My app is showing upscaled 2048x1536 instead of 2732x2048. I suspect I need to change the app xml somehow, but can not find any info on it.
I finally found out. The launch image for the iPad app needs to be 2372x2048.
This will define the resolution in the app itself.
Related
after finishing an app I wanted to test it through Test Flight. I deployed the app to iTunes and after installing the application on the test devices it seems that in the app everything is "big" . More detailed:
I debug to an iPhone 6s and 5s and everything looks ok
I deployed the app to iTunes and testing on two different iPhone 6s the resolution seems to be very low
with the same deployment the resolution on 5s is great.
Take a look at those images:
Do you have any idea?
What type of splash screen (or LaunchScreen in iOS lingo) did you add? The supported resolution on iOS is determined by the splash screen resolutions you have included.
When you didn't include one that uses the full resolution of a device, the app will be switched into some kind of compatibility mode.
See this page for all the resolutions that should be included, depending on the devices you want to support.
The best option is to specify a storyboard file as a splash screen. This will scale to all resolutions .
Make sure the launch image for iPhone 6s is at correct resolution.
The iPhone 6s (Retina HD 4.7) requires a portrait launch image of 750 x 1334.
References:
https://www.apple.com/iphone-6s/specs/
https://stackoverflow.com/a/28500520/5474400
https://developer.apple.com/ios/human-interface-guidelines/icons-and-images/launch-screen/
Well as the user #GeraldVersluis posted in comment below my answer:
The supported resolution on iOS is determined by the splash screen resolutions you have included. When you didn't include one that uses the full resolution of a device, the app will be switched into some kind of compatibility mode
That means, that I had to add an image for all of the iOS versions and the problem solved.
I'm developing a game with a cocos2d. It was using Default.png images to identify resolutions. Now I switched my launch screen's to .xib file. Now my app run's at native resolution on all devices. But on iPhone 6 and 6 Plus I expect some perfomance issues, so I'm looking for ways to lower app resolution but still use .xib launch screen.
How do I accomplish this?
You can't. Once you setup a launch screen, your app will run at full device resolution for all possible devices. You can't provide a launch screen and have your app run at "iPhone 5" size on iPhone 6 devices, for example.
Your only option is to stick with launch images and have no launch screen.
Of course if you need to support full sized iPad Pro support, that requires the use of a launch screen. (Not true any more as of Xcode 8).
so today my app was rejected in the app store because of this:
Reasons
2.10: iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Considerations:- This app is an iphone-only, meaning that is the only target that I chose in the tiapp.xml.- This app was already accepted once in the appstore, this is an update.- In my code sometimes I use px for imagens and sometimes DP, but I've tried switching all to DP in this screen and had even worse results.
As far as I can see, there are no errors associated with it (that means the app does NOT crash when you run it in iPad simulator) therefore I'm assuming they rejected it because of a layout problem.
Since this is an iphone-only app, iPad should run the app in compatibility mode, meaning that it might scale it up, but respecting the original sizes.
This is a pic of the app running in a retina simulator (with no problems):
And here's a picture of the app running in a retina iPad simulator (though the result is the same in a non-retina):
As you can see, everything's huge and I have no clue why. I'm running ios7.1, Titanium SDK version 3.3.0.GA and it's a alloy app.
Any help is very much appreciated, thanks.
The point 2.10 reference any resources of app. So, if you have not resources, for example, screenshot before load application, your app will be reject. The iPhone apps should have iPad resources, but iPad apps may be independent.
My problem was not the iPad resources or splash screens. Actually, I was using PIXELS instead of DP in many places in my application. This was not a problem for none of the iPhone versions, but was a problem when iPad tried to run the iPhone-only app in compatibility mode. In any case, now there's also the iPhone 6 with different resolutions so one should never use pixels.
I was reading the apple guidelines are there is a point which says
iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Does this mean if my app doesn't work perfectly fine on an iPad, it gets rejected? I'm posting this here as I found many contradicting information regarding this.
It means it has to run, not that it has to be optimized for iPad.
There is a big difference in that. You don't have to create iPad storyboard in order to make app run on an iPad - Xcode lets iPad use the iPhone storyboard and open it as if it was an iPhone. The view is then shrunk into a smaller rectangle.
You are aiming for something like this:
Apple has build Xcode in way that when you build and iphone app, it will also be compatible for iPads with 1x and 2x resolution. So you need not worry about creating a separate storyboard for iPad. Hope you find this helpful. Happy coding !
Apple rejected my app for the reason 2.10: iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution
Information Needed
Here is my launch image
Here is apple's reply:
My code is at github: https://github.com/imWildCat/V2EX-iOS
How can I solve the problem?
I don't think it is about your app icons / launch image.
What I suggest is that you Build and run on your iPad simulator and see how your app is rendering / behaving.
A valid result is a perfect representation / functionality of your app on an iPad (with some black boarders that will be there automatically since the screen proportions are not time same between iPhone and iPad)
it seems to me that your reviewer was testing your app on an iPad and something was just not working (visually) - most likely some user input screens
I would also make sure all the meta-data on i-connect is valid.