I'm working got an iPad app that saves the ARKit world map data to a file in the cloud, and other iPads can load that file. Normally this works fine, and content placed by the app running on one iPad can be viewed fine when another iPad downloads and loads the file. However, I've run into a situation where I save the file on a 2nd gen iPad pro, and then download the file onto a 4th gen iPad pro. While the file downloads and seems to load successfully, the 4th gen iPad then is unable to acquire tracking of the environment and will never display content that was placed by the 2nd gen iPad. I am wondering if anybody else has run into this issue, and whether there is some known incompatibility with ARKit across iPad models.
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Context: Native iOS app developed with Swift which manages external control units via bluetooth. I use Xcode Version 14.2, but it used to happen with older versions as well. Tested on devices with iOS 15 and 16.
In a specific section what the app has to do is:
take the data through the Bluetooth input and output
go to the outputs screen and present the outputs
from the outputs screen go to the inputs screen and show them
The problem is as follows.
If I take a physical iPhone and connect it to the Mac, then start the app from Xcode, everything works fine.
If, with the same iPhone, I start the app not from Xcode but with a tap from the iPhone screen, the app starts correctly, connects via Bluetooth, shows all the outputs correct, while for the inputs they are all correct except the last. The last one is never displayed, all the others are.
The main problem is that I don't know how to debug since it only happens when the app starts unlinked from Xcode. Does anyone know of other ways to troubleshoot the problem or have had similar problems and know of possible solutions?
I have an old app, designed without auto layout, that works on iPad and appears to run fine also in iPad Pro because all view controller layouts are getting automatically scaled up. The only issue is that iPad Pro uses the app icon as launch screen which looks bad. This is of course because I have not provided a dedicated launch image for the device.
But if I add the launch image through assets catalog or by using a storyboard then the app assumes that iPad Pro is supported and stops upscaling the view controllers. Now, it would be a huge task to modify all view controllers for iPad Pro and that work also seems futile since the automatic upscaling already works just fine.
So, is there any way to make iPad Pro not use the app icon as launch image and yet let it run the regular iPad layout upscaled? I'm trying to update the app for iOS 10 in Xcode 8.2.
I am moving from iPhone 4 to iPhone SE.
I have a web app on my iPhone 4 that was added to the home screen.
After restoring iPhone 4 backup on the iPhone SE I see this Web App but its size is constrained to the size of the iPhone 4 screen while displayed on the bigger iPhone SE screen.
Is there any way to "recalculate" the size of the Web App without removing/installing it again?
I am using LocalStorage a lot in this web app and if I remove it from the home screen I will loose it all.
Do you have a startup image for your web app? The last time i worked on a web app (some years ago) I discovered that the startup image resolution decides the resolution for the rest of the app(!).
See this SO question for startup image HTML syntax for multiple devices.
I hope this helps.
So apparently when you add a Homescreen bookmark - you get a simple iOS app (with a single WebView probably) which is not converted when you restore if from backup on a device with bigger screen.
In my case I had to reinstall it on my new device in order to have a full screen app version.
So I'm working on a Cordova-based app for both iOS and Android. The iOS portion of it is meant to run only on iPhones and iPod Touches.
When I last submitted my app for reviewal, I got this rejection message from them:
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Thing is, here is what my app looks like in an iPad:
I hunted around for another app that is also running on the iPad at iPhone sizes, and I found FourSquare:
As far as I can tell, they're running at the same resolution.
I did a $(window).width() and .height() call in my app, and I get 320x480, which as far as I can tell is the resolution of the original iPhone.
I found this other SO question here that addresses a similar (I think) problem: 2.10 iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
But when I check my settings ([project target] > App Icons and Launch Images), "Launch Images Source" is set to LaunchImage, and "Launch Screen File" is blank. (my experience with native iOS settings and storyboards is limited, so I'm not sure if I'm correctly implementing the solution prescribed in the linked SO question).
I also found this other one here: Make an iPhone specific app work on iPad to meet Apple requirements
It talks about editing one's .plist file to remove all references to iPad. I found two entries in mine, 'CFBundleIcons~ipad' and 'Main nib file base name (iPad)', both of which have no values (the value column is empty). Should I remove those? I'd run them to try, but I'm slightly afraid I might explode something beyond repair (plus the time taken to try, submit for review, and wait for Apple to get back to me is infinity+5 seconds, and the project's already behind schedule as is :( ).
I deployed my app with images for the retina display onto my iPad. Those images are too big. So I want to try using normal size image. I removed my retina display images from the project. I did a cleanup and deployed the app onto my iPad. I still see the retina display image on the device. I am using cocos2d. So the retina display image files are named sprite-hd.png.
I will try testing with sprite#2x.png format. I think even after the app is deleted (long touch and then touch little x icon), the app's resources are still the in the device.
Delete the app from the device, clean targets in Xcode (command-shift-k) and run again and it should work fine.