My app uses SwiftUI Map and draws Markers, MapPolyline and MapPolygons over it. These all work on actual devices. On the iOS 26.0.1 Simulator running on macOS 26.0.1 Polylines and Polygons do now show.
Do others see the same thing?
SwiftUI
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Instruments is crashing when the swiftui instrument is stopped (the session is finished) and the transfer begins from device to device:
Crashed Thread: 11 Dispatch queue: com.apple.swiftuitracingsupport.reading
Exception Type: EXC_BAD_INSTRUCTION (SIGILL)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4
Terminating Process: exc handler [1633]
I've tried removing derived data, reinstalling xcode, updating xcode (I originally thought this might be the issue -- I needed to update to 26.2 from the 26 RC -- the update didn't fix crash or change the crash report), and restarting both devices.
I'm running Instruments/Xcode 26.2 on a MacBook Pro 15" (2018) running Mac OS 15.7.2 (24G325) with an iPhone 16 Pro Max running 26.2.
Hoping someone else might have seen this or could help me troubleshoot. I find the swiftui instrument be helpful and like to use it :) I can post a complete crash report as well.
Hello,
I am currently in the process of gradually adding support for LiquidGlass to my app. The transition is taking place incrementally, i.e., new screens and minor features are gradually being adapted to the new design and already deployed.
Currently, the old design is still active via the feature flag UIDesignRequiresCompatibility, as the existing UI should remain locked for the public app store version until the transition is complete.
My challenge is as follows:
I would like to work with the new LiquidGlass design during development without having to manually change the UIDesignRequiresCompatibility flag with each deployment.
Ideally, I am looking for a solution where:
• the new design is only activated for me (e.g., specific account or specific devices)
• the old design remains active for all other users
• the App Store version can be delivered unchanged
So my question is:
Is it possible to control UIDesignRequiresCompatibility via remote config or server-side logic in order to activate the new design specifically for certain users or devices?
I have observed similar behavior on WhatsApp—two devices with the same app version, but only one shows the new design. This suggests server-side or remote config-based control.
Do you have any experience or recommendations on how to implement something like this cleanly?
Kind regards
Heinz
I have found that following code runs without issue from Xcode, either in Debug or Release mode, yet crashes when running from the binary produced by archiving - i.e. what will be sent to the app store.
import SwiftUI
import AVKit
@main
struct tcApp: App {
var body: some Scene {
WindowGroup {
VideoPlayer(player: nil)
}
}
}
This is the most stripped down code that shows the issue. One can try and point the VideoPlayer at a file and the same issue will occur.
I've attached the crash log:
Crash log
Please note that this was seen with Xcode 26.2 and MacOS 26.2.
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow.
If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed:
Window B spontaneously disappears.
If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B.
If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored.
If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible.
I also noticed this surprising behavior:
This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above.
A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
I recently added pushWindow to my app, and I discovered that in visionOS 26.2 RC (23N301), pushWindow followed by dismissWindow no longer works as expected.
Specifically, if the user moves the pushed window, then when the pushed window is later dismissed, the parent window's position isn't aligned with the pushed window's new position. Its original position is restored instead.
Curiously, the bug only happens when an app is launched from the visionOS home view, and not when an app is launched from Xcode. It also doesn't happen in the visionOS 26.2 simulator.
Another interesting detail is that while the parent window is hidden, if the user long-presses the Digital Crown and then dismisses the pushed window, the parent window's position seems to be immune from the Digital Crown scene reorientation. It's restored to its original real world position.
Demo video: https://youtu.be/zR3t2ON3Wz0
I've submitted feedback as FB21287011 with a sample app and detailed repro steps.
Has anyone else encountered this issue already and figured out a workaround? It would be nice if I could get pushWindow to work correctly in my app.
Thanks everybody! 😀
.popover(isPresented: modifier doesn't work on Mac Catalyst when attached to the item in the toolbar. The app crashes on button click, when trying to present the popover.
iOS 26 RC (macOS 26 RC)
Feedback ID - FB20145491
import SwiftUI
struct ContentView: View {
@State private var isPresented: Bool = false
var body: some View {
NavigationStack {
Text("Hello, world!")
.toolbar {
ToolbarItem(placement: .automatic) {
Button(action: {
self.isPresented.toggle()
}) {
Text("Toggle popover")
}
.popover(isPresented: $isPresented) {
Text("Hello, world!")
}
}
}
}
}
}
#Preview {
ContentView()
}
Hello,
I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed.
This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected.
Looking at the console on my Mac I found this log:
Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050
Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful.
Thanks!
Try this simple code:
import SwiftUI
import StoreKit
struct ReviewView: View {
@Environment(\.requestReview) var requestReview
var body: some View {
Button("Leave a review") {
requestReview()
}
}
}
When the Review Alert shows, the "Not Now" button is disabled for some reason!? It was always tappable in all iOS versions that I remember. And there is no way to opt out, unless the user taps on the stars first. Is it a bug or a feature?
Thanks for looking into it!
With iOS 26 there has been a change in behavior with Pickers in the toolbar. The Picker looks expanded unlike other views such as a Button and Menu. See screenshots below. Is this the intended behavior or a bug? (I already submitted a feedback for this at FB19276474)
What Picker looks like in the toolbar:
What Button looks like in the toolbar:
I have a SwiftUI recursive list, created with the (children:) initializer, just like it's shown in the code example here: https://developer.apple.com/documentation/SwiftUI/List#Creating-hierarchical-lists
I would like this tree view to be searchable (i.e a user enters a query into a text field and it searches the entire tree at all levels). Displaying a search result which is not at the top level would require its parents to be programmatically expanded.
How to programmatically expand certain levels of such a list?
The top toolbar looks fine, but in the bottom toolbar, one of the layers is stretched into a capsule shape instead of an ellipse.
Is this intended?
When tap the Button quickly in List, the ButtonStyleConfiguration’s isPressed property don't change properly, always false. When using Button in ScrollView, the same error doesn't exist.
I’m facing an issue in our native iOS app that occurs specifically on iOS 26.1 (not observed on any lower versions). When I update a @State field value, the UI does not reflect the change as expected.
The @State variable updates internally, but the view does not re-render.
This behaviour started after upgrading to iOS 26.1.
Works fine on iOS 26.0 and earlier versions.
Has anyone else encountered this issue or found a workaround? Any insights or suggestions would be greatly appreciated.
I'm trying to revamp the player into a floating style like Apple music. I use tabViewBottomAccessory with tabBarMinimizeBehavior. At the time, I noticed an issue that tabViewBottomAccessory would not automatically collapse when the scroll area was small (but still exceeded the screen height). tabViewBottomAccessory can only be automatically collapsed when the scroll area is large enough. Below is the simplest demo.
I'm not sure if it's intentional or if it's a bug. Besides, I wonder if we can control it programmatically(expanded/inline)?
struct ContentView: View {
var body: some View {
TabView {
Tab("Numbers", systemImage: "number.circle") {
List {
// 200 works well, but 20 not
ForEach(0..<200) { index in
Text("\(index)")
}
}
}
}
.tabBarMinimizeBehavior(.onScrollDown)
.tabViewBottomAccessory {
HStack {
Text("SwiftUI Demo App")
}
}
}
}
I am trying to perform swiftUI instrumentation on my ios app. whenever i hit the rocord button, the app launches on target device and closes with the error:
Failed to start the recording: Failed starting ktrace session.
How do i resolve this please?
Hello,
I'm thinking about how to improve my main tvOS app flow, naively I want to do something like this:
import Combine
import SwiftUI
enum AppState {
case login, onboarding, main
}
class AppStateManager {
let appStatePublisher = PassthroughSubject<AppState, Never>()
func updateState(_ appState: AppState)
}
struct tvOSApp: App {
private var appState: AppState = .login
private let appStateManager = AppStateManager()
var body: some Scene {
WindowGroup {
ZStack {
switch appState {
case .login:
LoginView()
case .onboarding:
OnboardingView()
case .main:
MainView()
}
}
.onReceive(appStateManager.appStatePublisher) {
self.appState = $0
}
}
}
}
So basically, MainView, OnboardingView and LoginView would be the main navigation views of my app, and the appStateManager would be a dependency passed to each of these views and allowing me to update the currently displayed view in the app. (of course I could use an Environment object instead for a 100% SwiftUI solution).
I was wondering, however, if there is a better way to do this, instead of switching in a ZStack, maybe with WindowGroup/Window/Scenes?
Thank you for your help!
I am working on a Live Activity widget.
In it, I want some of the elements to open different deeplink URLs.
I have found that assigning multiple widgetURL doesn't work, only one of the URLs gets opened no matter where you tap. I also found that Buttons don't seem to do anything, tapping them actually just open my app as if I just tapped a naked Live Activity.
I have found that really only Link elements work if I want to open different URLs upon tapping different elements.
And Links are cool and fine, but I am seeing that on tap, my elements become tinted... As in, there is a highlighted state, and it makes the elements inside blue.
I have tried to use button style API on a link, but it didn't work.
How can I disable the highlighted state for a Link element in a live activity widget?
inline-code
How do you achieve this effect in toolbar? Where is the documentation for this?
How to make it appear top toolbar or bottom toolbar?
Thank you!
Here is what I have now...
.toolbar {
ToolbarItem(placement: .destructiveAction) {
Button {
showConfirm = true
} label: {
Image(systemName: "trash")
.foregroundColor(.red)
}
}
}
.confirmationDialog(
"Are you sure?",
isPresented: $showConfirm,
titleVisibility: .visible
) {
Button("Delete Item", role: .destructive) {
print("Deleted")
}
Button("Archive", role: .none) {
print("Archived")
}
Button("Cancel", role: .cancel) { }
}
}
Environment
visionOS 26.1, Xcode 26.1.1
Problem
When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit.
Steps
WindowGroup opens ImmersiveSpace in .onAppear
User clicks X to close window
.onDisappear fires but async cleanup cancelled
ImmersiveSpace remains active, user trapped
Expected
ImmersiveSpace dismissed when window closes
Actual
ImmersiveSpace remains active
Code
.onAppear {
Task {
await openImmersiveSpace(id: "VideoCallMainCamera")
}
}
.onDisappear {
Task {
await dismissImmersiveSpace() // Gets cancelled
}
}
What I've Tried
Task in .onDisappear ❌
scenePhase monitoring ❌
High priority Task ❌
.restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup)
Question
What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?