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Frame Control for iPhone

The iPhone (and iPad) app does what the desktop app does, from the phone: headset view and live video, battery and status, screenshots, Steam games, Android apps and their display settings, sideloading, files, clipboard, Flatpaks, and power. Source: ios/.

How it works

An iPhone can't run Python or ssh, but the Frame can. So the app:

  1. connects to the Frame over SSH itself (the Citadel Swift SSH library), with its own ed25519 key from the Keychain;
  2. copies Frame Control's server and helpers (ios/scripts/make_frame_bundle.py, 4.6 MB, 3.6 MB of it the KDE Connect the keyboard and trackpad use) to ~/.cache/frame-control/<version> on the Frame, once per version;
  3. starts ui/server.py there with FRAME_LOCAL=1. It listens only on the Frame's own 127.0.0.1, and it stops when the phone disconnects (--exit-on-eof);
  4. tunnels to it through the SSH session and shows the same page as the desktop app, in a web view. The page carries a fresh key each session, which the server requires on every request.

With FRAME_LOCAL=1, every ssh frame COMMAND the server runs goes to ui/local-bin/ssh, which runs the command on the Frame directly (rsync uses it as its transport too), so the desktop and phone share one code path. Android display settings use podman exec into each Lepton container instead of adb, which the Frame doesn't have.

The app server stops after the phone disconnects. An explicitly started comfort session keeps its timer and headset reminders running until the session ends or is cancelled; phone notifications require the app to remain connected and running. The copied files stay in ~/.cache/frame-control (delete it any time).

Pairing

On the Frame, turn on Developer Mode and set a user password (Steam Settings → System, then Developer → Set User Password). In the app, enter the headset's address (frame.local, its IP, or its Tailscale name) and that password once. The app adds its own key to ~/.ssh/authorized_keys and remembers the Frame's host key; the password isn't saved. If you already reach the Frame over SSH, Or add the key yourself shows the phone's key to paste into authorized_keys, and connects without a password.

Valve's tap-to-approve devkit pairing isn't used: it only takes RSA keys, and the Frame's OpenSSH 9.7 rejects the SHA-1 RSA signatures the Swift SSH library makes.

What's different on the phone

Desktop iPhone
Drop files anywhere Tap Send to Frame (or Add a game) and pick files; folders need zipping
Screenshots save to ~/Pictures/SteamFrame Save opens the share sheet: Save Image puts it in Photos
SSH and SFTP open a terminal They open an app that handles ssh:// / sftp:// (Blink Shell, Termius)
Steam Link, remote desktop Open the Steam Link and Windows App apps
Sleep, restart, shut down ask in a terminal The page asks for the Developer Mode password
Compatibility reports kept on the computer Kept on the Frame (~/.local/share/Frame Control)

Building

cd ios
xcodegen generate          # after changing project.yml
open FrameControl.xcodeproj

The build packs the Frame bundle from the checkout, so the phone always runs the page and server from the same commit. Running on a phone needs your own signing team in Xcode (Signing & Capabilities).

Verified

The four tabs in the iPhone app, connected to a Frame

In the iOS Simulator (iOS 26.5) against a real Frame, 2026-09-27: the app connected with its key, copied the bundle over SFTP, started the server on the Frame and showed all four tabs with live data. In the app's web view, Capture returned a headset still and Live played H.264 video at 31 fps (WebCodecs works in WKWebView). Through the app's tunnel: status, games, Steam library, Android apps, screenshots, a file upload (checked on the Frame), a background install job, and the power password check (a wrong password is refused). The server on the Frame exits within seconds of the app closing.

Against Valve's own Steam Frame OS (SteamOS 0.3.0 build 20260922.5152327, the rootfs-A partition of the Frame recovery image, run with its own sshd; see tests/frame-container), and a Holo Core stand-in: pairing with the password (key added with the right permissions, host key pinned, password stored nowhere), the power password check (a wrong or missing password refused; the right one reaches systemctl), a changed host key refused with "Pair with the Frame again", and a wrong pairing password reported the same way.

Also verified in the Simulator against the Frame (2026-09-27): the setup screen found the Frame by itself over Bonjour (frame · 192.168.1.237); a paired app waiting for a sleeping Frame connected 4 s after it answered; an upload from the app's web view landed in ~/Downloads; the share sheet offers Save Image (needs NSPhotoLibraryAddUsageDescription, now declared); an install link opens the confirm dialog and downloads nothing until Install; Steam Link without the app installed opens its App Store page.

Things iOS asks the first time: Local Network (tap Allow, or the app can't see the Frame), and Paste when you send the iPhone's clipboard (tap Allow Paste, or set Settings → Apps → Frame Control → Paste from Other Apps → Allow). Sending text to the Frame's clipboard needs the desktop panel open in the headset, as on the desktop app.

Not yet exercised: Android display changes through podman (no Android app was running), a real sleep/restart/shut down on the Frame, and a physical iPhone.

Debug builds have Simulator test hooks (FRAME_TEST_HOST, FRAME_TEST_PAGE, FRAME_TEST_JS, and the tunnel URL in the app's Caches folder); release builds don't.

Family and comfort

The shared Home card sets session limits, breaks and check-ins, and offers Cast headset view. Enable / test notifications requests iOS notification permission and sends a local test. These are local notifications, not APNs push; iOS background suspension can interrupt phone alerts. The headset timer still runs. See the behavior and verification limits.