Images with #1x #2x suffix do not appear in app - ios

I am struggling with an issue in an app with a couple of custom images in the navigation bar. This was all working perfectly well until yesterday, when the images stopped appearing in the navigation bar.
There is a clue that, when I add one of the images to a view controller via the xib editor, I get a warning message e.g. Could not load the "back-arrow.png" image referenced from a nib in the bundle with identifier "com.test.myapp"
What does work is renaming the files from e.g. back-arrow#2x.png to back-arrow.png - but then its displayed at the wrong size. I managed to get one of the images working and displaying correctly yesterday, but in trying to get another image to display it has disappeared again.
I have checked the files are present in Copy Bundle Resources. They appear in the Xcode image browser.
EDIT:
When I delete the #1x images, the icons appear again. What might be going on here?
Using Xcode 8.1, testing both in simulator (iOS 10) and iPad 2 (iOS 9).

The images were not in the .xcassets folder, just added as Resources. I did it the proper way and made each image into an Imageset, and it now works as intended.

Related

Launch Screen not working on iOS 14 with Xcode 12

I am very frustrated now. I upgraded Xcode to version 12 and tested my app on iOS 14. Now the problem is, that my launch screen is just showing in black. I tested it with an iOS 13.5 device and it is still working as expected. I tried to remove the launchscreen.storyboard approach and added the Launch Screen key in the info.plist, but then the image is scaled to full size.
Now I tested a little bit with the launchscreen.storyboard and I found a few things.
If I remove the Image view, the launch screen is showing as expected. I added just a label and that would work.
If I use an image from the system in the image view, it is working as well. It is just not working when I am using an image from the project.
Did you experience issues with iOS 14 and the storyboard approach?
If yes, how did you fix it?
A work around that seems to be working for me:
For a strange reason if I am downsizing the image then it is working fine. I had a full size image of dimension 2732x2732 and it didn't work. Reducing the dimension of the same image to 2400x2400 is working fine. I have tried with 2500x2500 and 2600x2600 but none worked.
Most importantly, every time I change the image I had to restart the simulator to reflect the updated image.
It didn't work on the real device yet. Like the simulator, I had to restart the device and then only it worked.
Not sure if it is something with the dimension/size of the image or with the reboot.
Further updates:
I uploaded the same build (with smaller image) to TestFlight and installed it on my device (basically updated from the previous version having large size image) and unfortunately the issue persisted :(
Now what I did is uninstalled the app and reinstalled it again from TestFlight. Issue still persisted.
Finally I had to delete the app, reboot my device and install the app again. This is when it worked fine.
So here are a lot of good ideas, but I was able to finally solve the issue - it is more like a workaround. I needed to store the picture outside the Images.xcassets folder and then it started to work again. This is a very weird issue.
A workaround is to use a button with an image instead of an imageview in the launch storyboard. It works like a charm!!
One reason might be the size of the images. Since iOS 14 images for launch screen are limited to 25 MB as stated in Apples Human Interface Guidelines.
An image with 2.400x2.400 pixel will result in a memory size about 22 MB. With 2.500x2.500 we reach the 25 MB.
We had the same problem where the full screen image in LaunchScreen.storyboard was black on all #3x devices like iPhone 12. Reducing the size of only the #3x launch image from 3.072x3.072 to 2.400x2.400 solved this problem.
A square image is the easy way to support landscape and portrait orientation. But it should also work to have different images for each orientation, where one image in total is less than 25 MB.
Had the same problem. The issue was the .png image used in the launch screen storyboard. This lead to the whole launch screen just being black.
What fixed it in our case was:
Choose a smaller image
Delete App from device/simulator
Restart device/simulator
I found that the image was the source of error by replacing the image with an other one in our app. It immediately worked with a different image (no restarting or else required).
The only workaround that works for me was to add the images outside Images.xcassets folder. After modified this and rebuild the app, it worked expected.
Some issue it's happening on the iOS 14 or XCode 12.
I encountered this problem
when using LaunchScreen.storyboard and used the image on Assets.xcassets, not working on iOS 14 with Xcode 12.
I solved it by try put change 3x image 2436×1125,and set 2x image 828×1792.
Finally I had to delete the app, reboot my device and install the app again. This is when it worked fine.
I had this, too. Pretty infuriating. My launch screen is merely a background image (2048x2048 PNG) and a graphic (2048x2048 PNG) in the middle.
The fix for me was to have a smaller middle graphic (720x720 PNG), remove the images from any assets catalogs, and add them into the project.
The images didn't show on the Simulator until I restarted it. When built and installed to my iPhone, I didn't have to restart it.
In my case, the ViewController property, "Is Initial View Controller" was not checked. Also, be sure to set the color of the view to an actual color and not a system color, otherwise you can run into issues with the device theme settings. That is, if you like to show a specific color.
Also, to access that setting make sure you click on the actual View Controller object in the drop down panel.
The only thing that worked for me was:
Delete the existing LaunchScreen.storyboard & create a new one
Check " Use as Launch Screen "
Check " Is Initial View Controller "
Make sure the image your using is NOT located under Assets.xcassets folder. I put my image in the root of the project
Delete the app, restart the simulator, and run the application
BINGO!!!
I have a similar issue with XCode12 / iOS14 and React project:
The launchscreen.storyboard was working fine in previous versions. Since update to XCode12 it shows as following:
Lauching into a black screen (2-3 seconds)
Then showing the Launchscreen correctly
If I try to use the new "Launch Screen" dictionary in Info.plist I have the follwing issues (same in another Xamarin App):
Image is zoomed in / not showing completely
Background color setting is completely ignored (tried RGB and Color.xcasset)
This is just completely bugged since Xcode 12 !
So I've had this bugged with Apple via their feedback system since June 26th 2020 - FB7795777.
I've provided my project and many diagnostic reports and they've never come back with a fix.
However, today, I fixed it.
Basically, there has been some change in the iOS/iPadOS SDK about how it's support .PNG and .JPG files (size or dimensions are the problems I think) in the Launch screen process.
The solution:
Open your .PNG file in Photoshop and re-export it with the 'Smaller File - 8-bit' option checked. It shrunk it down to less than half the size, and it worked first time.
In my case following did the job:-
Remove Launch screen file from Project -> General -> App Icons and Launch Imagees -> Launch screen file.
Go to info.plist file and open as source code.
Add following code there and change the image name:-
<key>UILaunchScreen</key> <dict> <key>UIImageName</key> <string>splash(This is your image name)</string> </dict>
In iOS 14 this new key was released (UILaunchScreen). So take care from next time. If you get error then check info.plist file.
Happy coding :)
That worked for me was:
Put xxx.pdf image into Assets.xcassets and set "scale" to Single Scale
In Launch Screen.storyboard, set the imageView's image is xxx, then set imageView's width, height, centerX and Bottom to View
Then worked for me
Xcode 12.5.1, iPhone 7 Plus, iOS 14.6
In my own case , I solved the problem in these few steps:
Image must be 1024px, then
Add to assets
-> A workaround in case you have a much bigger image, use these simple steps:
Generate your app icon
Go to the app icon folder
Copy the 1024 px of that image andappicon image
Then add to assets.
Both methods works perfectly.
This may help others so I am adding it here.
I use Cordova for my hybrid app, and then I load my image assets that are generated by Asset Catalog Creator (which is a great little product).
This was working perfectly until I updated to Xcode 12 and tried to run it under iOS 14.
What I discovered is that Cordova was adding a "CDVLaunchScreen.storyboard", and they had a "LaunchStoryboard.imageset" (directory) in their asset catalog, which contained just a contents.json file.
I simply copied this into my asset catalog, and when I drag and drop this into my updated project (newly generated each time by Cordova), my Launch Image displays again.
Don't ask my how or why Xcode magically wires this stuff together, but it worked for me.
I can pass along the contents.json that worked with my asset catalog if it will help.
BTW, my General settings screen does NOT have a Launch Screen File selected, but Xcode seems to find the required files.
I've got yet another potential solution to this, as none of the existing solutions worked for me.
I use PDF vectors in my Asset file, and this normally works great. But it turns out that it doesn't work on the launch screen - it just shows skips the launch screen entirely if it contains a PDF image.
Swapped it for a large PNG, problem solved.
What worked for me:
Use smaller images like #Darkpaw suggested. Launch storyboards are, after all, intended to be indicative of the coming UI, not artwork based.
Use PNG image (not PDF) and don't put it in an assets catalog like suggested by #Sylber
Just noting separately as I had black/broken launch mages until I did BOTH steps.
You might be seeing this issue if your #1x, #2x, #3x images are blank in your image xcassets folder.
Make sure you have images for each.
You can also select your 1 image, and set Scales as "Single Scale" in the Attributes inspector (on the right hand side)
In Xcode 13 launch screen was not displaying rather a black screen was coming.
But this worked for me Project -> General -> App Icons and Launch Images -> Launch screen file -> change Main to Launchscreen.
Most answers mentioned here are workarounds, the issue i noticed is that when you modify the launch screen assets, do check the item file name too.
Assets -> Show in folder
Then check the launchscreen items folder and make sure that the item inside the folder has the same name as folder.
To expand on Thorsten Stark's answer above...
Since iOS 14 images for launch screen are limited to 25 MB
For me it appeared to be an accumulated size of assets on my Launch Screen storyboard file. When I removed a number of them I no longer saw the black screen.
I ended up just using one image 2778 x 1284 which was 600kb in size. This solved the problem.
To further test, I duplicated the image to make 3 copies on my Launch Screen storyboard file, and sure enough, black screen again.
The best solution to me in 2022...
reduce sizes of your images, in my case:
splash.png (256x256)
splash#x2.png (512x512)
splash#x3.png (768x768)
only doing this and put them in Resources folder then reference in
ImageView work like charm....
alternative:
use Button in place of ImageView works too

iOS 9 xCode 7 built app displays black rectangle instead of splash screen

I know this question may seem like a duplicate of a few existing ones but its not.
I am struggling with this issue where universal (iPad/iPhone) application does not display the splash screen anymore.
Before upgrading to iOS 9 and Xcode 7, no such issues were present. After upgrading no changes were made to the splash screen in any way.
Tech data relevant to the question:
Supported devices are iPad (landscape only) and iPhone
(portrait/landscape)
I use "Launch Screen.xib" that has an UIImageView with size classes and
constraints set up so that it's always full screen.
I have added all splash screen images in image assets (except iPad
Portrait ones)
I use Xcode Version 7.0.1 (7A1001) and iOS 9.0.2
This issue does not happen on an iPad
The wrong splash screen looks like this on iPhone 5s:
This is made in portrait mode, so there are white squares on top and on bottom of this "black square".
I was struggling with this issue yesterday but I managed to fix it by renaming my launch screen to "LaunchScreen.xib" (without the space). But this morning the issue re-appeared.
Things I've tried:
Removing and creating LaunchScreen.xib again with and without space
Creating LaunchScreen.storyboard file instead of xib
Adding #2x and #3x versions of image used in LaunchScreen.xib
Removing/adding/replacing images in image assets
Cleaning, build cleaning and even deleted derived data
Restarting device, reinstalling app, relaunching without building and many other solutions that I could think of.
Nothing helped, so maybe someone fixed a similar issue already and can lead me to the right direction.
EDIT 1
So I renamed my LaunchScreen.xib image used from "Default.png" to "DefaultSplash.png". This instantly fixed all issues on iPhone. But now I have a new problem - iPad splashscreen is now black. If I set the LaunchScreen image to some other image used in project, the Ipad displays it as splashscreen without any problems, but neither Default.png nor DefaultSplash.png can be used on ipad now. This is really weird issue.
In my case the images in the "Launch Screen.xib" weren't displaying. I had to rename them and reset the new names in the nib file to make it work.
So I fixed the issue like this:
Since I renamed the file LaunchScreen.xib, it fixed an issue on iPhone but caused a similar problem on iPad. Since then, I cannot use the same image file name for the same xib (i.e. if image "Default.png" failed, it cannot be used anyomre... Bug?). So I created two files, LaunchScreen.xib and LaunchScreen~iphone.xib with separate image files for each. Now it works okay.
Seems ugly and buggy but it works.
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.
As per requirement in assets add images in imagecassets.
It may sound stupid but something related to this scenario may happen:
If you hook any outlet and then break it by changing the custom class you will get this black screen behavior without any warning, instead of the typical crash from any non launch storyboard/scenes this will lead to a black screen before the app start.

UIImageView missing images in Launch Screen on device

I have an app that supports iOS8 and later, built in Xcode 7 and I am using a XIB for a Launch Screen (I do not have launch images). The view contains a single UILabel with the app version, and 2 UIImageViews with images that are both present in Images.xcassets: A logo and a splash image.
The UILabel and the logo image appear correctly when I launch the application, but the splash image does not if I run the app on an iPad Air 2 with iOS9. I have tested on an Air and a Mini running iOS8, and iOS9 simulators for iPad 2, iPad Air, and iPad Air 2 and the image appears correctly in all of those.
I ran some basic troubleshooting to see if I could figure out what is going on but I haven't been able to solve it and the only difference I can see between the image that's working and the one that's failing is when I added it to the assets...
Here's a rundown of what I know:
The UIImageView for the splash image is in the correct place, at the correct size. I can tell this because I set its background color to green just to make sure. The view is there, but the image does not appear. So I'm assuming that the view is not to blame.
Setting the UIImageView for the splash image to also use the logo image makes the logo image appear in the correct place for the view. This also leads me to assume that the view is not to blame.
The UIImage that I am using in the splash image view is used elsewhere in the app and appears fine in those other views (the logo image is also used elsewhere in the app and appears fine). So I'm assuming that the image is valid and having it appear in other views is not a problem.
I've confirmed that the settings of the UIImages for the logo and splash in the xcassets file are the same. They are set to Universal, Any width and height, multiple scale factors, rendered as default. There is one difference - the logo has 1x, 2x and 3x scales while the splash image only has 1x and 2x, but I have also tried using UIImages with only 1x, and 1x and 2x values in the UIView and they work (if they were added to the project some time ago).
Adding another image of a different size or format (PNG and JPG) to my xcassets and using that UIImage in the UIImageView for the splash image also fails to display.
Adding another UIImageView to the XIB file and allocating it a UIImage that was already in the xcassets works, the image appears in the loading screen.
Copying and renaming the image files used for the logo and adding them to the project then using that UIImage in the splash view also fails to display.
I have tried cleaning the project, restarting the development machine, and deleting the app from the Air 2 and reinstalling it just in case that was a problem.
These last three steps lead me to believe that there's some issue with images added after a certain point in the project file's lifetime. While I updated to Xcode 7 yesterday, the splash image was originally added in Xcode 6, but the logo image (also added in Xcode 6) was added some months before.
I've looked over the json files for the logo image and splash image and they appear to have the same format. I've also trawled through the pbxproj file looking for differences and I can't see any.
So I was wondering if anyone had any idea why the launch screen might not display these new images I'm adding on the Air 2 specifically? Other questions I've been reading through relating to images not appearing all seem to relate either to Launch Images, or to images in XIB files that have associated classes, neither of which seems relevant here.
Turn it off and then on again.
Seriously, restart the device — that’s what fixed it for me.
Here’s what didn’t work:
Cleaning DerivedData.
Cleaning the project.
Uninstalling the app from the device.
Restarting Xcode.
Restarting the computer.
Older observations:
Just like the others, it:
Works fine in the Simulator
Used to work on the devices (iPhone 5S, iPad Air)
No code changes (verified via git reset --hard HEAD), yet stopped working.
What I remember triggering the first build where it stopped working was unplugging the iPhone while it was runnning. (Not sure if it’s related.)
However, the git reset not fixing it (combined with all the clean steps not working) tells me it this must be getting cached somewhere else. Quite possibly in one of the .gitignored files? (I’m using Git ignore file for Xcode projects)
One workaround that worked for one UIImageView (in the UIView that has three) but not for the others was putting the image into an .xcassets file. Reverting to the plain image file did not undo the fix. (Really feels like a caching error.)
UPDATE: See top — restarting the device is what fixed it. I get the feeling the wrong bitmap data is being cached on the device itself.
Radar: http://openradar.appspot.com/23534818
"The solution for me was simply to make sure that the "Clears Graphics Context" box is unchecked for the UIImageView in the storyboard. Just changing this fixed it for me."
No other solutions worked for me.
Got it from apple developer forum
I had exactly the same issue on an iPhone 6.
The very strange fact is that I was able to use another image from my images.xcassets which had the same size, compression, color space ...
I'm not able to find why it doesn't work but I found a solution :
Simply put your file outside your images.xcassets and use its full name (with extension) in Interface Builder
Hope this help !
The following sequence of operations fixed the issue for me on Xcode 7.3.1 and iOS 9.3.4:
Clean Your Build (⌘+⇧+K)
Close Xcode
Hard Reset iOS Device (Power + Home Button reboot)
Relaunch Xcode - let indexing finish and build on device once it is ready.
Many other answers suggest rebooting devices and / or rebuilding and / or reinstalling is the solution.
While these answers work for some of us, the reason these work is because the app is forced to "retake" or "rebuild" cached snapshots.
Cached snapshots are used by apps to present images before supporting data is loaded into memory, including the asset catalogue that contains storyboard images.
This SO answer by #jaga provides the solution, but not the reason, as to why UIImageViews are missing in the Launch Screen on device (but not in the simulator).
Background
Recently I attempted to use a custom font in my "Launch Screen.storyboard" file.
The reason I could not became clear after reading this SO answer by #TimCamber, which prompted me to do a little more research and testing.
The reason that a custom font is not included in my Launch Screen Storyboard file is the same reason an image within an asset catalogue is not included...
The app prepares portrait & landscape snapshots of the app's Launch Screen from your Launch Screen Storyboard file and (currently) saves it in your app bundle here:
/Library/Caches/Snapshots/<<app_bundle>>/ and
/Library/Caches/Snapshots/<<app_bundle>>/downscaled/.
This process is complete before any supporting files are loaded, including any custom fonts and the asset catalogue.
Solution
As mentioned above by following #jaga's solution, literally all that is required is to:
(old school) add an image file (.PNG) to your app's bundle (as you can see from the screenshot below I added the image file under the Supporting Files subdirectory in an Images subdirectory), and
reference that image in your UIImageView object in the Launch
Screen Storyboard file...
I was seeing the same problem. Rebooting the device (iPhone 6) and rebuilding the app to the device is the only thing that fixed it. I tried many other tips and suggestions but nothing else worked. Only reboot + rebuild helped.
My solution #iOS 11.x:
Use .jpg image instead of .png. I think image file size matters;
(Optionally) Put image file in project directory rather than .xcassets;
I had the same for app installed from TestFlight.
Delete app -> then restart iPhone -> then reinstall app works for me.
Just reinstall app or just restarting device didn't help.
What worked for me was to select Reset Content and Settings... from the Simulator menu
I was having the same problem, but restarting the device didn't help. What worked for me was deleting the UIImageView from my launch storyboard and adding a new one.
Have you tried turning the device off and on again? Do it.
Bring images out of Image.xcassets and add them again to project. It worked for me.
Remove app from mobile and then restart mobile and install app again. now the issues will be solved
I also had this exact problem in Xcode 7 with iPad and iPhone devices. Although it makes no sense, I was able to get around it most of the time by setting not only the Image but also the Highlighted image in the image view to the same image in my images.xcassets.
I use the iPhone 5s device, also meet this problem.
I fix it by :
Remove Drive Data
Clean the project
Restart Xcode
Remove the project from my device
Restart the 5s.
I think it's something wrong of Xcode to use memory, system may be allocate a little memory for Xcode cause Xcode drawing the lunch image failed (On my computer , Xcode have runned for several weeks without close)
it's worked for me.
First in xcode clean de project.
If you use the simulator, delete app and relaunch.
If you use a device, delete app and restart the device.
I think launchscreen only support image in Assets.xcassets.
Restarting Xcode did it for me.
What did not do it:
Clean build folder
Restart device or simulator (image wasn't visible on either)
Select the ImageView and then remove the image extension (.png or .jpg) in the attributes inspector tab > Image view > Image > Image Name.
On launchscreen.storyboard the image will not appear but it will be there in device. This worked for me.
It seemed a bug of iOS. Like sometimes the system animation disappeared.
Now I just reboot the iPhone and it is worked for me.
In my case I it was the image name.
I added an image named Default-568h#2x.png to LaunchScreen.xib - one of my old launch screens just for testing purposes. I was building on the iPhone X Simulator, the image didn't show up.
Changing the name to something neutral (MyImage.png) solved the issue.
It seems that the #2x was part of the problem as well as the -568h.
Which makes some sense on a -812h#3x device.
I have the same issue with imageView a launch screen storyboard. I removed reference of picture from project, I renamed my image and added it again to project. All works perfectly.
Also can 1. delete project image 2. change image name 3. add file image to project
It worked for me.
I had this problem in iOS 10 on an iPhone 6 and also in the Simulator. My image was in a folder and that seemed to be the issue. I removed the image from the folder in Xcode and put it in the project's base directory which solved the problem.
I experience the same. I change image resolution from 300 pixels/inch, change it to 72. It works for me.
Next helped to me:
change "Launch Screen File" to another xib
run the app
change xib back
Also very important: check that your is xib not opened in another tab, that can cause it as well!
I found a simple but radical solution that worked for me :
1 - Delete the file : LaunchScreen.storyboard and move it to trash.
2 - Product -> Clean
3 - Create a new launch screen file named : LaunchScreen.storyboard and put your images in it
4 - Save and build
That worked for me after trying complex methods for hours... It seems that my LaunchScreen.storyboard was write-locked and couldn't be saved or a weird caching process was blocking it.
This is too important
Must be empty! Launch Screen File
Image name is the problem.
Rename the image name used inside the Launch screen storyboard.
Make sure not to use any character other than alphanumeric ( don't use "_-&#")
Worked for me like a charm..
SOLVED!
The only thing that worked for me was deleting the ViewController from LaunchScreen.storyboard and create a new ViewController set to
Is Initial View Controller
Simple as that :)

Splash screen not visible for iPad, only a black screen gets shown

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.

Xcode not finding images from atlas folders when running

I have an app created in Xcode which has loads of images. To make it slimmer i created folders within Xcode as .atlas and made sure that these contained the (*.png) images i wanted.
from the storyboard and XCode navigator i can see the png files, and the UIImageView objects show the correct image selected from the dropdown.
so there is no problem with the images being accessed, and no issue with file name.
When i clean/build/run the app through the iPhone simulator no images show the outcome is blank...
There are a bunch of different reasons why this could be the case.
Here are a lot of answers that worked for some.
http://solvedstack.com/questions/could-not-load-the-image-referenced-from-a-nib-in-the-bundle-running-on-device
In my case i had the same setup you described.
One Texture Atlas and i wanted to use some of the pictures in there in an UIImageView.
I assume since TextureAtlas is mostly meant for SpriteKit, i added my Pictures that i wanted to use to the Images.xcassets folder.
Then the preview in the Storyboard works as well as on the device.

Resources