Our app is released, but we are working on a new version, and in this version we are using a launch storyboard instead of images in the asset catalog.
In our testing with this app in development, it seems like it creates the launch image on the device, and if we change the image, those devices we used before will continue to use the old image and not change. If we get another device, it will use whatever version of the image we have at the time.
Is this behavior others are seeing? Can we change this image in the future during upgrade of the app? Is this issue that we are doing development builds and not going through the store?
Related
I am creating a mobile game application using Unity software. I have already successfully uploaded it onto Google Playstore and there was totally no issues.
However, when I built my game on my MacBook using Xcode, there seems to be a major issue.
Everything was built successfully and after I tested the app on TestFlight, these are the issues that were occurring:
Upon launch, screen was in a magenta/pink color
Took few seconds to load then screen changed to a somewhat grey color
Background music was playing
I clicked certain buttons on the blank screen and it could bring me to the play mode (as I roughly know where the buttons are)
So the main issue is that nothing is showing on my screen but codes wise should be working fine.
I have tried resetting the graphics setting in unity and removed all storyboard related as I am not using any storyboards for launchscreen. I am using Xcode 11.1 and tested on my iPhone X on the latest iOS 13.2
When I first submitted for Apple to review, it was rejected by saying that upon launch there was a blank screen and no information on how to resolve it was given to me
This pink usually is caused by wrong shaders, especially if you are using asset bundle to load assets at runtime, you need to build different copies of asset bundles for different platforms and load the corresponding one.
It's recommended to build an empty project to test your environment, such like different version of Unity Editor, different rendering API settings and so on.
This is due to missing shaders in graphics settings of your project. reset shaders and your game will work fine, i found this effective in my case
Edit/ProjectSettings/Graphics. And Right Click at the top of the inspector page for built-in shaders and choose reset it should fix it for you automatically.
I have an ios app but am trying to add a launch image to the start. I am testing on an old ios 6 phone (which I think is the retina 4.7). I added the launch image in assets catalog like
I then have it mentioned like so:
When I run the app on my iPhone 6 device it has no load screen. What am I missing? I used to have a LaunchScreen.storyboard but I have all these images of the right size made and want to use those.
I've had this issue before and I believe it's a bug with Xcode. It will still be trying to use the LaunchScreen.storyboard file.
Try the following:
Clean your project.
Delete the app from the device/simulator.
Restart Xcode/Simulator and re-run.
See https://stackoverflow.com/a/33698093/5032154 for more info.
I’m trying to upload the latest build of an iPhone app and am having trouble submitting new screenshots on iTunesConnect. My previous build in November 2017 used Xcode 9.1 and I now run Xcode Version 9.3 (9E145). The current iOS target deployment is 8.0 like my previous build.
iTunesConnect’s Media Manager currently has no problem with previously submitted screenshots but for some unknown reason it expects iPad screenshots for a 12.9” display. Yes I tried creating new images using iOS6 plus using ⌘+1 to scale to 100% but Media Manager rejected these images when I tried to drag them into either its iPhone window or its iPad window. I was able to drag the previous set of iPhone images back into the Media Manager iPhone window without issues. But still the Media Manager won’t let me submit the next build.
The app happens to run on iPad even though it was designed for a device that can be held in one hand. These are the deployment settings.
So should I switch the device from Universal to iPhone and upload a new build to iTunesConnect ?
or could there be another reason why Media Manager won’t allow me to submit the latest build ?
e.g. this report - about changes to take effect on April Fool's day
Change Your device to iPhone then try to upload app on iTunes, As of now you have kept universal so iTunes is assuming your app will also work on iPad too that's why it's asking for a screenshot of iPad also.
This report is officially announced in feb so that every one can made changes and submit their apps accordingly. You can check this news from here. So its not a April fool.
Here is the some image sizes that you have to follow even you got the same image properties from media manager also. Before uploading image make sure size of images is properly matches.
Here I noticed that in x-code 9.x , 100% resolution screen shot does not give you that resolution so I take the help of designer. So I suggest you to use photo tool and make a perfect resolution it works properly.
I am using Launch images for my IOS app, when i install the fresh app or uninstall the old app and reinstall, i can see the new launch image. But if i install the new version on top of old version(without uninstalling old version app) then i see the old launch image, why this is happening?
Apple has clear guidelines on requirements for IOS 7 apps but even then, I ran into errors making a single app support multiple OS versions. After getting it to work, I thought I would point out a few areas that were hangups for me to aid others in the future.
I first updated the whole of my app to support IOS 7 cleanly and then went back and enabled previous versions but that process is not necessary.
Just ensure you first set the correct deploy targetdeployment target
Once you set the deployment target, Xcode5 nicely changes the list of default assets it requires to support the multiple OS versions. Ensure you reupload the correct versions of icons at the required resolutions and required filenames (shown below for IOS6-IOS7 support) Icons, their sizes, and their default filenames in Xcode5 for IOS6 -7 support
Do the same for the launch images, note that you will have to rename your launch images to new names, Xcode tries doing this for you if you let it. Note the new sizes below, as IOS7 expands the launch image background behind the status bar. Launch images, their names, and sizes required
Finally, manually add the two .plist flags below and you should be set to have your icons render across IOS versions consistently, with no gloss (explanation follows)
manually add these entries to your plist IOS7 in its new flatness removes the postprocessing the previous versions did where they added a highlight and gloss effect to icons. That effect is no longer done for IOS 7 apps but if you load an app from Xcode5 on IOS 6, it will reapply the default gloss effect. This is infuriating because there no longer is a "prerendered" GUI flag in Xcode to disable that postprocessing. As mentioned above, you need to add the flag manually to your application's plist. In my case, I had to add the flag in two locations to force IOS 6 to stop applying the effect. You can access the plist by either opening the file directly or navigating to the settings in your project overview. You may need to uninstall the app from your simulator and then rebuild the app to force simulator to lose its cache of the old icon.
I've created an app for ios using kivy. I was able to add a launch image, but when the app starts the launch image appears for one second, then the screen becomes blank for a couple of more seconds and then the app starts. Is there any way to keep the launch image until the app starts? Any help will be appreciated.
Thanks,
Babak
Kivy provides a way fix for iOS apps here:
Launch Images are supported. By default, XCode want you to build an Image Sets. This is your responsability to fill all the images needed for the Sets, depending of your target. However, Kivy use SDL, and as soon as the application starts the SDL main, the launch image will disapear. To prevent that, you need to have 2 files named Default.png and Default-Landscape.png, and put them in the Resources folder in Xcode (not in your application folder)