iPhone application pixelated on iPhone - ios

I've two live apps on Appstore, my one app is looking quite blurry on iPhone 11(which I just bought) and its fine previous models of iPhone, but my another app looks fine on iPhone 11.
The first app which is blurry is built on xib file and base screen size of iPhon SE and second app which look fine is built on storyboard and base screen size is iPhone 8 but I think that may not be the reason.
Blurry App on iPhone 11 (as it look pixelated)
Blurry App on iPhone 8(as it looks fine and crisp)
Xib file of Blurry App
Let me know why this is happening and whats the solution ? Do I need to revamp all screens in project? Looking for suggestions.
Thanks

Finally I found solution and the culprit was iOS 8.0 and Later check. It was unchecked, which I marked checked and added Splash screens for these defined sizes and my whole apps screens became crisp from pixelated.

Related

UIView shows perfect on iPhone but not on iPad

I am pretty new to iOS development and I am able to create views and controllers. I have been testing using my iPhone and other sizes of iPhone and they look great. I tried once on an iPad but it was a border around the screen like in this image.
I constrained to margins and I did not give any height or width constraints so it could stretch properly. It also looks good on the storyboard viewing so what could I be doing wrong? Can't seem to find any resource online to help.
This is default behaviour when you run iphone app in ipad
This happened because your app is supported iphone only .
Tap on your project and select universal if you want to add support for both iphone and ipad.
Other option is you can check requires full screen check box but it will still show black bar
Note: However you are developing iPhone Only app but it is compulsory to check that everything works fine in ipad because apple review team will also check that in ipad and your app may be rejected if something is not proper
May be you have made an iPhone app. Try to change the setting to Universal app in the xcode settings. Normally iPhone app shows scaled on iPad, which is same as in your case.
Select Projet in xcode -> General Setting

iOS LaunchScreen.storyboard handling different screen ratios

I need help getting a very basic LaunchScreen.storyboard working. My launch screen is just an image. I need the storyboard to handle the image by letterboxing it if the device ratio is not 4:3 (iPad).
I have a Universal app (iPad/iPhone) created with Xcode 8 with iOS 10.3 as deployment target. I used Xcode's app template for this new Swift 3 SpriteKit project. Its a simple SpriteKit app. The app is viewed on iPad and iPhone in 4:3 ratio, landscape only. AspectFit is properly respected in my SpriteKit views on all devices. So on iPhone its letterboxed, which looks and works great for my needs.
The app is well tested on multiple devices and today tested through xcode 9 builds on iOS 11.
All good!
Now I'm dealing with LaunchScreen.storyboard madness. All I want is my launch image (same size as my other SpriteKit background images) do display in letterbox form, for non 4:3 devices, to fit the screen.
I feel like I've done 100 Google queries, read as many blog posts and forums and tried a couple hundred different things in Xcode and am getting nowhere.
Any help appreciated.

iPhone app does not work correctly on iPad after change from universal to iphone only

How can I run iPhone apps on iPad after changing the target from an initial 'Universal' to 'iPhone'?
I'm working on a game for iOS (iPhone) using Swift and SpriteKit. The game got rejected today for this reason:
Reasons for Rejection: 2.10: iPhone apps must also run on iPad without
modification, at iPhone resolution, and at 2X iPhone 3GS resolution
After searching on StackOverflow I found out that it might have something to do with my info.plist file because at first my app was 'universal' and later I've changed it to iPhone-only.
It seems like there's something wrong with the aspect ratio of all the nodes. Take a look at the screenshots below. At the left side is the iPad-simulator and on the right there's the iPhone-simulator.
Maybe the game still thinks it is running on iPad because the nodes appear in 4:3 ratio?
How can I run iPhone apps on iPad after changing the target from an initial 'Universal' to 'iPhone'?
Please help. Thanks!
I've also added a screenshot of my info.plist file.
Apple requires that each app targeted on iPhone should run on iPad in the specific manner.
This usually looks like the app on iPad is not full-screen, it's surrounded by black frame that resembles the situation that the iPad is simulating iPhone.
My suggestion is to use size class now to make the app run full-screen on iPad and this should fix your issue with Apple.
Simply choose in your storyboard Regular Width and Regular Height, delete the existing constraints and set new ones.
More help here and apple docs also might come in handy
Darvydas' comment solved my problem.
What size does your background node have? Also if you whant your app
run only on Landscape delete those 2 (Item 0, Item 1 PORTRAIT)

iOS Universal app seems slightly zoomed in on phone

I have an iPad app that I'm converting to a universal app to show on phones. It has both a tab bar and a navigation bar, and my problem is that they are both way too big on the phone. I could swear I heard Paul Hegarty (from the iTunes U class from Stanford on Swift app development) mention a switch or trick somewhere that would cause the bars to adapt to the iPhone, but I can't find it.
Here are screenshots of my apps bars, vs the Photos app in the iPhone 6 simulator to show what I'm talking about.
Not a huge difference, but significant on a small phone screen.
My fonts are also way to big, which is confusing since I have them set to the system "headline" or "body" options for all size classes, but that may be a separate issue.
Any help is greatly appreciated!
App written in Swift, using storyboards for iOS8, btw.
Edit:
The more I look at this, the more I'm convinced it's not related to the bars, but the entire app - the fonts and everything. The whole app appears to be zoomed in to 120%, which is subtle, but looks really bad and wastes space.
I have also now seen this in a second app - the Apple DateCell sample. It also appears 'zoomed in' when run on the iPhone 6 simulator.
Edit 2:
This effect is even more exaggerated on the iPhone 6 Plus simulator - everything is even more 'zoomed in' looking - the top and bottom bars are almost twice the height they should be. This can be seen by downloading the Apple DateCell sample and running it.
Edit 3:
ARGGGG, all this time wasted, and it was due to the launch screen image - why on earth would a launch screen image not being set cause the entire app to scale?
I finally figured this out - it was related to the launch screen image. Apparently if it's not setup right, the whole app scales on the iPhone 6 and 6 Plus for some reason. This question is what pointed me to the answer.
For me, I had to both create a LaunchScreen image in Assets, and set it in the project file, and ALSO select the launchScreen.xib as the Launch Screen File in the project. I don't have a real launch screen yet, so these are both just empty or defaults in my case.

auto layout in Xcode 5 ios 7. How to create app that works in both iphone 4 and iphone 5

I own an iphone 4 device and do not have immediate access to iphone 5. I am using the simulator to test things out. I have already tested my app on iphone 4 and its simulator and it looks fine. When I run the app on iphone 5 screens (4-inch screen simulator), the app does not seem to work and I get two black empty spaces on top and bottom (see below):
I suspect there is more to making an app for both iphone 4 and iphone 5 than switching autolayout on (which is the case for me.) I am going to read up on autolayout more now but thought I would throw this in here to confirm if I am not missing something obvious.
Thanks!
UPDATE:
To solve this issue, you need to generate a launch image of size 640X1136. The question is how do you do that since in the simulator you would need this image for it to work properly? The solution is to generate ANY picture of dimension and make it the Default#2x image. LAunch simulator - the app would look normal now. Now you can go ahead and generate a "REAL" launch image of this size and replace the dummy one!
To solve this issue, you need to generate a launch image of size 640X1136. The question is how do you do that since in the simulator you would need this image for it to work properly? It is a chicken and egg problem. The solution is to generate ANY picture of dimension and make it the Default#2x image. LAunch simulator - the app would look normal now. Now you can go ahead and generate a "REAL" launch image of this size and replace the dummy one!

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