Hello,
I noticed a small mistake in the Human Interface Guidelines (HIG).
On the page HIG > Components > System Experiences > Widget > watchOS Widget Dimensions, scroll down to the bottom. In the "watchOS widget dimensions" section, the sizes in the table are in pixels (px), not points (pt) actually. However, the table header indicates the sizes should be in points (pt).
Page link:
https://developer.apple.com/design/human-interface-guidelines/widgets#watchOS-widget-dimensions
For example, the widget size in the Smart Stack on a 49mm watch should be 192x81.5 pt (or 382x163 px), not 382x163 pt. This size can be verified with the information provided here:
https://developer.apple.com/documentation/watchos-apps/supporting-multiple-watch-sizes/.
https://developer.apple.com/documentation/watchkit/wkinterfacedevice/1620974-screenscale
General
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I previously written here, and some advices were to appeal to rejection sending them message describing uniqueness of the app. Nothing is working.
In short, i have a vpn app (of course by design shares some concept with other apps that are in the app store). But since the rejection i have completely changed the ui, added built in browser, p2p messenger so users could interact with each other without any interference. The app is completely free with no ads. I thought this is it, there's no way it would reject this time, but... i get a notification with rejection repeating the same old message. I'm extremely frustrated and don't know what to do.
Tried changing the logo of the app, the name to "Incognito - Messenger, VPN", app store screenshots.
I've already appealed with screenshots describing unique features that other vpn apps don't have, but the message just repeats from app review team.
Submission ID: 1a49ee0b-c4e2-4a36-8372-e4d3b9a8b13f
Does anybody have an advice what i can do?
We use SwiftUI's .tabViewBottomAccessory in our iOS apps for displaying an Audio MiniPlayer View (like in the Apple Music App).
TabView(selection: $viewModel.selectedTab) {
// Tabs here
}
.tabViewBottomAccessory {
if viewModel.showAudioMiniPlayer {
MiniPlayerView()
}
}
The Problem
This code works perfectly on iOS 26.0. When 'viewModel.showAudioMiniPlayer' is 'false', the accessory is completely hidden.
However, on iOS 26.1 (23B5059e), when 'viewModel.showAudioMiniPlayer' is 'false', the MiniPlayerView disappears, but an empty container remains, leaving a blank space above the tab bar.
Is this a known Bug in iOS 26.1 and are there any effective workarounds or should I just wait until Apple fixed it?
I've been beating my head against the wall over a scrollview issue where the top and bottom are cut off in landscape mode. Portrait mode - everything runs swimmingly. The moment I flip the iPad on its side, though, I lose about a quarter of the view on the top and bottom. I thought this was something to do with framing or such; I ran through a myriad of frame, padding, spacer, geometry...I set it static, I set it to dynamically grow, I even created algorithms to try to figure out how to set things to the individual device.
Eventually, I separated the tablet and phone views as was suggested here and on the Apple dev forums. That's when I started playing around with the background image. Right now I have....
ZStack {
Image("background")
.resizable()
.scaledToFill()
.ignoresSafeArea()
ScrollView {
VStack(spacing: 24) {....
The problem is the "scaledToFill". In essence, whenever THAT is in the code, the vertical scrollview goes wonky in landscape mode. It, in essence, thinks that it has much more room at the top and the bottom because the background image has been extended at top and bottom to fill the wider screen of the iPad in landscape orientation.
Is there any way to get around this issue? The desired behavior is pretty straightforward - the background image fills the entire background, no white bars or such, and the view scrolls against it.
Hello!
I'm currently working on Liquid Glass support for my app. I understand that starting with iOS 26, standard buttons like "Close" or "Done" have shifted from text buttons to using SF Symbols, as mentioned in the Human Interface Guidelines under "Icons".
However, on iOS 18 and earlier, the flat text button style remains the standard. I am unsure about the best approach for backward compatibility:
Branch by OS version: Keep text buttons for older OS versions and use SF Symbols for iOS 26+.
Concern: This increases the number of conditional branches, potentially reducing code readability and maintainability.
Adopt SF Symbols universally: Use SF Symbols for all versions.
Concern: I feel that SF Symbols do not fit well (look inconsistent or out of place) with the flat design language of iOS 18 and earlier.
What would be the recommended approach in this situation?
I'm looking for a way to display a notification badge without showing a number—essentially, just an empty badge to indicate the presence of notifications. From my research, it seems like this functionality isn't available . Is there any workaround or method to achieve this?
Our custom ble based app starts a service uuid beacon to advertise. When the app is put in background, the beacon is shifted to another beacon and a specific beacon data is put in the scan response one example is like: 0x14FF4C000100000000000000000000000000040000
I want to know what is the format of this beacon. I can see its a manufacturer type data with apple company id and beacon type is 0x01. I want to know what this type means and how is the data which follows is calculated.
Hi all — I wanted to share an idea I recently submitted through Feedback Assistant that I think could improve safety and usability for drivers using CarPlay:
Add an option to overlay live weather radar (rain, snow, storms, etc.) directly onto CarPlay Maps while navigating. Similar to how traffic conditions are shown now, this would allow drivers to visually track incoming weather in real time without switching apps or relying on separate devices.
Why this matters:
• Enhances driver safety by increasing situational awareness
• Helps with trip planning and route adjustments around severe weather
• Reduces distractions by integrating everything into one screen
• Useful for everyday drivers, long-haul travelers, and first responders
I submitted this via Feedback Assistant, but I’d love to know what others think. If you also see value in this feature, consider submitting your own version via Feedback Assistant so Apple sees there’s interest.
Let’s push for smarter, safer navigation — thanks for reading!
I have really examined the swipe left Camera function mode and sincerely believe it is no more important especially when there no option in the settings to turn it on or off.
I will highly recommend a total scrap in the iOS 26 or if possible a function to activate and deactivate it.
I’m delighted with the introduction of new color folders. Although, I can’t help but wonder why we still need both color folders and tags. Aren’t the color folders sufficient for our needs?
So…I am hitting a wall here and could use some guidance towards best practice.
I’ve developed an app in Xcode/SwiftUI that renders just fine on the iPhone - text, images, buttons, frames…everything is nicely centered on the screen or scrolls where and when I want.
The iPad though…not so much. I’m having issues with tops and bottoms being cut off in scrollviews. These are just straight up text screens too - the ones with other elements/controls…they’re rendering fine.
I’ve tried a mix of geometry, vstack, scrollview, padding, spacers…the lot of it. Nothing I seem to do works - the views do not want to fill and fit properly.
And, of course, the issue becomes worse the moment you flip the iPad into landscape view. Or use the 13” models.
I’d imagine others are battling these issues as well and found solutions, so I decided to hit up the brain trust.
My newly released App Snapshot-Chess-Move, #1592848671, is not creating a public database of chess moves as I expect. What steps do I need to do inorder for my App to be using a public database. It appears as if each of my iOS devices, iPhone, iPad and Mac mini each have a private database of chess moves. When I change my data on the iPad, I expect the new data to appear (with slight delays) on the Mac.. I do not know what to do next. Please help me. This was working in Development mode but not in Production when I submitted my App for release.
UPDATE:
The cloud data is copied locally to a @Quary variable and updated by using .insert, .delete and .save commands. So, I deleted and re-downloaded my apps on each device, iPad, iPhone, and Mac and obtained the same cloud data. So how do users get the most recent copy of the cloud. Do they need to delete their App and start over? Is there a .update command that can do this updating for me? Also, I pushed the App out of the background and restarted the App to obtain the updated cloud data.
Yesterday on Explore the biggest updates from WWDC Curt Clifton shared .background(.tint, in: .rect(corner: .containerConcentric)). XCode26 beta 3 don‘t recognize it. how when we can use it??
I have developed a mobile app using SwiftUI. Now I am in the process of building a CarPlay application. I know how to test the CarPlay app using a simulator but here is my confusion,
How to test the iPhone app and CarPlay together? I want to test few scenarios like, user login / logout from mobile app. Location enabled /disabled in the mobile app.
I know that swiftUI handles the scenes by itself. Kindly help me validate the above scenarios as I am getting black screen on iPhone whenever the CarPlay is launched. Below is the code snippet,
func application(_ application: UIApplication,
configurationForConnecting connectingSceneSession: UISceneSession,
options: UIScene.ConnectionOptions) -> UISceneConfiguration {
if connectingSceneSession.role == .carTemplateApplication {
let sceneConfiguration = UISceneConfiguration(name: "CarPlay Scene", sessionRole: connectingSceneSession.role)
sceneConfiguration.delegateClass = CarPlaySceneDelegate.self
return sceneConfiguration
}
// Configuration for other types of scenes
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
struct MyApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var delegate
var body: some Scene {
WindowGroup {
ContentView()
.preferredColorScheme(.light)
}
}
}
Info.plist
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>CPTemplateApplicationSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>CarPlay Scene</string>
<key>UISceneDelegateClassName</key>
<string>$(PRODUCT_MODULE_NAME).CarPlaySceneDelegate</string>
</dict>
</array>
</dict>
</dict>
The most recent update included coloured icons for grouping of emails
anybody previously needing to group emails we’re able to achieve this alphabetically by simply searching for what you were looking for.
These icons clutter the page with totally unnecessary screen pollution.
if you want to persist with this folly can you please provide a classic display option for those of us who have happily survived using email for 30 years without this fluff.
Hi,
I want to generate some sample datas for demonstrating the functions of my app when the app launched. My codes are as followings:
func generateSampleData() {
let hasLaunchedKey = "HasLaunchedBefore"
let defaults = UserDefaults.standard
if !defaults.bool(forKey: hasLaunchedKey) {
//generate the demo data
}
defaults.set(true, forKey: hasLaunchedKey)
}
And I put the func in a view's onAppear modifier. I found every time I go the view, it generates the demo data again, which results in producing a lot of demo data. But I have set the status of the function running in the userdefault. Why did it happen?
Best Wishes,
While doing production release of app, I was not able to see phase release option like in my previous releases. Due To whihc when I released. the app , it got released to 100% users. I want to know why phase release option was not showing up in my dashboard
Hi there. Our designer is designing our app in Figma with the navigation element with compact size navigation bar, and large title. I couldn't find an API to actually configure the nav bar to be compact while keeping the large title enabled. Figma uses the libraries provided by Apple so it's weird I can't find such configuration in iOS26.
I'm adding a screenshot of the options in Figma.
First option is: Large size & large text.
The one our designer is using is compact size & large text.
I created a data structure based on a dictionary of words. The purpose is to link each word to all other words made up of the same letters plus one.
Example: table -> ablate, cablet, tabled, gablet, albeit, albite, etc.
For this I built a data model made of three entities: Word, Draw, Link.
A Draw is a set of letters corresponding to a Word and sorted in alphabetic order, like : HOUSE -> EHOSU. A Link is a letter that you add to a Draw to get another Draw.
So my data model looks like this:
And here is how I implemented it in Xcode:
Entity Word
(let's forget the attribute optComp that plays no role here)
Entity Draw
Entity Link
I am populating the data in two steps:
first I read a list of words from a .txt source and I populate the Word entity and at the same time the Draw entity with the corresponding relationship (function loadDic())
This first step apparently works fine. I can easily find all anagrams of any word with something like word.sort.word.spelling
I read through the Draw entity. For each draw I seek all existing +1 draws considering each letter of the alphabet. If there are, I create a Link and add the relationships (function createLinks())
Here is where something goes wrong. If the Link's and the relationship Draw.plus seem to be correctly created, the other relationship Link.gives is only partially populated, say 50%.
Moreover, I tried to apply an additional routine (updateLinks()) , focusing only on Link's with an empty Link.gives relationship and updating them. But again, only 50% of the nil relationships appear to be populated.
I could not find out why those relationships are not properly populated. If someone can help me out I would be grateful.
Here is the code:
LoadDic() function (OK) :
func loadDic() {
print("Loading dictionary...")
dataAlreadyLoaded.toggle()
guard let url = Bundle.main.url(forResource: INPUT_FILE, withExtension: "txt") else {
fatalError("\(INPUT_FILE).txt not found")
}
if let dico = try? String(contentsOf: url, encoding: String.Encoding.utf8 ) {
let lines = dico.split(separator: "\r\n")
for line in lines {
let lineArray = line.split(separator: " ")
print("\(lineArray[0])") // word
let wordSorted = String(lineArray[0].sorted())
let draw = getDraw(drawLetters: wordSorted) ?? addDraw(drawLetters: wordSorted) // look if draw already exists, otherwise create new one.
let wordItem = Word(context: viewContext) // create word entry with to-one-relationship to draw
wordItem.spelling = String(lineArray[0])
wordItem.optComp = (Int(String(lineArray[1])) == 1)
wordItem.sort = draw
do {
try viewContext.save()
} catch {
print("Errort saving ods9: \(error)")
}
}
}
print("Ods Chargé")
}
func addDraw(drawLetters: String) -> Draw {
let newDraw = Draw(context: viewContext)
newDraw.draw = drawLetters
return(newDraw)
}
func getDraw(drawLetters: String) -> Draw? {
let request: NSFetchRequest<Draw> = Draw.fetchRequest()
request.entity = Draw.entity()
request.predicate = NSPredicate(format: "draw == %@", drawLetters)
do {
let drw = try viewContext.fetch(request)
return drw.isEmpty ? nil : drw[0]
} catch {
print("Erreur recherche Tirage")
return nil
}
}
createLinks() function (NOK):
func createLinks() {
var erreur = " fetch request <Draw>"
let request: NSFetchRequest<Draw> = Draw.fetchRequest()
request.entity = Draw.entity()
request.predicate = NSPredicate(value: true)
print("Building relationships...")
do {
let draws = try viewContext.fetch(request)
count = draws.count
for draw in draws {
print("\(count) - \(draw.draw!)")
linkTable.removeAll()
for letter in ALPHABET {
print(letter)
let drawLettersPlus = String((draw.draw! + String(letter)).sorted()) // draw with one more letter
if let drawPlus = draws.first(where: { $0.draw == drawLettersPlus }) { // look for Draw entity that matches augmented draw
let linkItem = Link(context: viewContext) // if found, create new link based on letter with relationship to augmented draw
linkItem.letter = String(letter)
linkItem.gives = drawPlus
erreur = " saving \(draw.draw!) + \(letter)"
try viewContext.save()
linkTable.append(linkItem) // saves link to populate the one-to-many relationship of the initial draw, once the alphabet is through
}
}
let drawUpdate = draw as NSManagedObject // populate the one-to-many relationship of the initial draw
let linkSet = Set(linkTable) as NSSet
drawUpdate.setValue(linkSet, forKey: "plus")
erreur = " saving \(draw.draw!) links plus"
try viewContext.save()
count -= 1 // next draw
}
} catch {
print("Error " + erreur)
}
print("Graph completed")
}
updateLinks function (NOK):
func updateLinks() {
var erreur = "fetch request <Link>"
let request: NSFetchRequest<Link> = Link.fetchRequest()
request.entity = Link.entity()
print("Running patch...")
do {
request.predicate = NSPredicate(format: "gives == nil")
let links = try viewContext.fetch(request)
for link in links {
let baseDraw = link.back!.draw!
print("\(baseDraw) \(link.letter!)")
let augmDrawLetters = String((baseDraw + link.letter!).sorted())
if let augmDraw = getDraw(drawLetters: augmDrawLetters) {
viewContext.perform {
let updateLink = link as NSManagedObject
updateLink.setValue(augmDraw, forKey: "gives")
erreur = " saving \(augmDraw.draw!) \(link.letter!)"
do {
try viewContext.save()
} catch {
print("Erreur mise à jour lien")
}
}
}
}
} catch {
print("Error " + erreur)
}
}
RESULT
And this is the output showing the content of the Draw entity with relationships after createLinks() is applied:
And here after updateLinks() is applied :
Hello. I've made a shape in the app which looks like the hello sign on apple products at startup. Is this considered plagiarism, or is it acceptable to use it in an app?
P.s: i've used Path for it and drawed it with curves