Different iPhone simulator sizes throwing nodes out of place - ios

I built my game on the iPhone 6 simulator, and everything was going fine until I needed to switch screen sizes for screenshots. I switched from the 6 to the 5s and now everything is in the wrong place and very off center. How do I make my game suitable for all screen sizes with everything in its place? Will post code if necessary.

If you have hardcoded your view locations and sizes (as opposed to making everything relative to everything else) then you will either have to refactor to make everything relative or do some sort of scaling and letterboxing.

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Submitting an iOS game, viewport is completely wrong for App Store reviewer but fine on all of our devices

I have a game we're trying to release in the app store for iphone and ipad, and while it works fine on all of our devices (a handful of iphones and ipads), when the app store reviewers try it the actual viewport they see is highly cropped and distorted.
This is an example options screen that the reviewer saw:
This is what that options screen looks like for us on an equivalent aspect ratio/resolution:
As you can see, it's just a small, off-centered square for them, surrounded by black. But we've tested this on devices like an old iphone 5 up to big ipads and have never seen anything like this, the game takes up the full screen and the aspect ratio is correct and not distorted or stretched.
One important detail is this is entirely an OpenGL and SDL program, not using any Apple UI frameworks at all. The render size is determined by SDL_GetRendererOutputSize(), which then is used in glViewport(), and the window is created with the SDL_WINDOW_ALLOW_HIGHDPI flag. This so far has seemed to work with both retina and non-retina physical devices.
Also all of the screenshots they've given us look the same, same little square viewport surrounded by black, so I originally thought they were cropping them on purpose to highlight specific components of the screen, but this appears to be just exactly how it looks for them as this square is in the same position in each screenshot. I've asked them for more information on their devices but they wouldn't tell me.
We also have the program set to only ever use landscape, not portrait, but the weird thing is that with the way our UI reflows, the only way to get that button to look squished the way it does there is if the game was somehow still rendering in portrait, as seen this example shot I took by forcing it to run in a very tall portrait window:
I don't even know where to begin to try to figure out what's going wrong for them though, because as I've said, everything looks fine when running in an emulator and everything looks fine when we've run it on several physical devices. Is there some build or release configuration I could be missing? Some OpenGL setting I should check? I'm just hoping this problem looks similar to something someone else has encountered before.
If you are on an equivalent device, then another thing that may differ is the accessibility settings. Search for display zoom in settings. Also, try locking the iPad into portrait mode before launching your app to try and reproduce.
Note the little double arrow icon in the lower right corner of the reviewer’s screenshot. I don’t know what that is, but it looks like it could be some kind of screen zoom or accessibility mode. Perhaps they can answer what it does, and how to enable it for yourself.
To follow up with the solution that worked for me, I noticed that in my project's General settings in Xcode, under Deployment Info, I had only checked iPhone and not iPad. What I've since learned is that without that checkbox, some iPads will have to run in an emulation mode, which may have been the source of our problem. Deploying a new build with that checked (as well as "requires full screen"), it rendered exactly the same on our own iPads, but the app was subsequently approved with no further problems. I had made no other changes to the program, so my assumption is that that setting likely fixed it.

Views in storyboard do not resize properly on iPhone 6

I've checked a lot of different websites and stackoverflow answers, and I'm still stuck.
I developed an app for iPhone and iPad targeting iOS 7.1. I have two storyboards, one for each device. The app only displays in portrait mode. I cannot seem to get the app to display full screen on the iPhone 6 simulator.
I've tried numerous things, I followed the advice linked here by adding a Launch Screen, setting the iPhone storyboard to auto layout and "use size classes", and . Not only does that not affect the size, but the Launch Screen doesn't seem to scale properly either. If I get it to fit the iPhone 6 it doesn't fit the iPhone 5 properly.
I've tried adding the proper launch images and I don't get any errors saying the wrong image resolution is present.
I've used the storyboard as a Launch Screen described here.
Now, when I switched to "use size classes" I could manually extend the objects in the views to match up with the size of iPhone 6 (I have not tested it for 6s) but that makes it extend past the iPhone 5 boundaries. The only thing I can think of right now is to create another storyboard and detect if it's iPhone 6, but I would really like some other ideas.
Here's what it looks like for iPhone 6:
And here's what it looks like on iPhone 5:
Best advice i can give u is
Use default size class , the classic 600x600 and then use Auto Layout
Or do the reverse, take a 3.5inch size VC and apply Auto Layout on it. Everything will present itself quite perfectly if you can apply the right constraints
Here is a link for an awesome Autolayout tutorial

Resizing for iPhone 4 from an iPhone 5 without using autolayout or making a new xib

My app currently works for iphone5 and 6, 6+, but not iphone4 (not for iPad, but that's not necessary at the moment). I wrote it originally with the storyboard being the dimensions of the iphone 5 screen, so that's where the problem arises. All the collision, pixels,outlines, etc have been fitted for the 5. It scales correctly when going up to the 6, but when it goes down to the 4, about 20% of the right side gets cut off. I was told to use autolayout previously but that messes with the integrity of the collision, because it was made without using it (Will definitely be used for the next app). While it's a simple game, it still would take a while to redo it completely and i can't imagine it would be the same. Is there some sort of reliable code I can use as almost a "quick fix" so that is resizes correctly for the 4 with all the same relative dimensions?
I saw somewhere you could test for the bounds and then have the program scale the screen accordingly, is that possible?
The best thing you could do right now is take the hit to convert your code so it does not use hard coded numbers. You said you built it to work specifically on 4" devices which tells me that you did things like x = 160; instead of x = view.bounds.width/2. You now need to go through your code and anywhere that you just use a hard coded number like 160, consider what the code is actually trying to do (160 vs center of screen).
You do not need to use auto layout to accomplish what you want on different screen sizes but you do need to get rid of most hard coded numbers you set.

Resize app designed for Iphone 6 to scale correctly in iphone 5s

Ok, here is the problem I have designed an application for iphone 6 screen without size classes and autolayout.
Looking like below in the storyboard. As you can see its simulated size is 4.7 inch.
It works perfectly when running on iphone 6 devices obviusly.
However when trying to run the app in other devices than iphone 6 it wont scale proportional.
My hope was that if I removed the lanuch screen images only keeping the iphone 6 size it would scale to fit other screens looking the same as if it where run on a iphone 6 only scaled up or down depenging on device.
My launch screen looks like this now
It does infact scale the app but it scales the app in wrong proportion making it looked chopped like this.
Iphone 5s version of the app looks like this
As you can see it scales correctly but the aspect gets wrong compared to the iphone 6 version below scaling correctly.
Here is an ipad version looking like the iphone 5s version scaling wrong.
It seems to me that the scaling works since I have removed all launch images except the 4.7 display (iphone 6) The problem however seems to be that it scales keeping the aspect of an iphone 5 in width making the iphone 6 display to wide.
I have tried to add launch images for all devices but the problem then is that I need to use autolayout and size classes to make it work.
Is there any way to for instance tell the scaling to keep aspect but use iphone 6 width and height intact without using size classes etc.
To make the question even more simple. Is there any way to scale an app made for strictly iphone 6 so resize to iphone 5s/ipad?
Any help is highly appreciated!
Well, the "trick" with removing the other launch images doesn't work, as you noticed yourself.. This automatic scaling only works from 4" to 4.7" and 5.5" and is only to support older apps on the new devices, not for general purpose "I am too lazy to support all sizes" use cases.. ;-) Apart from that, you should definitely support the native resolutions.
So, to answer your question: You can either just use Auto Layout. This is definitely the preferred approach - after all that's exactly the use case that it has been built for.
Alternatively, if you really don't want to or can't use Auto Layout, you either need to make sure to set your auto resizing masks correctly (e.g. "flexible width" on the stuff that needs to grow/shrink horizontally etc.), or adapt your frames manually in code (which partially defeats the purpose of IB).
If you didn't use Auto-Layout or Size Classes, your only hope is to programmatically change the positions/size of each element individually in the viewDidAppear or viewDidLayoutSubviews method of your LoginViewController. You would have to do it also on orientation change (if your app supports it).
It's a lot of work that can be easily be avoided by using Auto-Layout/Size Classes!

iPhone app view is cut off at the botton when run on iPad

I need your help. I have designed an app to target iPhone only and everything works fine. However, I just realised that when I run it on iPad, I get black spaces around the screen (view doesn't cover full screen of the iPad) and strangely, the bottom part of the app gets cut off when it runs on iPad. How do I get full screen iPad mode without part of the view getting cut off. Thanks
This is normal behaviour(black spaces around the screen) if the value for "Devices:" under Target/deploymentInfo is set to iPhone. In this case you can still test on iPad but with iPhone resolution. (but if it set to iPad you can not test on iPhone).
if you want to get iPad resolution you have to change "Devices:" value to universal.
for (bottom cut) check if your code uses device size for positioning buttons.
Your app must also run on iPad without modification as for
2.10 App Store Review Guidelines
At first, you have to set your the view (on Main.storyboad) to fit all size. That is `wAny hAny).
Then selected the views, add some constrains to them one by one. When you run the app, it should be right. If the position doesn't match your expectation, you can change the constrains. You should know things about AutoLayout. Find some article to read, and practise.
Thanks guys for all the comments. Using your comments and reading and testing AutoLayout features, I am able to solve the problem.

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