When creates Sticker Pack Application in asset required icons for iPhone and iPad 29x29#2x and 29x29#3x.
Where are they used?
The 29*29#2x is used for:
iPhone Settings, iPad Settings for Retina display
for iPhone 6s, iPhone 6, iPhone SE, iPad Pro, iPad and iPad mini (#2x)
The 29*29#3x is used for:
iPhone Settings icon for Retina display
for iPhone 6s Plus and iPhone 6 Plus (#3x)
As stated in human-interface-guidelines of Apple:-
https://developer.apple.com/ios/human-interface-guidelines/graphics/app-icon/
Related
I am planning to submit iOS app on the App Store and my app only supports devices that has eSIM capability. Since none of 5.5-inch devices support eSIM, and since iPhone SE 2 is supported, I was wondering if it's okay if I upload 4.7-inch screenshots instead of 5.5-inch. (Of course, I will upload 6.5-inch screenshots)
From the screenshot specifications from Apple, wordings seems little too vague for me to understand. https://help.apple.com/app-store-connect/#/devd274dd925
5.5 inch (iPhone 8 Plus, iPhone 7 Plus, iPhone 6s Plus) Required if app runs on iPhone
4.7 inch (iPhone SE (2nd generation), iPhone 8, iPhone 7, iPhone 6s, iPhone 6) Required if app runs on iPhone and 5.5-inch screenshots are not provided
Does this mean 4.7-inch can be replaced since 5.5-inch screenshots are not provided? Or does it mean I MUST upload 5.5-inch screenshots since it's Required?
I have an iPhone-only app that i want to test on a real device. Yet the device available is New iPad 9.7 inch. How can i test the app on that iPad but with higher resolution than iPhone 4 (iphone 5, 6 and 6 plus).
In the project setting -> General -> Deployment info:Change the "devices" setting from iPhone to Universal.
Is it what your mean?
Xcode's interface for assigning launch images into an assets catalog is rather confusing. Only 2 image slots are made available given the settings we've chosen (Portrait only, for iOS 8.0 and later) and yet the Apple docs list a variety of resolutions required for their various devices (6s, 6s Plus, 7, 7 Plus, etc.), 12 of them to be exact. I'm using Xcode 8.3 btw.
We are designing portrait images for commonly available devices, but how to assign them here? Notice pics below showing a confusing mismatch between the expected resolutions of images (straight from Apple docs) and the Xcode UI for assigning those images. There are only 6 slots available, and even if the Apple docs described only 6 images, it is impossible to tell which goes where.
EDIT: Deployment target is 8.3.
Depending on your deployment target, there's either 3 or 4 total resolutions you need to care about: 5.5" devices, 4.7" devices, 4" devices (e.g. iPhone SE), and if your deployment target is iOS 9 or below then 3.5" devices (e.g. iPhone 4S).
The "iOS 8.0 and Later" iPhone Portrait gives you the 5.5" and 4.7" devices. If you check the "iOS 7.0 and Later" iPhone Portrait option that will give you "2x" (which I believe is 3.5" devices) and "Retina 4" (which is 4" devices).
Using those 4 options you'll be able to cover all supported iPhones.
If you need iPad support, you can check the relevant iPad checkbox. However, it looks like the asset catalog doesn't offer a slot for either iPad Pro, I don't know why not. This answer suggests that for the iPad Pro you should ditch the asset catalog entirely and switch to free images and Info.plist keys.
You also don't need 12 images for 12 devices. A bunch of the devices share the same resolution. Here are the images you need:
2048x2732 - 12.9" iPad Pro
1668x2224 - 10.5" iPad Pro
1536x2048 - 9.7" iPad, 7.9" iPad mini 4
1242x2208 - iPhone 6s Plus, iPhone 7 Plus, iPhone 8 Plus
750x1334 - iPhone 6, iPhone 6s, iPhone 7, iPhone 8
640x1136 - iPhone 5, iPhone 5s, iPhone 5c, iPhone SE
640x960 - iPhone 4s
If you upgrade to Xcode 9 you'll also need an 1125x2436 image for the iPhone X.
If you would just use a launch storyboard like everyone else, you wouldn't be having any problem. You would just supply one launch storyboard: end of story.
EDIT As of iOS 13 and Xcode 11, this will soon be required. Launch images are dead. Your app must have a launch storyboard.
I have an app and it is suited for iPhone over 3.5 inch, not for 3.5 inch screen size.
My app is for iPhone 5, 5s, 6, 6Plus, iPad.
I make a archive with development target for iOS 8.
The apple iTunes connect require 3.5 inch screenshot.
how to declare it's not for 3.5 inch iPhone 4?
Thank you.
You cannot do that.The only thing you can actually adjust is the Target iOS and the device family (iPad or iPhone). If you pick iOS8 and iPhone, your app will be inevitable available for all devices which support iOS8. This includes the iPhone 4s.
An iPad Air already has a Retina screen, so why has Apple deliberately designed two kinds of simulator?
The simulator does not include the iPad mini. The difference between the Retina and the Air is the 64 bit processor.
iPad Air = Retina x64
iPad Retina = Retina x32
iPad 2 = Non-Retina x32
To test the iPad mini Apple recommends testing on a non-retina device (aka iPad 2):
From the "Apple iOS Simulator Guide":
Although an iPad mini isn’t an option for a simulated device in
Simulator, you can still test apps for the iPad mini in the simulator.
To do this, run your app on the simulated iPad without Retina display.
Edit:
You can also test iPad mini on iPad Retina Simulator.
See updated Apple "iOS Simulator User Guide":
Testing for the iPad mini
To test apps for the iPad mini in the simulator, run your app on a simulated
iPad with the corresponding type of display, either Retina or non-Retina
depending on the iPad mini model.