Touchscreen Macs ship on November 6. Here is what I would check in my Mac app
By Justinas Rolando, maker of MacPip
The MacBook Pro with PROLED XDR Display is the first Mac with a touch screen, and it ships on November 6. Apple says macOS turns touch into clicks, so most apps work already. To feel right under a finger, make hit targets at least 36 points, swap old mouse tracking for gesture recognizers, and test anything that sits in the menu bar or the top of the screen.
On October 28 Apple announced the MacBook Pro with PROLED XDR Display, and it's the first Mac you can touch. It ships this Friday, November 6. I make small Mac apps, so my first question wasn't "do I want one". It was "what happens to my apps when someone pokes them?"
Here is what I found, and what I'm going to check in my own apps this week.
What changed
- Two models. A 14-inch from $2,899 and a 16-inch from $3,399, with M5 Pro or M5 Max chips. Pre-orders opened on October 28, according to MacRumors.
- Touch is built into the panel. The gestures Apple shows are swiping to scroll, pinching to zoom, dragging things around, and double-tapping a window to fill the screen.
- macOS translates touch into clicks. Apple's claim is that many existing apps work with touch right away. That's the good news: nobody's app breaks on Friday.
- No notch. These models have a smaller Dynamic Island at the top that holds Spotlight, Live Activities and Siri.
So the question isn't "will my app work". It's "will it feel broken under a finger". A click that lands on a 16-point button is fine with a trackpad and annoying with a thumb.
What Apple tells developers
Apple put up a Get ready for Touch on Mac page with three videos. The most practical one is Bring Touch to your Mac app. Its code samples say, in short:
- Expand hit targets to at least 36 points on each axis when the input is touch. Nothing changes for the mouse.
- Move from hand-written mouse tracking to gesture recognizers. If you have a
mouseDownloop that reads drag events, the sample swaps it for anNSPanGestureRecognizerwithallowedTouchTypesset to.direct. - Decide what one finger does in scroll views. On a canvas where one finger should draw, the sample sets
minimumNumberOfTouchesForScrollingto 2. - Turn off system gestures only where they get in the way, with
disablesDirectTouchSystemGestureson the window, ordirectTouchSystemGesturesDisabled()in SwiftUI. - Say your app is touch native with the
NSIsTouchNativekey inInfo.plist.
There's also Design for Touch on Mac and Bring Live Activities to Mac. Apple is running two online group labs with its engineers and designers, on November 18 from 9 to 10 a.m. Pacific and November 19 from 6 to 7 p.m. Pacific. The Xcode 27.3 beta that goes with all this was still marked "Coming soon" when I checked on November 3.
What I'd check in my own app, in this order
These are my opinions, not Apple's list.
- Find your smallest controls. Toolbar icons, the little gear, the close button on a custom panel, checkboxes in a dense settings window. Anything under 36 points in either direction is the first fix.
- Look for things that only show on hover. A finger doesn't hover. If a delete button or a tooltip only appears when the pointer is over a row, a touch user may never find it. Give it another way in.
- Try every drag. Reordering lists, dragging files out of your window, resizing a split view. These are where custom mouse code tends to live, so they're the most likely to feel wrong.
- Check what right-click hides. If an action is only in a context menu, make sure there's a visible way to reach it too.
- If your app lives at the top of the screen, test it there. Menu bar apps and apps that sit around the notch have a new neighbour, the Dynamic Island, and a new way to be tapped. If you make one of the menu bar apps on MacPip, or anything that sits around the notch, this is the week to look.
- Watch someone else use it. Hand the Mac to a person who has never seen your app and say nothing. Ten minutes of that tells you more than a list like this.
If you don't have one of these Macs, you can still do most of the list. Steps 1, 2 and 4 are a careful look at your own windows, and the sample code compiles against the new SDK once Xcode 27.3 beta is out.
Should you rush?
I don't think so. Apple says touch is translated into clicks, these are expensive Pro laptops, and they ship to a small group first. Bigger targets and fewer hover-only actions also help people who use a trackpad, accessibility tools or a big external screen, so the work isn't wasted if touch Macs stay niche.
What I would do is make the cheap fixes now, so the first person to tap your app on Friday has a good time, and write down what you changed.
While you're testing
A new Mac is also a good moment to check the boring things. Is your build universal, or Apple silicon only, and does your site say which? Apple says general Rosetta 2 support for apps ends after macOS 27, as MacRumors reported, so an Intel-only app has a clock on it. The new universal binary checker reads your lipo or file output and says what each part runs on. The launch checklist has the rest of the dull jobs in order, and how to submit a Mac app covers the store and direct routes if you're shipping an update.
If you ship a touch update, say so in your release notes and update your listing's description, so people looking for touch-friendly apps can find it. And if your app isn't on MacPip yet, listing it is free.
Sources
- Apple Developer: Get ready for Touch on Mac
- Apple Developer: Bring Touch to your Mac app
- Apple Developer: Design for Touch on Mac
- MacRumors: Apple Announces OLED MacBook Pro With Touch Display
- 9to5Mac: Apple releases touchscreen Mac developer videos
- MacRumors: macOS Tahoe 26.4 warns about apps that need Rosetta 2
Keep reading
- Introducing MacPipWhat MacPip is, why I built it, how listing and launch day work, what a blue tick really means, and the real numbers from its first days.
- How to launch a Mac app: a checklist that fits on one pageWhat to do before, on and after launch day for a Mac app: signing, your page, directories, Product Hunt, Show HN and what to measure.
- How to write a one-line description that says what your Mac app doesA plain way to write the one line under your Mac app's name: name the job, cut the hype, and test it on someone who has never seen the app.
- Signing and notarization, in plain words, for people making their first Mac appWhat code signing, notarization and stapling each do, in what order, what your users see without them, and how to check your own build.
- What a dofollow link is honestly worth, from a site that offers oneWhat dofollow means, what Google says about links, why a link from a new directory is worth little today, and what to do instead of buying links.