iPhone 6 Launch Image/Launch File issue - ios

I added to the project the Launch images for enabling support of iPhone 6/6+ (1242×2208 & 750×1334).
For iPhone 6+ everything works correctly, but for iPhone 6 on the real device (iOS 8.4.1), I still see Launch Image for iPhone 5 and screen size {320x568}. In the simulator of iPhone 6 app works as expected (correct launch image and screen size {375x667}).
The same behaviour if I use Launch File instead of Launch Image Assets.
How can I solve this issue?

The question is duplicated and the answer is here:
https://stackoverflow.com/a/26504069/697530
iOS handles correctly the Launch Images for iPhone 6/6+. It is enough to specify Launch Image in the Assets, and do not use Launch File for iOS8, but "Display Zoom" in the Settings of the phone must be set to the "Standard" mode for iPhone6 (Settings -> Display & Brightness -> View).
Hope it will help to someone else.

Please check below screen with Lunch image setting and you have to select one by one lunch image box and check size of image e.g. Image_2.png and set image based on that size.
Image_1.png
http://i.stack.imgur.com/BdkPn.png
Image_2.png
http://i.stack.imgur.com/gJdg6.png
Make sure your image size is same as the size of selected box.
Hope this is work for you.
Thanks :)

Related

iPhone X Simulator not running my app in full screen [duplicate]

Running my App in the iPhone X Simulator (GM Seed) I am noticing two strange effects:
the App does not use the full screen space (top and bottom area is black)
a strange white bar beneath the title bar
Does anybody know what is happening here and how to resolve this? I can't find any new settings in Interface Builder.
When using launch images (instead of the much easier Launch screen file), you need to provide the properly sized launch image for each device size you wish to support. Once you add the additional launch image, your app should take advantage of the new screen size.
The new iPhone X requires a launch image sized at 1125px × 2436px which is a 3x image for 375pt × 812pt.
Of course if you switch over to using a Launch screen file instead of individual launch images, your app will automatically adapt to all device sizes without any additional work.
I have figured out this issues in iPhone X. Launch image size (1125*2436px)
Please flow this below steps.
1.i)Choose your project name in Xcode.
ii)Select your project target
iii)Then select Launch images source
You can get Migrate popup
i) Choose Assets
ii)Select Migrate
After that select your Assets.xcassets in your project
Then select Launch image in assets
i)Then select attribute inspector
finally check your Launch image source. you can see set Launch image.
iPhone X needs different launch image sized 1125px x 2436px (375pt x 812pt #3x).
Check human interface guidelines for more details.
I have figured out how to fix (though I still don't understand why this happened only on iPhone X) LaunchScreen storyboard on iPhone X with seeing black top&bottom bars.
I have LaunchScreen storyboard with one UIImageView.
UIImageView's top&bottom has to be pinned to SuperView's top&bottom. NOT to SafeArea.
I fixed it by simply inserting some random text in the Lanch Screen File textfield. I dont even have a Launch Screen File... XCode is so buggy.
update
Although this fixes it in simulator (still very weird and unexpected) when uploading a binary to iTunes Connect it will fail due to not finding a LanchScreen file of name "random-name"
Just ran into this while trying to update an app I hadn't worked on in a while.
On Xcode 9.4, I was able to fix this by doing the following:
Add a launch screen by going to File -> New -> File... -> Launch Screen
Make sure the newly added launch screen storyboard is selected as the launch screen file under project settings.
If you already have a 1125px × 2436px launch image but the app is still not using the full screen check to make sure that your image is PNG.
if you removed LaunchScreen.storyboard; Choose your project, select your project target, General -> App Icons and Launch Images -> Launch Screen File: Select here Main.storyboard instead of LaunchScreen.storyboard
Just had this problem... When I selected the project & the correct target I had a blank for the 'launch screen file' under the app icons and launch screen images tab. I set it to the default LaunchScreen and the resizing issue I faced was taken care of.
You may check in project target launch screen file is not set to empty if it is empty it may cause problem.
Yes me too face that top spacing issue in iOS 15,
iOS 15 needs some new size of the Launch images
So you please check your all the launch screen images
Check your Attribute inspector is portrait for Launchscreen

Simulator running in scaling mode for iPhone 6 Plus?

My app starts and runs on the new iPhone 6 Plus (or iPhone 6) in the simulator, but elements that I know are supposed to be small on the big screen (i.e. hard coded CGRects) are large, as if the whole app had just been scaled up for the larger screen.
How can I get out of scaling mode in the simulator?
It looks like setting a launch screen file in the "App Icons and Launch Images" section of your project settings, or adding iOS 8 images to your launch image catalog, will enable "native" resolution.
Adding a correctly sized LaunchImage seems to be enough (setting an incorrectly sized image won't).
Also adding the new "Launch Screen File" should work:
You must set correctly sized LaunchImages
For more information about LaunchImages and icons see this documentation
https://developer.apple.com/library/IOs/documentation/UserExperience/Conceptual/MobileHIG/IconMatrix.html
use Asset Catalog Creator from mac app store.
https://itunes.apple.com/gb/app/asset-catalog-creator-app/id809625456?mt=12
give it any image and it will generate all the correct launch images and icons in a xassets file.
This should stop the scaling of the whole app on iphone 6+

Launch image for iOS 7 iPhone

all!
I have a problem. I've created launch images for my app. I added them through assets catalog.
Ipad ios 6 and 7 works, but iphone works only for ios 6. Ios 7 on iphone shows only black screen (for all: 3, 3 retina and 4 inch), and then app starts, but launch image don't shows.
Yes, iOS6 and iOS7 require you to insert separate launch images for each… Actually, technically, the 2x iOS7 and 2x iOS6 iPhone launch images can be identical, and the R4 iOS7 and R4 iOS7 launch images can likewise be identical, but they are associated separately in the images.xcassets folder based on version.
To guarantee you have launch images associated with each version, go to Targets > General then go to "Launch Images":
Then select all of your supported devices in the right-hand menu under the 3rd tab (in this screenshot from my particular app, only portrait interface is available for iPhone, but if your app also supports landscape, landscape should show up here too). To find out the "expected size" of each launch image, select its placeholder then scroll down to look for the "expected size" also in the right-hand menu. And finally drag the appropriate images into the appropriate placeholder slots to make sure your app has launch images suitable for each device/interface.
I have faced same problem few days ago and i posted my Answer in this question-
iPhone application developed in X-code 5, not showing icon and launch image while running on iPad
Hope it help you.

iPhone application developed in Xcode 5, not showing icon and launch image while running on iPad

I have developed an iPhone app, it is not universal. Now when i run it on any iPhone it's launching with splash screen and icon image is getting showed on device but-
when I run same app on iPad neither it is showing the launch images/Splash screen nor it's icon image is visible on device.
I am using Xcode 5, Deployment target is 6.0, and app is not universal.
Please have a look of images what i did yet.
what is the correct process in Xcode 5 to set icon images and launch images of any iPhone app, should i set it for iPad somewhere?
Is it because of resolution of images (Icon/Launch) for Retina and Non-Retina Display?
In X-Code 5 image assets is the folder to manage the images including icon images and launch images but in my case to manage it i just check the resolution of every icon image and launch image, some of the images having correct suitable size for retina display but not having proper resolution so i corrected it.
Resolution Non-Retina: 72
Resolution Retina display: 376
In image assets > icon folder > it worked for me when i put images with correct resolution and size i.e.-
Xcode 5 is smart enough to check the resolution so be sure about the resolution of images, I Think.
When i tried to add correct images in image assets > launch image, it didn't work yet so For launch image i used the old pattern to handle Launching image like-
It worked in my case, Hope It will help others as well.
I think you need tick the required device and need to add App Icons and Splash Screens using image assets like.
Here are the sizes required for according to devices.
Please review:
Remove app from simulator (Reset simulator), clean project.
then check app icons and images in assets according to iOS targets and check if warning coming. then build and run the app And if stay remains please review

From iPhone 4 to iPhone 5 screen size compatibility issue

I am working on the existing application. My task is to optimize screen to make compatible to screen for iphone 5. The original image as it could be seen in the first image (width and height 320*460). I have scale image to 320*548 and then used freeform in the inspector section, however, still bottom part of the screen is shown black. Any idea?
This initial image (320*460) screen shot got from iPhone 5
This image (320*548) screen shot got from iPhone 5 !!2
In order to optimize your application for iphone-5 also you need to include a Launch Image of dimension 640*1136 and name the image as
Default-568#2x.png
. UIApplication automatically detect the Device screen size if it found the Default-568#2x.png it launches the App accordingly . After adding the image , clean your Derived Data and also clean the project using cmd+shift+k . After that relaunch the App .
Hope it will help you.
If you are creating the app for iPhone 4 & iPhone 5 THE BEST WAY TO USE autolayouts, but the app will run iOS 6.0 or later but the screen resolution problem will be resolved. or as an alternative you can use auto resizing. This resolution problem occurs because the screen of iPhone 5 is 640*1136.
Hope it helps you.
You also need to provide a Default-586h#2x.png file with your application. Only then, iOS "enables" the full resolution for your app.

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