SceneKit Will not fill the screen in Xcode 12 - ios

I am trying to make practice with SceneKit and making IOS games. In Xcode 12 Beta 5, but the SceneView will not fill up the screen no matter what I do, this with the default code when starting a game with SceneKit. When I use Xcode 11 it fills up the screen, but I am unable to open sin files in Xcode 11.
enter image description here

I was able to fix the issue by adding a Launch screen storyboard and adding it to the plist, you can also add your main storyboard as the launch screen.
edit:
The best way to fix this is select your project and under General->App icons and launch images->Launch Screen File = Main

Related

iOS app missing splash screen, new black borders and ui glitching after visualstudio 8.10.10 and xcode 13 update

Just updated to Xcode 13 and Visualstudio Mac to 8.10.10. Since then my app:
Wont display the splash screen.
The app is cropped at top and bottom.
Ui is acting generally weird.
Now I have read old threads on similar problems and adding the Launch screen interface file base name. in the info.plist file does make the app cover the whole screen.
I have tried switching splash screens and change location. But it's just black. I don't use a storyboard for the splash and instead provide several different resolutions, which have worked fine for several years.
The UI is glitching like the loader picture, and several different ui elements where colors are provided are "cut" in the middle showing two colors when it should switch.
I have read the release notes for xcode13 but haven't found anything related that would break the whole UI.
The interface glitching and no splash screen I can't seem to find a solution for. Everything worked fine before the update.
What could be the problem? Some setting in the info.plist, a checkbox in the storyboard?
I'm still new to Xamarin and iOS development and greatly accept suggestions.
Let me know if I can clarify anything.
Thanks
iOS load glitch picture
According to your statement, you are not using a storyboard, so you need to replace the Launch Screen with a LaunchImage, then check the LaunchImage file (if it does not exist, you need to create it yourself) and add all strictly standardized pictures inside.

In iOS 9 splash screen shows black and multi colours?

while open the old version project in to ios 9 the splash screen was shows in black screen and it displays the images in multi colors,please anyone help me for find the issue?
There is a change in Xcode7 iOS 9 onwards. They have modified Launchscreen(Black screen we will get).If you change deployment target means you can see the previous launch screen.
Only empty view controller is present so we have make changes on it.
I have solved the problem.
I am using Xcode 7 and my iPhone 6 is upgraded to IOS9. I was using Launchscreen.storyboard and was getting Black LaunchScreen.
I solved it by following steps:
1. I removed Launch screen interface file base name from info.plist
2. Under General Tab,in Launch ScreenImage use assets Catalogs, I set
images for iOS 8,iOS 7 and iOS 6 iPhone portrait.
My app is now running successfully with LaunchScreen.
I had the black launch screen issue with the new iOS 9 project I built using Unity (5.2). To fix that I added the image that I want to show as the launch image to the LaunchScreen-iPad.xib file's Image view.

xcode only running 3.5 inch screen [duplicate]

We have an iPod app built with base SDK as 5.1.
App has a tabBarController with three tabs and each tab has a UIViewController to load a different view.
The app works fine for iOS 6.1 and iOS 7 (3.5 inch display) simulator and device but when we run the app on
iOS 7 (4 inch display simulator) or device we are getting black bars at the top and bottom of the view screen in all three tabs.
If anyone can suggest reason for this or some feasible solution to this problem, it would be really helpful for us.
Thanks
First thing is that you must add the required default image for 4 inch screen display. Check Properly in you project have image with name Default-568h#2x.png (640 × 1136 pixels)
This Default-568h#2x.png is Necessary for Support app in 4 inch Screen display
Ones you add this image in to you working Project, Remove old Build from device or Simulatore, clear Project and re build and check Hope you issue will solve.
Edit:-
After fix the black Bar issue you can check the device like my answer Give here check this:-
Detect device type
you have two choice if you can't use AutoLayout
First
Create two xib with same class one for 3.5 inch screen and one for 4 inch screen set using macro with checking which screen appear.
Second
Set Self.view frame using macro with checking which screen appear.
There are also other methods you can use for set self.view frame as using window frame or UIScreen
My problem was I accidentally deleted the value found here:
I added back LaunchScreen, and made sure there was a LaunchScreen.xib. Maybe it will help some others.
Ive had the same problem - black bars at the top and bottom. It was simply solved by setting the drop down in "App Icons and Launch Images" to Main_iPhone:
App Icons and Launch Images Screen Shot
I was facing same problem . I just added launch image and it worked for me.
XCode->Click on Project File -> Select Target-> App Icons and Launch Images -> Add launch image source
This worked!
Pay attention to Step#5 and Step#6 below:
1.In xcode, Click on the Project file in Project Navigator
2.Click General tab
3.Type "Main_iPhone" in the Launch Screen File field
4.Save
5.Remove the app from device or simulator
6.Then in Xcode go to Product Menu and then select Clean
7.Build again

iPhone 6 - app does not fill screen

Most of my apps scale up when run on an iPhone 6, but for some reason one of my apps looks like this:
What would cause it to not just scale up and fill the screen?
EDIT: Here are some repro steps:
Create a new project (Single View). Turn off size classes and just use iPhone.
Make the background orange.
Add a yellow UIView subview at (20,20,280,200).
In Xcode you get this:
Now simulate on iPhone 6. You get this:
Why doesn't it just scale up and look normal?
Not sure why this is getting downvoted. It's a legitimate question. And here's the legitimate answer:
Remove the "Launch Screen File" in Projects > General. Xcode 5 did not have this so older apps scale up automatically. Apps created with Xcode 6 get a default Launch Screen file created.
Removing it will make your app scale up on iPhone 6.
I have got the same problem and I managed to solve it by adding constraints to my ViewController in the storyboard.
Make sure that you clicked the ViewController of your scene. They yellow button in the this screenshot.
Click Editor-> Resolve Auto Layout issues -> Add Missing Constraints
Now you will find that the background image is scaled up to fill iPhone 6 or iPhone 6 plus.
Note that this solution works for me even if I did not provide any launch screen file.
I had the same issue. Searching for an answer, most of them mention the launch image. To me, what did the trick, was that I first enabled launch image for iOS8.0 and later in Xcode, which requires the native resolution sizes for 4.7" and 5.5". Adding these sizes didn't help, but when I re-disabled them, it started working!
If you do have any launch image, you will need launch images for all appropriate sizes. I was doing a minor update to an app, and it was not showing correctly on the iPhone 6 simulator. I created four launch images (.png files). Since the app should still run on iOS 7, I apparently could not use an asset catalog. I gave the images the correct names, and all is good.
Image sizes and names may be found here:
Sizes and Naming of Launch Image for iPhone app in iOS8

unable to get full screen display in sprite kit

I have just updated to Xcode 6 and every time I create a new Sprite Kit project, I run it on my iPhone 5s and the display does not reach the top and bottom of the screen. It is blacked out for about 1cm each at the top and bottom of the screen. I can't figure out why. Previous projects that I have made still work fine, its just these new ones that don't.
Thanks for your time
I bet it's about having not complete set of the launching images. Remove all launching images (all sizes: iPhone 4, iPhone 5 and iPad) OR add ALL sizes. I had similar issue when I added only iPhone 4 size to my project in Xcode.

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