hobbysoft.pro

Services

Mac app development with AppKit and SwiftUI

I build native Mac apps with SwiftUI and AppKit, either as standalone desktop tools or as part of one multiplatform codebase shared with iPhone and iPad. The goal is an app that behaves like a real Mac app, with proper windows, menus and keyboard shortcuts, not an iPhone screen on a desktop.

By HobbySoft, iOS & Mac developer Updated

Who needs a native Mac app

A Mac app makes sense when people spend long, focused sessions with your product: editing, designing, managing data, monitoring something, or working with files. Typical situations I see:

  • A desktop companion to an iOS app, so customers can work on a big screen and keep everything in sync.
  • An internal tool for staff who live on Macs and need something faster and more capable than a web page.
  • A developer or creative tool that needs files, drag and drop, multiple windows and precise input.
  • An existing iPad app that should become a proper Mac app instead of relying on iPad-on-Mac compatibility.

What makes Mac development different from iOS

Many teams assume a Mac app is an iPhone app with a bigger window. Users notice immediately when it is not done right. A good Mac app needs:

  • Menus and keyboard shortcuts for every common action, following macOS conventions.
  • Multiple windows and resizable layouts that work at any size, from half a laptop screen to a large external display.
  • Sidebars, toolbars and inspectors placed where Mac users expect them.
  • File handling: open and save panels, drag and drop, document types and sandbox permissions.
  • Distribution choices: the Mac App Store, direct download with Developer ID signing and notarization, or both.

I have worked with AppKit as well as SwiftUI, so I know where SwiftUI is enough and where dropping down to AppKit saves days of fighting the framework.

Proof: Haptic Forge on Mac

My own app Haptic Forge is a visual editor for Core Haptics patterns that runs on iPhone, iPad and Mac from one SwiftUI codebase. It is on the App Store and the Mac App Store. On Mac it is a full editor with a sidebar library, layer tabs and an inspector, which is exactly the kind of dense, productive desktop interface that is hard to get right.

It also solves a real Mac problem. Macs cannot play Core Haptics, so the Mac app pairs once with a nearby iPhone using a six-digit code and plays every pattern on the phone as you edit. That connection stays on the local network and is encrypted. You can read how that works in testing haptics on iPhone from a Mac.

The pattern library syncs through the user’s own iCloud across iPhone, iPad and Mac. If your product needs the same, see iCloud sync with CloudKit.

Mac concernHow Haptic Forge handles it
Dense editing UISidebar library, layer tabs, inspector
Hardware the Mac lacksPaired iPhone plays patterns live
Data on every deviceLibrary synced through the user’s iCloud
Standard file formatsImports and exports .ahap files

Multiplatform: one codebase, three platforms

If you already have, or plan, an iPhone app, a SwiftUI multiplatform setup is often the most economical way to reach the Mac. Business logic, data models, networking and sync are shared. Each platform gets its own navigation and layout, so the Mac version feels like a Mac app and the iPhone version still feels like an iPhone app.

Whether that is right for you depends on your existing code and your users. Sometimes a separate Mac target with more AppKit is the better call, and I will say so.

How a Mac project runs

  1. Discovery. You tell me who uses the app, on which devices, and how it is distributed. We agree the scope of the first version.
  2. Architecture. I decide what is shared across platforms, what is Mac only, and how data syncs.
  3. Build. Regular builds you can install: TestFlight for Mac and iOS, or signed builds for direct distribution.
  4. Release. Mac App Store submission or notarized direct download, plus crash monitoring.
  5. Evolve. macOS updates every year, new features, and maintenance for as long as you need it.

Cost and timeline depend on scope and on how much existing code can be reused. Both are agreed up front, after a short discovery call or email exchange.

Next step

Send a short description of the Mac app you have in mind, or the iOS app you want to bring to the Mac, to contact@hobbysoft.pro. Include who will use it and how you plan to distribute it, and I will reply with questions or a proposal for a call.

FAQ

Questions and answers

Should a Mac app be built with SwiftUI or AppKit?

Usually SwiftUI for most of the interface, with AppKit where SwiftUI is still limited, such as complex text editing, custom table behavior or fine window control. I decide per screen, not by ideology.

Can one codebase serve iPhone, iPad and Mac?

Yes, with SwiftUI a large share of the code can be shared, while each platform still gets its own navigation and layout. My app Haptic Forge is built this way.

Can you distribute a Mac app outside the Mac App Store?

Yes. Apps distributed directly need Developer ID signing and Apple notarization, and I can set that up along with Mac App Store submission if you want both.

Can you add a Mac version to our existing iOS app?

Often, yes. How much can be reused depends on how the iOS app is structured, which I check first in a short code review before proposing a plan.

Have an app in mind? Let’s ship it.

I take on a small number of projects at a time and stay with them to the finish: one accountable developer, an EU company with clear invoicing, and support long after launch.

Hire me