enabling iPad pro in xcode/simulator - ios

I have an existing iPad project which I want to enable to be used on iPad-pro. In my "Project target" I set my "iOS Development Target" to 9.1 and made sure that in my individual app targets the same development target has been set. However when I choose iPad pro form the simulator and run the project my screen size is still set to the standard iPad size
the screen size:(0.0, 0.0, 768.0, 1024.0)
Could someone point me to what else I should be doing.
My project is a combination of objective-c and swift.
With thanks
Reza

as with every iOS device that has a specific screen size, you have to provide the right launch image or a launch storyboard to make it known to iOS that you provide the screen size.
for ipad pro:
https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html
iPad Pro launch image and App icon
iPad Pro icon and launch image

Related

iPad app is not utilising the full screen

I have an iPad application on App Store. App is only supported for iPad. App is not a universal App. I am using launch screen storyboard.
App is working fine on 12.5, 10.5 inch iPad devices. But for 11.0 inch iPad device app (iOS 12.1) is not utilising full screen. App is behaving as iPhone app running on iPad without 2x button.
I know this issue comes when you run iPhone app on iPad. But as my app is iPad only. So not getting what causing this issue.
Is anyone faced similar issue? Please let me know how you fixed it.
Thanks in advance.
Note:
1 - iPad only build created on environment Xcode 10.0 and iOS 12.0
2 - Just review https://developer.apple.com/ipad/ Optimizing Your UI Section.
I don't have 11 inch/pro iPad device. So will iPad app build created on Xcode 10.1 resolved this issue?
If you didn't create a view for "that size" then it'll be displayed for the size you created it for. If you created a universal app it would automatically resize itself for the appropriate iOS device. If you create a view for the largest iPad size then it should automatically scale itself down for smaller screens. From the sound of it you created the app for a specific size iPad ignoring the other bit depths available on various models. Even if you want your app for "iPad only" you can do that while still controlling how it scales itself down to say an iPad Air vs iPad Pro.

How to stop support for ipad

My game is build specifically for iPhone and not larger screens like iPad retina. In Xcode, how do I stop my app from being considered as an iPad game.
I tried choosing iPhone under deployment info section in Xcode, but it didn't help.
Any help pls.
Here is the Xcode screenshot
I have also set the Target Device Family as iPhone
The solution involves
1) In Xcode, under Build Settings->Targeted Device Family->Choose iPhone
2) Check that when you run the app on iPad it shows 1x/2x in bottom right corner
If apple rejects the app, tell them it is not built for iPad.

iPhone app compiled with Xcode 6 on runs as Universal on iPad

I have got an app developed for iPhone family only, and I used to run it on iPad to test how it will look on iPhone 4s (since it launched with iPhone 4s resolution, size, and else '2x' round button for fullscreen support). However, now when I run it on my iPad with iOS 8, Xcode ignores all build settings and runs it as for iPad. My storyboard constraints were not projected for iPad screen.
I have:
Devices option set to iPhone on General tab in project settings
Main storyboard file name and Main storyboard file name are removed from Info-plist
All App Icons and Launch Images for iPad are deleted
In Launch Screen File the option Use Size Classes set to NO, and the assets are generated for iPhone only
Is that a normal behavior? I want to use my iPad as before to test iPhone 4s resolution. I am sure that my app won't become universal because of that, but nevertheless I think this is a problem.
The use of Launch Screen File in iOS 8.0, 8.0.1 and 8.0.2 will make you universal.
This is a know bug and fixed in iOS 8.1, for you only option is to use assets catalog with a launch images.
Or you can add the device modifier in the Launch file name, like <launchNib>~iphone.nib

iPhone-only app isn't iPhone only for some reason [duplicate]

I have got an app developed for iPhone family only, and I used to run it on iPad to test how it will look on iPhone 4s (since it launched with iPhone 4s resolution, size, and else '2x' round button for fullscreen support). However, now when I run it on my iPad with iOS 8, Xcode ignores all build settings and runs it as for iPad. My storyboard constraints were not projected for iPad screen.
I have:
Devices option set to iPhone on General tab in project settings
Main storyboard file name and Main storyboard file name are removed from Info-plist
All App Icons and Launch Images for iPad are deleted
In Launch Screen File the option Use Size Classes set to NO, and the assets are generated for iPhone only
Is that a normal behavior? I want to use my iPad as before to test iPhone 4s resolution. I am sure that my app won't become universal because of that, but nevertheless I think this is a problem.
The use of Launch Screen File in iOS 8.0, 8.0.1 and 8.0.2 will make you universal.
This is a know bug and fixed in iOS 8.1, for you only option is to use assets catalog with a launch images.
Or you can add the device modifier in the Launch file name, like <launchNib>~iphone.nib

Which Xcode build settings for iPhone app so it can run on ipad as well?

I have written an app intended for the iphone. Obviously it is ok if it used on the ipad in the iphone mode, but it is an iphone app.
My app got rejected by Apple, I received a mail with a screenshot named Screen_shot_0.png as attachment, that was empty with in the middle the text "My Universal App on iPad" (which you if you open in Xcode the file MainWindow_iPad.xib).
Probably the app was uploaded with the Universal setting, not sure.
I did add icons, launch images etc. for both iphone and ipad.
Now I am confused about the following settings (click on Xcode project file): I will give my settings:
Project "appname"
iOS Deployment Target: 6.1 (should I take an older one?)
Targeted Device Family: iPhone (should this be iPhone/iPad?)
Targets "appname"
Targeted Device Family: iPhone (should this be iPhone/iPad?)
Everything works on iPhone4, iPod, iPad3.
The only thing is that the launch image of the iPad is cut off a bit at the right side, which causes me to think that some iPhone splashscreen is used instead. Would this be an issue for Apple?
If you want an app written for iPhone to run on iPad in iPhone mode, then you've actually done too much.
Just write it as a an iPhone-only app, and the iPad will automatically support it in iPhone mode. iPhone mode on the iPad offers users a chance to zoom to 2x resolution, but everything is "as if" it's running on an iPhone. Be sure NOT to upload as (or set attributes to claim it is) Universal. Don't provide multiple versions of screenshots, only provide iPhone screenshots. Think of "iPhone mode" as an iPhone emulator that runs on the iPad.
Only use "Universal" if you want to package both iPhone and iPad apps (typically with separate storyboards and definitely with distinct screenshots) in a single package that can run on either device. Upload as iPhone only and it will run on iPad in iPhone mode. Good luck!

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