Splash image Default-568h#2x.png is "unassigned" - ios

For some reason, when running my app on the Simulator of iPhone 5, the image Default-568h#2x.png which is 640x1136 pixels, does not load anymore.
The issue causes the app screen to be cut off from the top and the bottom of the screen, resulting in poor usage of display assets.
The Asset Catalog classifies images to their respective devices, but for this image, the classification is 'unassigned'.
This is Xcode 7 for iOS9

In the Inspector to the right of the launch images, select the "iOS 7.0 and Later" checkbox for "iPhone Portrait". Then the "Retina 4" and "2x" options will appear for your 4" images.

Related

How to scale images to different iPhone screen using storyboards?

I am developing an app in which i am displaying certain images such as delete icon,search icon.I have images by names are
delete.png
delete#2x.png
delete#3x.png
I have created images.xcassets & added the images in that for 1x,2x & 3x. Now i have added an UIImageView on story board & it's default image is delete.png(32*32) it runs fine on 3.5 inch screen but images does not scale on 4.7 & 5.5 inch screen iPhone. Can some one please help me out.What to & how to do it?
I thick #Banning and #Fatti Khan suggestion will be the solution of the problem.
Instead of using image name as delete.png use just delete
as a ratio set the images with the exact size as example if the 1x image is 30 px then 2x must be 60px and 3x 90px
1x images are for the original iPhone through the 3GS - 'standard' resolution devices (3.5" screens)
2x images are for the iPhone 4, 4S (3.5" Retina screens) and also iPhone 6.
Retina 4 2x are for the iPhone 5 and 5s (4" Retina screens)
3x images are for the new iPhone 6+ (5.5" super-Retina [3x] screen)
EDIT:
please clean your project and then check again (cmd+shift+k) of delete your derived data.
also check your view is autolayout enable or disable.
or
add The launch image Default-568h#2x.png as i thought your Code unable to detect the different type of screens it have,so follow this steps
First I would like to suggest that,
Preapre all Images,
Select Project from Project Navigator And Go to Summary and scroll down this
screen appears, then right click on that and choose file from your
computer it will automatically copied to project and it will entered
in plist file also..
if your application is universal then you have
to set for iPhone and iPad Both.

xcode6 launch image-assets catalogue

In order to let our universal app to fit to all devices,so that same images of iPhone6 will be scaled on iPhone5 to look the same ,we have added to the project the default launch images,
Default-568h#2x
Default-667h#2x
Default-736h#3x
but the simulator does not scale the images on iPhone5 ,so they look good on the iPhone6 ,but on 5 they cover each other ,because there is no scaling.
I was told to also set them in the assets catalogue in order for the iPhone5 to scale the app images.
But when you open the assets catalogue, you dont have a placeholder for all the above default images i showed here (for iphone5 , 6, 6+) , but just:
iphone portrait(retina and 2x) , and iPad portrait and landscape.
where do you set the Default-568h#2x and Default-667h#2x and Default-736h#3x??
could that be the reason why the iPhone5 is not scaling our app assets ?
Look, you should open attribute inspector, choose options, which you wanna support, then just drag images with required resolution, when you use assets catalogue, names of images are not important, name them as you wish.

How to drop all iPhone/iPad retina/non-retina images in Asset catalog New Image set

I'm creating a universal device app game. For iPhone 4s,5,5c,5s,6,6+ and iPad Retina's and non-retina's that support iOS 6.1+. I have about 40 images for the game different sizes. In Images.xcassets when I create a New Image Set, how do I place all iPhone 1x and iPad 1x non-retina and iPhone2x and iPad 2x Retina images for the Universal 1x, 2x, 3x with only 3 spaces?
If you right click on the asset catalog window, you'll see options for both iPad and iPhone. Simply select them from the menu and more slots will appear targeted specifically for these devices.

Iphone 5 full screen size

I have included a launch image named: Default-568h#2x.png (640x1136) in the bundle. But the iPhone 5 still has that two vertical black bar on both right and left side in landscape mode. If I removed all launch images from the Images.xcassets then it shows up with full screen.
What did I do wrong?
I believe you have to actually add a launch image in the "R4" (Retina 4 inch) image well. It seems that you've only added a launch image for the "2x" (Retina 3.5 inch), and if iOS if Xcode isn't pointed towards a 4 inch default image, the app will remain in 3.5 inch mode.

Splash screens on iPad 3

I am developing an application that should work correctly on both iPad 2 and iPad 3. I have spash portrait and landscape screens. I use Default-Portrait.png with size 768x1004 and Default-Landscape.png with size 1024x768 for iPad2 splash screens, and Default-Portrait#2x.png with size 1536x2008 and Default-Landscape#2x.png with size 2048x1496 for iPad3. When I strat my app for the first time in iPad3 the initial splash image is first the iPad3 one ( Default-Portrait#2x.png/ Default-Landscape#2x.png) and then it switches to the iPad2 one ( Default-Portrait.png/ Default-Landscape.png).
Does anybody know where could be the problem ?
On the latest versions of Xcode, you can set the default images directly from the project settings panel. Just tap on the project on the top-left bar, then select the target and then go to the Summary tab. Scroll down and you will see the "iPad development info" panel, drag and drop there your default images (the rightmost is the retina, iPad 3 images).
Try to set the default images this way, it will automatically name them for you and I think it even resizes them for you.

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