Display Issue on IOS device when build from unity to xcode - ios

I was having problem when building my project for IPhone 6+. So I made a simple scene in unity which has a simple camera and a ball gameobject and exported it to XCode. but when I run it on ios device its upper half screen has some weird display issue. can somebody help?
reference images
Problem: https://www.gmonks.com/help/1.jpg
Camera setting: https://www.gmonks.com/help/2.png

Issue has been resolved. I have created a completely new project and imported all assets one by one, now project is building properly on IPhone. Although this issue still exist in the old project, creating new project seems the easiest fix to me. Few thing are different from my old project and new project, which are the setting of quality in project setting and Lighting in windows. I think I have messed up some value in there. If anyone wants to take look then please download the project file and if possible can explain why did this happened. anyways thank for your support.

Related

Launch Images not displaying after updating to Xcode 8.2.1

I downloaded Xcode 8.2.1 as I had updated my iphone to the latest version. I ran xcode and updated the current app I'm working on to the project recommended settings upon first opening of my project (This pops up after new version of xcode). After this I tried to run the project on my device (iPhone 6) and it simply loads an enlarged app icon instead of the iphone 6 size launch screen which I have in the Images.xcassets folder. Annoyingly I tested the app on the simulator (iphone 6, 10.2) and it works completely as it had been doing prior to xcode 8.2.1.
I'm at a complete loss as to what could be the problem: ive tried everything from restarting xcode, cleaning project, deleting and re-adding launch images, and made sure the launch screen entry was empty as I don't use them (removed the option from the plist as well).
Everytime I run the app on my own device, it crashes and is looking for a completely different storyboard (I use multiple storyboards for different screen sizes, which is a lot of work but works for me) and thus its telling me that there isn't a launch screen for the iPhone 6 screen size it has detected. But obviously there is as it works on the simulator.
Anybody have any reasons as to why this might be? I'm thinking it could be a bug on behalf of xcode 8.2.1, a lot of other users seem to be having odd problems as well with this version. For further clarity, I opened up another project but didnt update it to the recommended project settings that xcode displayed again, I ran the app on my device and hey presto! It worked with no issues.
Is there any way of reversing the update to the recommended project settings?
Here also Same Issue, i upgraded to 8.3:
Ans: remove "Launch Screen Interface file base name" from plist. it will work.
Solved: The solution was simple and I wasted 5 hours on it. All I had to do was (1) remove the launch images from the xcassets folder, (2) rename launch images without .png extension and (3) I simply added them back into the Images.xcassets folder and ran the app again, this time it worked and showed the launch image correctly.
This might save someone hours of agony as I didn't think Xcode would be funny with a file extension such as .png

Unity and Xcode Build crash after Splash Screen

After updating to Unity 5.2.0f3, Xcode 6.4, and the Vuforia plugin, when I build my xcodeproj, my app just shows the Splash Screen and then crashes with the following error:
EXC_BADACCESS (Code=1,adress=0x94)
I fixed similar issues by adjusting the Player Settings in Unity several times, though it seems that there is a problem with IL2CPP / Universal Architecture.
Any master that can help?
We have one known bug related to Vuforia and packing of a managed structure that causes alignment problems for iOS builds. I'm not sure that this is the error you are seeing. You can work around the error by disabling optimizations in the Xcode project (although this is certainly not a fix).
We're working with the Vuforia developers now to have the problem corrected.

Xcode 6 app won't stop launching in zoom mode

I have an app that was created in a previous version of Xcode. It used to not be universal so it launched in 1x/2x mode on an iPad.
Now we want it to run with universal storyboards and size classes. We have converted the storyboards to size classes and changed the project setting to "Universal". We have set up the constraints and it runs fine on iPhone 6 and 5 flavors. But when we launch on an iPad is launches in 2x Mode automatically.
I can not figure out what is going on.
Can not find anything here or on the googles that speaks to this issue. Everyone seems to have success with the steps I enumerated. One post I found here talks about using a launch file, but I changed our launch file to our main storyboard and it still launches in 2x mode.
Appreciate the help. Let me know if there is any screen shots or more info that would help make things clearer.
EDIT
Adding screen shots for the first comment below.
Edit #2
I wonder if it has something to do with the xibs in the storyboard not updating in the newer Xcode. This project was started long ago and the days before storyboards. All I know is that with the latest update of the beta Xcode it just magically works. So strange.
Problems solved when the latest Xcode Beta came out. Possibly something weird with the xibs since this is an old/converted project that stated before storyboards.

Sprites is not loading in Ad-HOC mode in iOS

I am completely stumped here. Created my game, all working in XCode' simulator and also on my device when directly deployed from XCode.
I Submitted my app and they rejected it and asked me to run in Ad-HOC mode in my device to test since the app was not working.
I can replicate the issue in Ad-HOC mode.
Issue: Once replace scene is invoked, the tile map is not populating
the Sprites from the sprite-sheet created using the TexturePacker
software. The app does not crash, however the Scene is empty with just
the background without any Sprites loaded in it.
Not sure how can this be a code issue since works fine when I install directly from XCode.
Please help, thanks in advance :)
#LearnCocos2D, Thanks, I found out the bug last night. I did not use CC_CONTENT_SCALE_FACTOR() when placing sprites using tilemap co-ordinates. Amazing thing is, it worked in debug mode but did not as soon as I released the binary :)

Why does simply looking at my Storyboard in XCode 5 ruin my app?

I have an app built in XCode 4 against iOS6. If I open that workspace in XCode 5, clean and build my project, and run it in the simulator, it works (looks a bit different and needs some work, but it works). If I the simply navigate to my Storyboard and do absolutely nothing else, running the app in the simulator again results in my Photo Slideshow showing up black rather than showing pictures properly. A diff reveals it made some changes to the story board file when I looked at it. Rolling back the changes pertaining to my slideshow only is not effective. Rolling back all the changes works until I look at the Storyboard again.
It's obviously capable of working properly - why does it have to ruin everything just because I look at the Storyboard? Now I have to rebuild this part of the app, which is painful because I didn't build this part of the app to start with. This is not great for maintainability.
OK I have been messing with this all day.
In a nut shell keep or install Xcode 4.6 to deploy iOS 6.1 and before apps.
So for Xcode 5 messing stuff up, yes it's not working as expected.
I would expect to set the target
And have it look like an ios 6.1 app but it does not it looks ok in the viewer but both on the simulator and a iPad it looks bad. I have already filed a bug report.
ALSO if you have Autolayout checked in your 4.6 project and then try to look at it in Xcode 5.0 be prepared to kill Xcode as it tries to move everything around. In my case many table views got stuck in an endless loop and finally got a warning that tables can not exceed 10,000 :)

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