I am developing an iOS app using Ionic. I have a problem with the splash screen which I'm trying to resolve either from the native side via Xcode or from the Ionic side.
I used cordova-res ios --skip-config --copy to generate and set the images and made sure they are there in Xcode.
When the app launches, the splash screen consists of first a native image displayed by iOS then an "identical" copy of it by Capacitor while the app loads. However, the second screen appears smaller.
How can I make the two sizes match? I wouldn't care if the solution scales the image up or down, as long as they become the same size.
I am comfortable with Ionic but not comfortable with Xcode or Swift, so please be as clear as you possibly can if the solution is on the Xcode side :).
Video of the problem: https://youtu.be/DIfjErgw7hU
Related
I am trying to install an app using Xcode 12.5 on my personal device which is an iPhone 7 plus running iOS 15 underneath.
I got it to work after much hassle by adding iOS 15 device support files, but, after the app installs and launches itself, I get a black screen for like a minute or two and then the app works fine.
However, if I debug it takes approximately 30-40 seconds from jumping to one breakpoint to another and it consumes a lot of time.
I have tried scouring for a lot of information on this but no luck. Any solution for this would be appreciated.
You probably disabled your Splash screen that is why black screen appears.
Go in your LaunchScreen.storyboard file, there you will find a Screen Controller. Make it story board entry point and give it a background color of your choice.
Using Delphi 10.4.1 with the latest patches. iOS 14.2 SDK using XCode 12.x (latest in app store).
MacOS Big Sur (if it matters)
The splash screen works perfectly in Android.
However, in iOS, it does not work. I created a new project... splash shows
in Android but there is a 1-3 seconds show of a white screen then the simple
app appears (it's a template app from Delphi Wizard).
I have googled but it seems people hardly has this problem.
I set the background
of the IOS splash to different bright colours to see if the splash indeed comes out in these
colours but it didn't show these bright backgrounds, or the standard FM splash screen.
For the Android, there's a checkbox to say [x] Show splash but there is nothing
for IOS. So I assume that IOS does not need a setting to show the splash screen?
This happens whether I use the default FireMonkey splash screens, or provide my own
(in the same dimensions)
Please advise.
I am creating a mobile game application using Unity software. I have already successfully uploaded it onto Google Playstore and there was totally no issues.
However, when I built my game on my MacBook using Xcode, there seems to be a major issue.
Everything was built successfully and after I tested the app on TestFlight, these are the issues that were occurring:
Upon launch, screen was in a magenta/pink color
Took few seconds to load then screen changed to a somewhat grey color
Background music was playing
I clicked certain buttons on the blank screen and it could bring me to the play mode (as I roughly know where the buttons are)
So the main issue is that nothing is showing on my screen but codes wise should be working fine.
I have tried resetting the graphics setting in unity and removed all storyboard related as I am not using any storyboards for launchscreen. I am using Xcode 11.1 and tested on my iPhone X on the latest iOS 13.2
When I first submitted for Apple to review, it was rejected by saying that upon launch there was a blank screen and no information on how to resolve it was given to me
This pink usually is caused by wrong shaders, especially if you are using asset bundle to load assets at runtime, you need to build different copies of asset bundles for different platforms and load the corresponding one.
It's recommended to build an empty project to test your environment, such like different version of Unity Editor, different rendering API settings and so on.
This is due to missing shaders in graphics settings of your project. reset shaders and your game will work fine, i found this effective in my case
Edit/ProjectSettings/Graphics. And Right Click at the top of the inspector page for built-in shaders and choose reset it should fix it for you automatically.
I have a sencha touch cordova app which works perfectly fine on Iphones, to get it past the apple review I need to make it work on iPads too. I do not intend to support iPad users at this point of time so have kept the Devices as iPhone only in the settings. I expect the app to open in iPhone resolution on the iPad and works similar to the iphone - but it doesn't, when i install and run it on the iPad, all I get is a blank white screen and nothing happens further. On the xcode console I get this :
WARNING: The splashscreen image named LaunchImage-700 was not found
which is the only difference between the logs of the iphone and the ipad.
I believe it isn't getting the launch image for the iPad but I have no clue where or how to include this image.
Would be great if someone can point how to solve this issue and make my app work on an ipad.
I had this error after updating xcode. They got really picky about what splash screen sizes you can use.
I use this plugin on npm cordova-splash. This builds all different sizes of splash screens and my xcode automatically picked them up.
Usage is really simple just make sure you have a splash.png file in the root folder of your cordova project and run cordova-splash
I am working on an App which should be able to run on iPhones and iPads.
I have been able to run it on iPhones and it is displaying perfectly. But when I run it on an iPad the App itself is very zoomed in. I am not sure what main issue.
This is how it displays on iPad:
And this is how it comes up on an iPhone:
Any idea how to fix it or what the issue is?
Your app isn't made to run on the iPad. When displayed on the iPad, it just stretches the display of the iPhone version (you can see that by the 1x button on the lower right corner of the screen). You need to setup your XCode project as a Universal App (instead of it being just for iPhone) and then you'll be able to take advantage of the entire iPad screen and design the display especially for it.
You can set the app as Universal on your project properties in XCode: