build for both current software, like iOS 26 and iOS 27 at the same time. If it is possible, please let me know how. This is also my first WWDC as a developer, so I may have many questions. Sorry in advance lol. Thanks, Jason
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202
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iOS 26: Enabling "Reduce Transparency" causes a persistent white bar where the tab bar was hidden, blocking user interaction
Hi everyone, We're experiencing a bug on iOS 26 that only occurs when the user has Reduce Transparency enabled in Accessibility settings. App structure: Our app uses a TabView with a standard tab bar. Inside each tab, we use a NavigationStack. The tab bar is visible on root-level screens, and hidden on all pushed destinations using: .toolbar(.hidden, for: .tabBar) The problem: On iOS 26 with Reduce Transparency off (Liquid Glass active) — everything works correctly. The tab bar hides as expected. On iOS 26 with Reduce Transparency on — a white bar appears at the bottom of the screen in every place where the tab bar is hidden. This white bar: Overlaps content at the bottom of the screen. Blocks scroll, tap, and all user interactions in that area. We also tried: .toolbarBackground(.hidden, for: .tabBar) Removing all custom UITabBarAppearance configuration The only workaround we found is setting UIDesignRequiresCompatibility = YES in Info.plist, which reverts the entire app to the pre-iOS 26 design — not a viable long-term solution. What can we do? Thanks in advance.
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2
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254
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3w
DisclosureGroup chevron no longer responds to tint color
I’m using a standard DisclosureGroup in SwiftUI and noticed that the disclosure indicator (chevron) no longer adopts the tint color. Example: DisclosureGroup("Details") { Text("Content") } .tint(.indigo) The label text becomes indigo, but the chevron remains the default system color. I also tried creating a custom DisclosureGroupStyle to render my own chevron, but that approach appears to break some of the built-in disclosure animation behavior and interaction. Questions: Is there a supported way to customize the disclosure indicator color in DisclosureGroup? Has the behavior of .tint(_:) changed for DisclosureGroup in recent iOS releases? If customization is not currently supported, is there a recommended alternative that preserves the native disclosure animations and accessibility behavior? Tested on: iOS 26.3 and Xcode 26.3
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193
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No Exit Button on Mail Controller Popup iPadOS 26.4+
My app presents a popover mail controller, which works fine on iPhone and on iPadOS <26.4. However in iPadOS =>26.4, there is no exit or cancel button in the top left corner as usual. The popover can only be closed by tapping the top centre of the view where the 'swipe down bar' is; it cannot be closed by actually swiping down. This is obviously not intuitive for a user. Since the mail controller is not customizable, I'm asking whether this is a bug, a new (unintuitive) design, or if implementations of a mail controller need updating on the new OS.
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156
Activity
3w
Seems Impossible to make Navigation Bar buttons Match UI
I am creating UI elements with glass backgrounds such as: UIVisualEffectView(effect: UIGlassEffect(style: .regular)) And UIButtons such as: var buttonConfig = UIButton.Configuration.glass() This gives the glass a dark background and white tint/labels when the device interface settings are dark, and conversely light backgrounds with black tint/labels when the interface mode is light. Perfect! Now enter the UINavigationBar buttons. I've spent a day trying every configuration possible to make them match the rest of the UI. But they have a mind of their own. They will flash different colors when scrolling the content. They do not respect the user interface mode. Out of desperation, I tried adding my own glass UIVisualEffectView behind the navigation bar and and disabled the button glass background with: someBarItem.hidesSharedBackground = true Even though I don't like that design as much as the individual glass buttons, it at least lets me match the rest of the UI. Alas that setting makes the animation to the next screen visually buggy. Hard to describe, but it's not acceptable. The only thing it seems I can do is make the content view start below the navigation bar area. But then I completely lose the glass effect - though at least I can make them match the rest of the UI and the push/pop animation isn't buggy. I realize I can opt out of glass entirely, but I want to use glass. The problem isn't glass. The problem is the navigation bar does not respect the user interface mode or allow us to set the glass type. I get the system trying to make the glass more legible, but, the buttons that I can set with UIButton.Configuration.glass() and UIGlassEffect(style: .regular) are always legible regardless of the background color because the tint/label color is the opposite of button background color. I've been a full time iOS developer for 15 years, and this is most frustrating UIKit changes I've ever seen. It's a step backward when it's impossible to make the navigation bar match the rest of the UI. It's a step backwards when the navigation bar flickers and changes. All that we need is a glass property for the UINavigationBarItems or UINavigationBarAppearance that works like UIGlassEffect or UIButton.Configuration glass configurations. Or default behavior that just respects traitCollection.userInterfaceStyle or overrideUserInterfaceStyle to begin with. Dark UserInterfaceStyle example. The top buttons should match the bottom UI elements, but does not seem possible.
Topic: UI Frameworks SubTopic: UIKit Tags:
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298
Activity
3w
Using .glassEffect in Charts
Hi, I was wondering if it's possible (and advisable) to use the new glass effects available in iOS 26 in Swift Charts? For example, in a chart like the one in the image I've attached to this post, I was looking to try adding a .glassEffect modifier to the BarMarks to see how that would look and feel. However, it seems it's not available directly on the BarMark (ChartContent) type, and I'm having trouble adding it in other ways too, such as using in on the types I supply to modifiers like foregroundStyle or clipShape. Am I missing anything? Maybe it's just not advisable or necessary to use glass effects within Charts?
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6
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1
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831
Activity
4w
Check appeal status & expected response time
Hi, I submitted an app review appeal on May 21. It has been over 60 hours now. I'm unsure if I viewed the submission success page. No confirmation email received, and no status update in App Store Connect. App Apple ID: 1308698895 Could you please confirm: 1.Whether my appeal has been successfully received 2.The estimated time to get a reply Thanks.
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0
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0
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142
Activity
May ’26
How do I get content to blur behind a floating input bar, like Mail, Messages and other native apps do?
I have a chat app with a floating composer pill (NSGlassEffectView) pinned to the bottom of my content area. Messages scroll behind it. The pill looks fine but content behind it is completely clear. Fully legible text showing through, no frosting at all. Mail, Messages, Notes all have this frosted look where content behind a floating bar is blurred enough that you can't read it. That's what I'm going for. My scroll view has wantsLayer = true. I tried hasVerticalScroller = true + scrollerStyle = .overlay based on a tip I saw in another thread. No change. Is NSGlassEffectView supposed to blur what's behind it, or is the frosting in Apple's apps coming from the scroll edge effect? If it's the scroll edge effect, is there any way to trigger it for a custom floating view at the bottom of a scroll view? I can't find any AppKit API for this. I also spent time trying this in SwiftUI using .glassEffect() on macOS. Same result, the material renders nearly clear with no way to control the frosting level via any public API. If I'm missing something obvious I'd love to know. I've been stuck on this one for a while. Thanks for any advice! I've attached photos of my input bar (clearly transparent) and Apple Messages, which has a style that I see all over iOS and Mac OS 26.
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0
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371
Activity
May ’26
Squicle app icons on macOS 26
Just posted this feedback regarding macOS 26 "Tahoe" (FB19853155) - please support with additional submissions if you share my view. I will miss the beautiful and individual designed icons of the past! "macOS 26 is enforcing squicles for app icons, falling back to a grey background for 3rd party apps without a compliant AppIcon asset. As a result many original app icons are reduced in size and hard to distinguish because they share the same background color. Although I respect Apple's strive for an iOS-like UI on Macs, a smooth transition path would be more user- and developer-friendly ... e.g. with some info.plist property to opt-out icon migration, potentially ignored by a future macOS version. The current solution causes a bad usability, and makes the system look inconsistent as many - especially free - software will not be updated with new icon designs. Please reconsider this bad design decision!"
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2
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2
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863
Activity
May ’26
Question: How to support landscape-only on iPad app after 'Support for all orientations will soon be required' warning
Dear Apple Customer Support, I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled). In Xcode, under Target &gt; General &gt; Deployment Info &gt; Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked: “Update the Info.plist: Support for all orientations will soon be required.” Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements? Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used? Thank you,
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7
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2
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971
Activity
May ’26