iOS is the operating system for iPhone.

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Glitch on buttons in all types of OS of Apple ecosystem
as a beta tester I am trying to explore the OS on multiple platforms like iO, iPadOS, MacOS, WatchOS. While on trying to use beta 1 have few issues and reported to Apple with analytics as I do for better improvements. But, in beta 2 there is an issue of glitches on UI. This also tried to report. But, while am trying record screen I can not see in that video after the screen record. But, in reality I can see that glitch with eyes. as everyone know without evidence we can not report the same with tickets properly and they also can not resolve the issues. It’s affecting on all types of OS platforms of Apple buttons and search positions etc. one more thing I absorbed is while am trying use overlay player and browse the safari or any apple developer apps which are full screen the devices are freezing and not responding and after hard restart those are starting after 10mins. As per my knowledge. Those are going through the memory overflow issue.
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Strange network information values ​​in response to DeviceInformation command on iPad
I am checking the response of DeviceInformation Command to collect network information from iPad. On iPad(iPad Pro 11, M4) devices that use WiFi without inserting Usim or Esim, network values ​​such as CurrentMCC and ICCID are received in response to the DeviceInformation command. cf.)Even though it may be garbage value, I blurred the unique information just in case. <key>ServiceSubscriptions</key> <array> <dict> <key>CarrierSettingsVersion</key> <string>61.0</string> <key>CurrentCarrierNetwork</key> <string></string> <key>CurrentMCC</key> <string>450</string> <key>CurrentMNC</key> <string>08</string> <key>EID</key> <string>blah blah</string> <key>ICCID</key> <string>blah balh</string> <key>IMEI</key> <string>blah blah</string> <key>IsDataPreferred</key> <true/> <key>IsRoaming</key> <true/> <key>IsVoicePreferred</key> <false/> <key>Label</key> <string>Provisioning</string> <key>LabelID</key> <string>00000000-0000-0000-0000-000000000000</string> <key>PhoneNumber</key> <string></string> <key>Slot</key> <string>CTSubscriptionSlotOne</string> <key>SubscriberCarrierNetwork</key> <string>iPad</string> </dict> </array> This is a bit weird. If I collect the same information from an iPhone(iPhone 15 Pro Max) that only uses wifi and does not use Usim or Esim, it does not respond with values ​​like ICCID, CurrentMCC, etc. <key>ServiceSubscriptions</key> <array> <dict> <key>IMEI</key> <string>blah blah</string> <key>Slot</key> <string>CTSubscriptionSlotOne</string> </dict> <dict> <key>EID</key> <string>blah blah</string> <key>IMEI</key> <string>blah blah</string> <key>Slot</key> <string>CTSubscriptionSlotTwo</string> </dict> </array> I'm confused by the network information collected. Is there a reason why the collected network information of iPad and iPhone are different?
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[Open Beta] Endless Zombies – Roguelike Action Shooter (iOS)
App Name: Endless Zombies Platform: iOS Genre: Roguelike / Survival / Action TestFlight Link: https://testflight.apple.com/join/DEIN-CODE Status: Open Beta – limited seats available 🎮 What is Endless Zombies? Endless Zombies is a fast-paced, top-down roguelike shooter where you must survive increasingly intense zombie waves — with fully separated movement and aiming controls for maximum precision and tactical depth. Players can upgrade their weapons, unleash special attacks, and face progressively stronger threats including Baby Waves (fast mini-zombies) and Boss Battles against giant elite enemies with unique behavior. This is not just about survival — climb the global leaderboard and fight your way to the top! 🏆 Compete for high scores, dominate the kill count, and earn bragging rights (and potential rewards in future tournaments). Endless Zombies is currently in its first public beta and we’re looking for players who want to help us improve mechanics, test new systems, and shape the final experience. 🧪 Looking for beta testers to: Test gameplay fluidity and aiming responsiveness Evaluate performance on different iOS devices Provide feedback on UI, game balance, and spawn pacing Report bugs and edge-case issues 🚀 Features: 🎯 Dual control movement + aiming 🧠 Smarter, optimized enemy spawn logic ⚔️ Upgradeable weapons and energy system 👥 Online friends chat and leaderboard system (PlayFab-based) 📊 Stats, progress tracking, and UI improvements Join via TestFlight: 👉 https://testflight.apple.com/join/DEIN-CODE We’d love to hear what you think!
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Execute Swift scripts dynamically in iOS
I have a transformation function that takes in data, executes some instructions, and returns an output. This function is dynamic and not shipped with the binary. Currently, I’m executing it using JavaScriptCore.JSContext, which works well, but the function itself is written in JavaScript. Is there a way to achieve something similar using Swift – such as executing a dynamic Swift script, either directly or through other means? I know this is possible on macOS, but I’m not sure about iOS. I’ve also heard that extensions might open up some possibilities here. Any insights or alternative approaches would be appreciated.
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IOS 26, web extensions no longer available
I recently upgraded my device from IOS 18.4 to IOS 26. My web extension has disapeared from safari. I can see it in Settings > Apps > Safari > Extensions and when I turn it on and re-open safari. I just get a mesasge that says "{extension name} is no longer avaiable". I have tried Manifest V2 and Manifest V3 both yield the same results. The current production extension bundled with the IOS app has the same problem. I can no longer use or test my own extension !? Help please !
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Is it possible to animate the accessibility frame on iOS and macOS?
Say I have a UI element that moves on the screen. Is it possible to update its accessibility frame as it moves while VoiceOver is focused on it? From my tests, VoiceOver ignores UIAccessibilityLayoutChangedNotification if it's sent repeatedly in a short period of time on iOS, while sending NSAccessibilityLayoutChangedNotification on macOS triggers VoiceOver to reannounce the focused element repeatedly.
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Verifying braille output in an iOS app without a physical braille device?
I'm developing a calculator app and working to ensure a great experience for both VoiceOver and Braille display users. For expressions like (2+3)×5, I need two different accessibility outputs: VoiceOver (spoken): A descriptive string like “left paren two plus three right paren times five,” provided via .accessibilityValue. I'm using a custom spellOut function since VoiceOver doesn't announce parentheses—which are kind of important when doing math! Braille (symbolic): The literal math string (2+3)×5, provided using .accessibilityCustomContent("", ...), with an empty label so it’s not spoken aloud. The issue: I don’t have access to a Braille display device and Xcode’s Accessibility Inspector doesn’t seem to show the custom content. Is there any way to confirm that custom Braille content is being set correctly in Simulator or with other tools? Or…is there a "math mode" in VoiceOver that forces it to announce parentheses? Any advice or workarounds would be much appreciated! Thanks, Uhl
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How to fix iOS 26 Beta / iOS 18 SDK compile conflicts?
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController. The problem is: Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now. At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches. I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day. How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift? It's really frustrating to manage this override conflict.
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Battery stuck at 1% after installing iOS 26 beta 2 – device only usable when plugged in, battery capacity shows 0%
After installing iOS 26 Developer Beta on my iPhone 13 mini, I encountered a critical battery issue. The battery percentage was stuck at 1%, and the phone could only be used while continuously plugged in. Despite the low reading, the device remained fully functional — I could use apps, navigate, and perform tasks normally. However, the battery indicator never rose above 1%, and the Battery Health section in Settings showed 0% Maximum Capacity, which is inaccurate. I did not allow the phone to fully discharge, out of fear that it might not turn back on. Restarting the phone and changing cables or chargers had no effect. After restoring the device to iOS 18.7.2 using DFU mode, the issue disappeared entirely — the battery percentage behaved normally again and the health section showed the correct value (about 100%). Observed behavior: • Battery percentage frozen at 1% • Maximum Capacity reported as 0% • Device only functional while connected to power • Issue resolved immediately after restoring to iOS 18 Temporary solution: A DFU restore to iOS 18 (18.5 22F76) immediately resolved the issue. The battery percentage and health readings returned to normal. Additional information: • Charger used: Official Apple 20W USB-C charger • Cable used: Apple USB-C to Lightning cable • Battery health after restore: 100% (replaced)
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How to determine if a cold start is a background launch when using SceneDelegate (scene-based lifecycle)
(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { if (application.applicationState == UIApplicationStateBackground) { // ✅ Background launch } else { // ✅ Normal foreground launch } } Previously, when using AppDelegate to handle lifecycle methods, I could determine whether a cold start was a background launch as shown above. This allowed me to accurately measure cold start time for real-world users. The platform now requires migration to scene-based lifecycle management by iOS 16. However, after migration: In both application:didFinishLaunchingWithOptions: and scene:willConnectToSession:options: methods, application.applicationState == UIApplicationStateBackground and scene.activationState == UISceneActivationStateUnattached These values remain fixed regardless of whether it's a background launch, making them unusable for differentiation. I attempted to use information from UISceneConnectionOptions for distinction but found it ineffective. Question: Are there alternative approaches to achieve this distinction?
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Enable NFC Access for Argentina’s SUBE Transit App on iPhone
Hello Apple Developer Community and Apple Team, I want to raise awareness and gather support for an important feature request regarding NFC support on iPhone devices in Argentina. Millions of Argentinians use the official public transit card, SUBE, daily to pay for buses, subways, and trains. On Android devices, the SUBE app allows users to: • Check balance via NFC • Reload credit instantly • Confirm top-ups by holding the card near the phone • Use a digital version of the card (in some cases) However, iPhone users cannot use these NFC features because iOS currently does not allow third-party apps like SUBE to access the NFC chip fully. This limitation negatively impacts iPhone users, many of whom rely heavily on SUBE. I have submitted detailed feedback to Apple requesting the enablement of controlled NFC access for third-party transit apps in Argentina, starting with SUBE. I encourage fellow developers, users, and community members to support this request. Enabling this would greatly improve the user experience for millions of iPhone users, align Apple with local needs, and potentially attract new customers from Android. If anyone has insights or updates on this topic, please share. Thank you.
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External Keyboard + Voiceover focus not working with .searchable + List
While editing the search text using the external keyboard (with VoiceOver on), if I try to navigate the to List using the keyboard, the focus jumps back to the search field immediately, preventing selection of list items. It's important to note that the voiceover navigation alone without a keyboard works as expected. It’s as if the List never gains focus—every attempt to move focus lands back on the search field. The code: struct ContentView: View { @State var searchText = "" let items = ["Apple", "Banana", "Cherry", "Date", "Elderberry", "Fig", "Grape"] var filteredItems: [String] { if searchText.isEmpty { return items } else { return items.filter { $0.localizedCaseInsensitiveContains(searchText) } } } var body: some View { if #available(iOS 16.0, *) { NavigationStack { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } else { NavigationView { List(filteredItems, id: \.self) { item in Text(item) } .navigationTitle("Fruits") .searchable(text: $searchText) } } } }
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Can `UIApplication.shared.setAlternateIconName` use .icon file?
I’m updating my app’s alternate icons using UIApplication.shared.setAlternateIconName, and I noticed that in iOS 26, Xcode now supports the new .icon file format for App Icons. Is it possible to reference .icon files directly for alternate icons? Or does setAlternateIconName still only support traditional .png assets inside the AppIcon set? I couldn’t find any documentation confirming this either way, and I want to ensure compatibility with the new format while supporting alternate icons. Any clarification or Apple documentation link would be greatly appreciated!
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accessibilityRespondsToUserInteraction return true on Simulator but false on device
I am seeing a strange issue where NSObject accessibilityRespondsToUserInteraction returns true on Simulator but false on device. Checking the same object on simulator with Accessibility inspector I see the object traits as image so why would it return true in that case? Are there any other way to check the the item might be accessibilityRespondsToUserInteraction OR Clickable beside that property and traits? (Or is it just another bug)
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Not able to make archive build in Xcode of Unity app
We are working on a Unity iOS app for the App Store. We are working with different SDKs and plugins(Firebase, Facebook, CleverTap, AVpro, DTT, etc ). We can make an Xcode export build from Unity for the iOS platform. But in Xcode, we are getting errors while building an archive for our app. `chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp-compile: No such file or directory chmod: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/bee_backend/mac-arm64/bee_backend: No such file or directory /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/GameAssembly.build/Script-C62A2A42F32E085EF849CF0B.sh: line 27: /Users/MacName/Library/Developer/Xcode/DerivedData/Unity-iPhone-gfqpbnsrmtehefgrsrsapwpcyrzk/Build/Intermediates.noindex/ArchiveIntermediates/Unity-iPhone/IntermediateBuildFilesPath/Unity-iPhone.build/Release-iphoneos/artifacts/arm64/buildstate/Il2CppOutputProject/IL2CPP/build/deploy_arm64/il2cpp: No such file or directory Command PhaseScriptExecution failed with a nonzero exit code Please help anyone to resolve this issue. Unity version - 2023.2.20f1 Xcode version - 16.4
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Conflict UI Display in system tabbar Liquid Glass Effect and custom tabbar with iOS 26 when using Xcode 26 build app
When using UITabBarController and set a custom tabbar: TabBarViewController.swift import UIKit class BaseViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() } } class HomeViewController: BaseViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .red navigationItem.title = "Home" tabBarItem = UITabBarItem(title: "Home", image: UIImage(systemName: "house"), tag: 0) } } class PhoneViewController: BaseViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .purple navigationItem.title = "Phone" tabBarItem = UITabBarItem(title: "Phone", image: UIImage(systemName: "phone"), tag: 1) } } class PhotoViewController: BaseViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .yellow navigationItem.title = "Photo" tabBarItem = UITabBarItem(title: "Photo", image: UIImage(systemName: "photo"), tag: 1) } } class SettingViewController: BaseViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .green navigationItem.title = "Setting" tabBarItem = UITabBarItem(title: "Setting", image: UIImage(systemName: "gear"), tag: 1) } } class TabBarViewController: UITabBarController { override func viewDidLoad() { super.viewDidLoad() let homeVC = HomeViewController() let homeNav = NavigationController(rootViewController: homeVC) let phoneVC = PhoneViewController() let phoneNav = NavigationController(rootViewController: phoneVC) let photoVC = PhotoViewController() let photoNav = NavigationController(rootViewController: photoVC) let settingVC = SettingViewController() let settingNav = NavigationController(rootViewController: settingVC) viewControllers = [homeNav] let dataSource = [ CustomTabBar.TabBarModel(title: "Home", icon: UIImage(systemName: "house")), CustomTabBar.TabBarModel(title: "Phone", icon: UIImage(systemName: "phone")), CustomTabBar.TabBarModel(title: "Photo", icon: UIImage(systemName: "photo")), CustomTabBar.TabBarModel(title: "Setting", icon: UIImage(systemName: "gear")) ] let customTabBar = CustomTabBar(with: dataSource) setValue(customTabBar, forKey: "tabBar") } } CustomTabBar.swift: import UIKit class CustomTabBar: UITabBar { class TabBarModel { let title: String let icon: UIImage? init(title: String, icon: UIImage?) { self.title = title self.icon = icon } } class TabBarItemView: UIView { lazy var titleLabel: UILabel = { let titleLabel = UILabel() titleLabel.translatesAutoresizingMaskIntoConstraints = false titleLabel.font = .systemFont(ofSize: 14) titleLabel.textColor = .black titleLabel.textAlignment = .center return titleLabel }() lazy var iconView: UIImageView = { let iconView = UIImageView() iconView.translatesAutoresizingMaskIntoConstraints = false iconView.contentMode = .center return iconView }() private var model: TabBarModel init(model: TabBarModel) { self.model = model super.init(frame: .zero) setupSubViews() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupSubViews() { addSubview(iconView) iconView.topAnchor.constraint(equalTo: topAnchor).isActive = true iconView.centerXAnchor.constraint(equalTo: centerXAnchor).isActive = true iconView.widthAnchor.constraint(equalToConstant: 34).isActive = true iconView.heightAnchor.constraint(equalToConstant: 34).isActive = true iconView.image = model.icon addSubview(titleLabel) titleLabel.topAnchor.constraint(equalTo: iconView.bottomAnchor).isActive = true titleLabel.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true titleLabel.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true titleLabel.heightAnchor.constraint(equalToConstant: 16).isActive = true titleLabel.text = model.title } } private var dataSource: [TabBarModel] init(with dataSource: [TabBarModel]) { self.dataSource = dataSource super.init(frame: .zero) setupTabBars() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func sizeThatFits(_ size: CGSize) -> CGSize { var sizeThatFits = super.sizeThatFits(size) let safeAreaBottomHeight: CGFloat = safeAreaInsets.bottom sizeThatFits.height = 52 + safeAreaBottomHeight return sizeThatFits } private func setupTabBars() { backgroundColor = .orange let multiplier = 1.0 / Double(dataSource.count) var lastItemView: TabBarItemView? for model in dataSource { let tabBarItemView = TabBarItemView(model: model) addSubview(tabBarItemView) tabBarItemView.translatesAutoresizingMaskIntoConstraints = false tabBarItemView.topAnchor.constraint(equalTo: topAnchor).isActive = true tabBarItemView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true if let lastItemView = lastItemView { tabBarItemView.leadingAnchor.constraint(equalTo: lastItemView.trailingAnchor).isActive = true } else { tabBarItemView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true } tabBarItemView.widthAnchor.constraint(equalTo: widthAnchor, multiplier: multiplier).isActive = true lastItemView = tabBarItemView } } } UIKit show both custom tabbar and system tabbar: the Xcode version is: Version 26.0 beta 2 (17A5241o) and the iOS version is: iOS 26 (23A5276f)
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