When I first started to create my app, I thought that using launch screens would be a good idea, so I added the LaunchScreen.storyboard file and created a view controller meant to be the launch screen.
Now, however, I would like to remove this launch screen now. I have tried to delete the view controller and the file itself, which does not work, as the launch screen view controller still appears somehow. I have tried this answer, but nothing changed. I tried another answer(can't remember the link) which told me to delete a key-value pair in the project info. After doing that, the launch screen is gone, but a black screen replaces it, and the app is not full screen anymore on iPhone 8. There are black bars on the top and bottom of the screen.
My question is: how can I remove the launch screen completely without any side effects?
Xcode 9, Swift 4
Using a Launch Screen
It’s best to use an Xcode storyboard for your launch screen, but you can provide a set of static images if necessary.
Including static images will increase the size of your binary because you must include all resolutions (see below) otherwise you will see "black screen & the app is not full screen".
Starting April 2018, all new iOS apps submitted to the App Store must be built with the iOS 11 SDK. All new apps for iPhone, including universal apps, must support the Super Retina display of iPhone X.
https://developer.apple.com/ios/submit/
So, you would be best off replacing the launch screen with a really simple view of your application (with no data).
Take at the Human Interface Guidelines for more information: https://developer.apple.com/ios/human-interface-guidelines/icons-and-images/launch-screen/
To quote:
Design a launch screen that’s nearly identical to the first screen of your app.
Avoid including text on your launch screen.
Downplay launch
Don’t advertise.
You can do this by using the menu bar:
File >
New >
File
Once you have created your new LaunchScreen.storyboard you need to ensure it's the one assigned to the application. You can do this either through the project file explorer or through the application plist.
Using Static Images
If you are really committed to avoid using a storyboard then you can migrate to using launch images inside an asset catalog by pressing the button above the launch screen storyboard.
By migrating to launch screen images you will be required to provide all variants of screen sizes otherwise you will not support devices such as the iPhone X.
You might be required to delete the LaunchScreen.storyboard and delete the references in the project explorer / plist.
Final notes
You may be required to delete Derived Data to remove any cached version of the launch screen storyboard.
Related
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.
I have an old iOS app last built on iOS 8. When the app runs on iOS 10 or higher on larger phones the view doesn't take up the entire screen, there is a black bar on the top and bottom of the screen. In the past, Apple would just expand the app so it was stretched a little.
Not sure how to fix this? I am sure there has to be an expand setting or something? I believe it has to do with setting a Launch Screen, but not sure where to set that or how to? I do have a LaunchScreen.storyboard in my files.
I have tried multiple things to fix the issue, but nothing seems to work?
Also, not sure if it is related, but the Navigation Item (deprecated?) was once sticking to the top and now just randomly floats.
I have solved this problem on my older project by adding launch screen.
Try this if you are missing launch screen:
Add a new launch screen by going to File -> New -> File... -> Launch
Screen
Make sure the newly added LaunchScreen.storyboard is selected as
the launch screen file under project settings.
to check this follow this steps:
1)Choose your project name in Xcode. 2)Select your project target. 3)Then select app icons and launch images and choose your newly added LaunchScreen.storyboard.
Given the age of the app I suspect it uses fixed sizes or size classes for its layout?
You will need to update the code that controls the layout. If the design is simple and vertical based, you may be able to a 'quick and dirty" solution by embedding everything in a stack view. However you should really update your code and/or storyboard to use Autolayout. This will fix the current problem and ensure it will work with future devices of different sizes.
I am trying to make some different launch screens with Xcode 7 ios9.1
for different iOS devices (iPhone iPad)
If you take a look at the following images this is what I've done
Here I have made exactly all the images dimensions that it needs and I have filled out all the table with the images. I have made this by right clicking and selecting New iOS Launch Image.
Here I have set the launch images from LaunchImage.
And here is the launch screen storyboard which I have left it empty.
Now, when I run the app, it doesn't load the loading screen.
You need to Remove one String from your project info.Plist File for Launch splash screen.
It's Launch screen interface file base name.
I attach Screenshot for remove String in .plist file
Here you saw second line just remove from Your file
In addition to Maulik Patel`s answer, I found that if you set launch images improperly, maybe you need to delete the app on your iPhone or simulator, set launch images right and rebuild it again. It works for me. Maybe there is still some cache of settings in the app.
I'm testing my app on a physical device (using a provisioning profile). The device is an iPad Air 2 with iOS version 8.1.
My App wasn't appearing full screen, so I managed to get it full screen following the advice to add Default-568h#2x.png to the project, as per this thread:
Why [UIScreen mainScreen].bounds] is not returning full screen size?
However, upon adding it to images.xcassets, I see this:
Question 1) Why is Xcode complaining about a Missing Default-568h#2x.png launch image when it's clearly there?
So anyway, this made my app start full screen but the launch image was not appearing. Instead, just a plain black screen was showing up during app load.
Question 2) Why wasn't the launch image showing up?
I deleted all the launch images that were eventually added in an attempt to get something working (because this is iOS and trial and error seems to work way more than a logical process). So at the moment, no launch images exist in images.xcassets. However, my app still runs full screen. I removed the already installed app from the device (by making the icon wiggle and tapping the 'X'), selecting Product>Clean from Xcode and building again. No luck. App still appears full screen on future runs. I then attempted to follow the answer by EliSKoren on this thread:
Launch image doesn't update
However, the only reference I could find to launch images were for simulators, not physical devices.
Question 3) Trying really hard not to loose it ... What's happening!? Why is my app still appearing full screen even though I've removed launch images?
This is because Xcode provides placeholders for different devices and respective to them being retina or non retina and device sizes.
As you can see your image is on a placeholder as "unassigned", So xcode cant figure it out which device it is for, hence the image is not showing.
To correct this here is a screenshot --
EDIT
Please migrate to get the launch image assigned to the assets from here
Click on Launch Image Sources -- Use assets catalogue and the pop up will show and then click on migrate.
As you can see in the attribute inspector, you can choose which device launch image you want and it will give you that.
Check by clicking the place holder what image size or resolution it requires and then you just drag and drop those images from finder.
Hope this helps
Edit Final
As it turned out OP was using cMake for the xcode project and by default xcode had already a launch image asset JSON installed which had a wrong configuration, Thus creating another Launch Image wasnt overriding the existing JSON as for cmake the earlier config was being loaded. And by default Universal devices was selected but the Device orientation was totally unchecked.
Checking device orientation after getting a clean version of the project and letting Xcode decide its default Launch Image assets and filling up images in that JSON fixed the issue with OP. Further discussions are mentioned in the link in the comments.
I have an universal app. The splash screen loads fine for iPhone but the same is not visible on the iPad. Instead a black screen appears in its place. I have gone through the questions posted in this regard and have followed the steps but to no avail. I am using asset catalog in my project. Storyboards have not been used. The names and dimensions of the images used are as follows:
1. Default-Landscape.png (1024x768)
2. Default-Landscape#2x.png (2048x1536)
3. Default-Portrait.png (768x1024)
4. Default-Portrait#2x.png (1536x2048)
5. Default-568h.png (640x1136)
6. Default.png (320x480)
7. Default#2x.png (640x960)
Please let me know if there is anything wrong with the dimensions I am using. The options I have selected for the Attributes Inspector for the Launch image are given in the image below:
Following is the setting for Launch image:
I added the same launch images to a sample app and the launch screen showed up perfectly on iPad.
EDIT:
As per the suggestion of #iphonemaclover, the problem was solved using "You should also remove any other key suffixed with (iPad) or ~ipad." There was a key UILaunchImages~ipad in the plist which I removed. Now the launch screen is properly visible.
Please delete your derived data and clean the your project.
Also reset your simmulater if you running over it.
Hope it will help.
Also check you have selected Universal App in your target setting.
EDIT
You should probably be using an Asset Catalogue for your launch images, which might be what Xcode is expecting. You can see what Xcode is expecting in the General tab for your target:
MORE Suggestion
Q: Why does my app launch to a black screen on iPad?
A: Apps that have been designed only for iPhone may launch to a blank screen when run on an iPad. This is caused by the presence of an empty iPad specific storyboard in the app bundle as well as an iPad specific UIMainStoryboardFile key in the app's Information Property List (Info.plist) file. Both are automatically created by the various Xcode template projects if the Universal option is selected.
...
In Xcode
Look for a file named MainStoryboard_iPad.storyboard in the file navigator. If this file is present, remove it from your project.
In In your app's Information Property List
Look for a key named Main storyboard file base name (iPad) or UIMainStoryboardFile~ipad. If this key is present, remove it. You should also remove any other key suffixed with (iPad) or ~ipad.
Finally, test your app on an iPad or in the iPad simulator and verify that it behaves as expected.
You should add your launch image to your asset catalogue, and make sure the setting shown is configured correctly.
If you don't have one already, you can add an asset catalogue by going to File > New > File, the look under the Resource tab.
Probably not related to most people's problems but I would like to add another possible issue. I had the same problem with my project. I could see my iPad images in X-Code but what I missed was that the title underneath was "unassigned" and not "iPad Portrait" (this was probably because it was a boilerplate React Native project that was initially configured only for iPhone).
After making my app universal, I needed to recreate my LaunchImage set which then had designated placeholders for iPad. I re-added all my images, assigned the new Launch Image set, clean, build and it was fixed. Hopefully it saves someone else some time.
If you're not loading an image in your slash screen do you get the white view? If you're not getting, then your view is not loaded. That is why you're getting a black screen.