Apple Watch icon issue upon submission - ios

I'm trying to submit an iOS app to the App Store (one that supports the new Apple Watch) and I'm having major issues with the required icon files, their names and sizes. I've read the documentation (https://developer.apple.com/library/ios/documentation/UserExperience/Conceptual/WatchHumanInterfaceGuidelines/IconandImageSizes.html#//apple_ref/doc/uid/TP40014992-CH16-SW1) and it says to create icons #2x of sizes 48, 55, 80, 88, 172, and 196. What does this mean, Icon-48x48#2x.png (96px x 96px) or Icon-24x24#2x.png (48px x 48px).
When I submit my binary it keeps giving me errors... ERROR ITMS 90394 Missing Icon ... ERROR ITMS 90392 Invalid Icon
Could some please explain Exactly what icon names and sizes I need to include please?!?
I've guessed and checked for hours ... Icon-48x48#2x.png (88px x 88px) is no good ... Icon-24x24#2x.png (44px x 44px) is no good!
Also, do I add the icon files to the WatchKit App Extension or just the WatchKit App?

Go to your story board, open your WatchKit App folder, click on the Image.xcassets in there you should see the AppIcon asset, click on it and it will show you all the icon sizes. If you click on each one, the attribute inspector will give you the pixel dimensions for each.

I was also struggling with the same problem. It's really annoying one. Searched for it and did all things mentioned above and in sone other posts over Internet. Though nothing worked.
Well then i realised 24x24#2x should be actually of size 48x48 pixels not 24x24 and so on. I know it's a dumb one. But i guess there are more dumb people like me and this post will help them.

You should definitely import the icons into WatchKit App.
There should be one predefined image asset named "AppIcon" where you should add your icons. It worked great for me, I just updated my app to App Store review.
Btw, you should import all images that you use in AppleWatch app into the WatchKit App instead of Extension, otherwise you the images are sent from iPhone into AppleWatch when the Extension communicates with the WatchKit App...

After many many attempts I finally was able to successfully submit my watch supported app to the store.
I'm unsure exactly which part was causing the issue, but one thing I did was use the naming convention outlined (by mrdoktor) in this thread: Invalid Apple Watch icon file names must match pattern "*<dimension>#<scale>x.png"
Note: I only named the watch app icons in this manner ... the regular icons (for iPhone/iPad) are named like icon72#2x.png etc.
I then went into Xcode's organizer->projects and deleted the "derived data" for the project.
Also, in my WatchKit App I have an images.xcassets file and to it I created a "New App Icon" set which I named "AppIcon-Watch". I went into my project's settings and under the WatchKit App target I made sure that the App Icons Source was pointing to the newly created "AppIcon-Watch" set.
I did not have to touch the WatchKit Extension and it's images.xcassets. I did not have to add the icons to the extension either.
I did have to add the watch icon files to the WatchKit App folder and import them into the project, and further drag them into the correct place within the WatchKit's images.xcassets
I hope this helps everyone else that is having this same issue!

I was getting the 90392 error, not from my app icons but from three other miscellaneous images I included in my watch app. I had added them directly as files in my project, which is the old school way before image assets. I deleted these and added them to an image asset catalog instead and then the app submission went through. The files and filenames were the same, so apparently all images must be part of an asset catalog.

I got the same issue and successfully fixed it. The most strange thing is that icon named in manner 40x40#2x.png should be only home screen 38mm. As soon as I named it in this manner my App was successfully uploaded to AppStore. But ALL MY OTHER ICONS for AppWatch are named as usually: icon_180.png
Magic which is not understandable for me. :-)

Related

I can't submit my App store App because it doesn't see the assets folder. What is the solution?

I'm a rookie. I'm new to swift. that's why I can't do some things. I need your help. What should I write in my plist file so that I can access the assets folder and transfer my application to the app store store. I have a simple application on this link, it is my first attempt. I want to send this to the app store. Can you download and check my application or can you make the solution in the application and forward it to me? Very happy if you help.
Problems:
-"App Store Connect Process Error ERROR ITMS-90704:" Missing Application Icon. PNG format 1024 An app icon of x1024 pixels must be added to the Asset Catalog of apps created for iOS, iPadOS, or watchOS. Without this icon, it cannot be submitted for review
-Operation Error ERROR ITMS-90023: "Package icon is missing. .png format for iOS versions of iPad Pro, does not include an app icon exactly '167x167' pixels for iPad To support older operating systems, including icon maker.plist in the next package from Allah catalog
It seems that your project is missing the "Assets.xcassets" folder(directory). so this might be the error you are facing
Please verify the below things
Make sure the Assets.xcassets is there is project.
Verify that in your project target (under Deployment info) For App Icons and Launch Image option AppIcon is selected. Please refer the following screen shot.
Does app icon is added in Assets.xcassets?.
You need to add App icon with 1024 x1024 size with non-transparent background.
NOTE: Transparent background will not be working as it will throw error while uploading.

Missing CFBundleIconName in Xcode9 iOS11 app release

I'm struggling to release a new version of our app using Xcode 9 built with iOS 11 SDK. Archiving and uploading the binary goes well without any issue. The build appears in iTunes Connect under Activity as 'processing' and it gets disappear and I get the following email back.
Dear developer,
We have discovered one or more issues with your recent delivery for
"". To process your delivery, the following issues must be
corrected: Missing Info.plist value - A value for the Info.plist key
CFBundleIconName is missing in the bundle ''. Apps that
provide icons in the asset catalog must also provide this Info.plist
key. For more information see
http://help.apple.com/xcode/mac/current/#/dev10510b1f7. Once these
issues have been corrected, you can then redeliver the corrected
binary. Regards, The App Store team
The link gives some info about asset bundles. I tried setting a CFBundleIconName key to project name or an image file name and submitted the app again. However, I still get the same email as above.
Any suggestion of help would be highly appreciated.
I struggled with this all day and into the night trying every permutation I could think of and finally found this solution - hopefully this will save someone from going through this nightmare.
My app was not previously using an xcassets catalog so I had added one to the project when trying to address this issue by using File - New - File... and choosing an asset catalog from the types of files - I named it Assets.xcassets and chose it in the xcode project. Then right clicked in the area on the right and chose to add App Icons & Launch Images then New iOS App Icon and then in that I dragged my 1024x1024 image to the well for app store iOS 1024pt slot which you would think would have worked. but I still got rejected emails after archiving and submitting to the store.
Missing Info.plist value - A value for the Info.plist key CFBundleIconName is missing in the bundle. bla bla bla...
I also had added the key to the Info.plist for "Icon Name" which is also known by CFBundleIconName and set it to a string filename that matched my 1024x1024 image in the project. But none of that worked even though checking the IPA contents showed everything correctly in place.
finally I deleted the AppIcon from my catalog called Assets.xcassets so that it was empty and did the following to fix the issue:
Go to the main setting for the app by clicking your app name and then selecting the GENERAL tab then under App Icons and Launch Images section click the button beside App Icons source and choose to use an asset catalog - select the name of your asset catalog - mine was called Assets.xcassets - and say to convert (migrate) the app with the button on that popup - I also checked the box to convert launch images too - when you are done the App Icons Source and the Launch Images Source will have names in the dropdown list.
go to the asset catalog by clicking on it - again mine was Assets.xcassets and then click on the AppIcon section and drag your 1024x1024 image into the App Store iOS 1024pt well / slot. archive your app one last time and submit it to the app store - at that point hopefully won't get anymore emails from hell as I started calling them about rejection of your app and you can return to iTunesConnect to submit your app.
Good luck - I empathize with the pain you might be feeling with this mostly cryptic error when you have tried lots of reasonable fixes that just didn't pan out. Such is the life of a software engineer sometimes... ;)
if it was easy everyone would do it, right. ;)
Simplest solution is to add CFBundleIconName key in plist and fill all AppIcon slices in assets catalog.
Info.plist :
<key>CFBundleIconName</key>
<string>AppIcon</string>
Download Working AppIcons Assets Here
I figured it out that since Xcode 9 iOS 11 builds require iTunes Connect App Icon to be bundled with the binary itself which could have been added to iTunes Connect directly in the earlier versions of Xcode (XCode 8.3.3 ane earlier).
If you distribute your app through the App Store, add the App Store
icon to an asset catalog located in the Xcode project. The location of
the icon is different depending on the platform.
For iOS and watchOS apps built using Xcode 8.3.3 and earlier, you add
the App Store icon in iTunes Connect. For macOS and tvOS apps, you add
the App Store icon to the Xcode project but the location in the asset
catalog is different than apps built with Xcode 9 and later.
The required App Store icon should be placed in an asset catalog located in the app bundle.
So, the CFBundleIconName should be now set to AppIcon (default value) or any value you set.
Adding only that image will not pass the iTunes Archive upload process so we need to add all the App Icons images of the following sizes:
20pt 1x, 2x, 3x
29pt 1x, 2x, 3x
40pt 1x, 2x, 3x
60pt 1x, 2x, 3x
76pt 1x, 2x
83.5pt 2x
1024pt 1x
So, now it is time to use asset catalog to specify app icons.
I was getting the same email whenever I submitted a binary for a new version of one of my apps. I tried all the remedies listed here, but nothing worked. Then I made one more change that worked.
In the Target . . . Build Settings . . . Asset Catalog Compiler - Options section, make sure the name of the asset catalog that contains the icons is shown in Asset Catalog App Icon Set Name. For some reason, my Asset Catalog App Icon Set Name was blank.
I have got the same issue and solved it as follows.
Here is the step by step guideline.
Step 1:
Create an icon with 1024*1024.png
Step 2:
Upload this png to the https://www.appicon.build/ website and drag and drop on screen.
Step 3:
It will ask you to enter your email address. Enter it and then after few seconds, you will get all the required image sizes into your mailbox. Download that zipped folder and unzipped it.
Step 4:
Go back to your project on Xcode and add this unzipped folder(called AppIcon.appconset) into the resources folder in your xcode project.
Step 5:
Double click on Asset.xcassets folder and drag and drop required images on the image placeholder for 2x and 3x images from the generated images.
You are good to go!...
Apps built with iOS 11 or later SDK must supply app icons in an asset catalog and must also provide a value for this Info.plist key
For older projects without assets catalog there will be issues while submitting to Appstore
In Project —> Target Properties - General tab—> App Icons and Launch Image.
App Icons —> Select Use Asset catalog
Then it will ask to convert (migrate) with an alert and creates a .xcassets file. Check the box to convert launch images too.
When you are done the App Icons Source and the Launch Images Source will have names in the dropdown list.
Add the app icons and other icons to it
Now in IOS 11, we need to add a new icon in our project of size 1024x1024.
Ensure that the Icon files are removed from resources folder in source code bundle and also Icons files key in info.plist is cleared.
Also add CFBundleIconName key in plist as below
Info.plist :
<key>CFBundleIconName</key>
<string>AppIcon</string>
Also in the Project - Target—>Build Settings —> Asset Catalog Compiler - section, make sure the name of the asset catalog that contains the icons is shown in Asset Catalog App Icon Set Name.
I too have encountered the "Missing Info.plist value - A value for the Info.plist key CFBundleIconName is missing in the bundle..." error and wanted to leave a concise answer to hopefully help the next person.
The app was not using an asset catalog. Although that is not what this error says, that is what is required to resolve this issue, but how you add the values is important. It is not enough to manually add this missing key\value to the .plist; there is more to it than that. You also need to remove the CFBundleIcons value from your .plist. This can be done manually, but I recommend using the XCode interface to edit this through the Project Properties - General App Icons and Launch Image. That is how I got mine to work.
Below is a screen shot of the changes this made to my .plist.
App Icons and Launch Images
Add a new Asset Catalog to your project if you do not already have one.
Click the app name at the top of your Navigator window
Select the GENERAL tab
Scroll down to the "App Icons and Launch Images" section
Click the "use an asset catalog" button
NOTE: I had created my own asset catalog and iOS App icon image set, but linking to the existing one didn't work for me as it created a new image set which had empty values\images. I had to delete them all and let this process create them for me. If you are just now adding an asset catalog to resolve this issue, let this process create it for you, don't manually add the image set.
Click to convert\migrate the app
After clicking the button, nothing refreshed automatically for me. I navigated away and then back to the settings screen and values were now assigned in the dropdown list.
Now open your new asset catalog by clicking on it
Click on the "AppIcon" section and drag your required images to the appropriate locations.
You will need the 1024x1024 image for the App Store iOS 1024pt icon and any other iPhone\iPad\Universal app required icons. The 1024x1024px image is also known as the Marketing Icon. You cannot submit your app without it.
You should now be able to archive your app and submit it to the app store.
For anyone who the above answers did not help(spent a good bit of head-wall banging on this one):
Make sure to check the target membership of your assets directory! If you do not correctly link the membership here, you will get this same super-generic error(Apple should do something about the error messages).
The target membership should correlate directly to targets for which you are using the icons. For example, I use this single directory for both my main app, and watch app assets, you must specify this by selecting the appropriate member.
You do not need to edit the plist at all, most of these answers are misleading.
Hope this helps someone who hits this!
Follow the steps below.
In your Project add new file>>Asset Catlog.
Goto Click on your project in XCODE>>General>>App Icons. See screenshot.
This will create AppICon and LaunchImage Specifications automatically inside your Asset after that you can drag and drop your Appstore icon and other icons in it.
Also Add
<key>CFBundleIconName</key>
<string>AppIcon</string>.
This entry in your plist file.
Upload Your Binaries to Itunes.
In my situation; after you have done all these things in this page, don't forget to archive your project again :)
No need to edit info.plist. The icon related errors would be resolved by filling in all the images placeholders for AppIcon in images.xcassets.
I have finally come up with a clean solution to this problem which requires adding no keys to info.plist such as CFBundleIconName. I did this while updating an old app in the app store to build against SDK 11.2 (and believe me there was a fair amount of frustration involved). I'm using Xamarin in Visual Studio on a PC but this solution should work in any other IDE or framework e.g. XCode. The gist of the solution is that info.plist file and Resources folder no longer need to play any role as far as app icons and launch images are concerned. In fact you can remove CFBundleIconFiles key from info.plist file and it will not make any difference to your project.
Here are the steps you need to follow:
Make a copy of your app icons and launch images and store them in a separate location.
For a clean start delete references to app icons and launch images from info.plist, which means deleting values under CFBundleIconFiles key.
Delete app icons and launch images from Resources folder.
Use delete option to delete any 'Assets' or 'Media' you have declared under 'Asset Catalogs'.
A folder by the name of Assets.xcassets or Media.xcassets (or similarly named .xcassets folders) might still be present in your project. They would either be outside or inside the Resources folder. Delete all .xcassets folders.
Now open your project file in an editor like notepad (i.e. .csproj in Visual Studio) and see if there are any references pointing to files in .xcassets folder. Delete all such references. Also check that there are no references pointing to app icons or launch images under Resources folder in this file and delete them as well.
Check to make sure XSAppIconAssets and XSLaunchImageAssets keys are no longer present in info.plist. Delete them if they are still present.
At this point you have removed any previous files or references to your app icons and launch images from your project. If they are still present please go back and delete them. Now to start afresh create a new 'Asset' or 'Media' under 'Asset Catalogs' which creates a .xcassets folder in your project. Copy your app icons (and launch images if required) from step 1 into respective folders under your new .xcassets folder. Make sure all required images are included.
Check to make sure info.plist now contains XSAppIconAssets (and XSLaunchImageAssets if needed) key values for the new 'Asset' you have created. Your project file (which is .csproj in Visual Studio) should now contain references to each image you added to your new 'Asset'. There is no need for any extra images than those required by the project. I would suggest deleting any extra images from your Assets.
If you added a key named CFBundleIconName as mentioned in other solutions then please delete this key from info.plist. It is not required. Now you are ready to submit your app to the store.
There was an issue with Visual Studio 17(v-15.2) once you update it version > 15.2 you will see an App-Icon-1024x1024 place holder in AssetCatalog > Media> AppIcons
Every app developer uses the famous "Icon Dog"
(it's a shame they changed the name!)
https://itunes.apple.com/us/app/app-icon-set-creator/id1052532083?mt=12
It's far and away the #1 most popular app used by iOS devs, kind of a cult.
It immediately solves all problems.
If anyone is, like me on this page amongst many because you cannot get an app pushed to the app store -- and when you do, you get an email about missing asset catalog.... 16.10.0 is completely broken. 16.11.0 preview does not fix it either. I have one Xamarin project still publishable, but I suspect if I deleted the build cache on my mac it wouldn't ever work again. After 5 days solid, I downgraded to 16.8.6 (likely did not need to go that far back). I started getting useful warnings about images again, and my asset catalog not only generates an asssets.cer, but the bundle has the catalog properly added. Whether it started working from visual studio or the mono downgrade to the old version, I do not know, but hopefully this saves someone the wasted days I endured trying to adjust info.plist, catalog.json, .csproj, wiping mac side caches, inspecting published files, 1000's of build/archive/transports, and renaming and double-checking thousands of icon files, completely rebuilding projects, etc.. You can work around the missing asset catalog by implementing the CFBundle icon files if you manage to get them perfect, but if you succeed at that, you will upload the app, it will promptly disappear, and appstore connect will email you that all apps now need asset catalogs.
For me the key was to check the target membership checkbox of Assets.xcassets
I had this issue with a Flutter app when trying to upload an archive.
Fix:
Add the following to Info.plist
<key>CFBundleIconName</key>
<string>AppIcon</string>
Tools > Flutter > Flutter Clean
Tools > Flutter > Open iOS module in Xcode
Create a new archive and upload.
For Xcode 9.2 for iOS 11 apps, a couple points should be clarified.
1- This error should be from not having icon assets in an Asset Catalog.
(Got this error by submitting an app with no asset catalogs).
2- This error is solved by adding an asset catalog with the required icons.
(In my case, it was an iPhone-only app, and I added some placeholder images that were 120x and 180x).
3- This error is not related to the 1024x1024 "App Store Icon"
(When you forget the larger store icon, a separate, specific error will be displayed, not this error).
4- Contrary to the Apple documentation, even with (Xcode 9 + written for iOS 11), you can also use the website to submit the App Store icon.
(The separate specific error mentioned above is triggered by the lack of an icon, not the absence of the icon in the submitted build).
5- missing CFBundleIconName in Info.plist was not changed.
I had also a lot of problems on this matter - I was constantly getting the error with the missing CFBundleIconName and that my Icons where not found. So here is my story, maybe it will be of help for somebody. By the way, I am using Visual Studio with Xamarin.
Add an Asset Catalogue to your Project with AppIcons (the actual name of the asset is not important but just that it is for the application icons). Add all of the necessary icon sizes. For the 'App Store' icon I have added an icon without a # in the name as someone in the forums suggested, but I am not sure, if it is 100% necessary. For generating the different icon sizes there are a lot of Websites and tools that can do that for you and you just need to provide the 1024x1024 one. They will generate the rest.
In the Info.plist under 'Visual Assets' and then 'App Icons' set the source to the asset that you have just created.
Now check your Info.plist. Do not open it with an external Editor, because all of your changes will be overwritten once you build your project. Do the following - right mouse click on the Info.plist in the Solution Explorer then select Open With -> Generic PList Editor.
Check that you have the following entries:
-Property = CFBundleIconName, Type = String. Value = Assets.xcassets/AppIcons.appiconset
-Property = XSAppIconAssets, Type = String. Value = Assets.xcassets/AppIcons.appiconset
Note that Visual Studio automatically adds, when it adds something altogether, 'Resources/Assets.xcassets/AppIcons.appiconset' as the Value. But in my case the Asset Catalog was created outside of the Resources folder and therefore, my icons where not found. So, check where your assets folder was created.
CFBundleIconFiles was not needed, because Apple uses the Asset Catalog instead now.
I hope that I was of some help :)
I used the answer by #Omair and it is spot on, however, I then was getting errors that various icons were not found. The problem was a bug with VS2017 when creating an asset catalog. When adding a new asset catalog, the catalog folder is created under the root of the project, not under /resources. However, the entry in info.plist has the path as under /resources. Once I removed /resources from the path to my asset catalog all worked fine. Hope this helps someone!
I'll reply in the scope of Xamarin for fixing this issue - which is similar but not identical to Xcode. Using VisualStudio Community (16.6 Windows/ 8.6.1 macOS) with Xcode 11 installed on macOS
Adding the CFBundleIconName in the Info.plist is no help, this key is no longer used nowadays (for builds targeting iOS 11 and above, only Assets.xcassets is used - it also can be Media.xcassets, you choose whatever you want, but i'll reference it as Assets.xcassets).
My issue was: although it was visually nice in Assets.xcassets view, the images were not corrects. As soon as i tryed manually to reaffect them i had a format error.
Xamarin is handling, well... let's say confusingly the Asset.xcassets into the .csproj file. Sometimes referencing Contents.json file is not enough to describe all assets, you have to import every single file too, so it can work on PC, but not on Mac and vice-versa. There is space to improve assets management between Visual Studio PC, Visual Studio Mac and Xcode.
I re-generated all icons, and inserted one by one to the Assets.xcassets view by hand.
Of course, in addition, Info.plist, you must have the following key:
<key>XSAppIconAssets</key>
<string>Media.xcassets/AppIcons.appiconset</string>
Then i rebuild all and voilà, it worked.
Tip to see if icons are generated correctly before uploading to AppStoreConnect is to deploy to simulator, or, in Xcode->Organizer tool to check if the IPA got the proper icon. Otherwise this is dev "no icon", and it won't be okay.
Also, some websites for app icon generation are not containing everything i needed. Finally, i used this one for quick tests (but i prefer local tool - see above): https://www.iconsgenerator.com/Home/AppIcons
Also, because you could have issue uploading without Launchimage (related to storyboard, and also stored in Asset.xcassets, there is a wonderful app allowing both generation of App Icons and Launch Images: https://github.com/raphaelhanneken/iconizer
In My case issue was that I had a PNG image for the App Store Marketing Icon (1024x),
You must use jpeg, Non-transparent image for this App Store icon (1024x), and the issue went away.
Nothing above worked for me. I needed to remove the value for Development Assets from Build Settings.
Deleted the existing "Assets" folder under Asset Catalogs
"Add New"'d an empty "Asset Catalog"
followed Managing Icons with Asset Catalogs
info.plist updates: +1 your version and build #'s and add icons placed in Resources as "required?" by some earlier iOS's
<dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconName</key>
<string>AppIcon</string>
<key>CFBundleIconFiles</key>
<array>
<string>Icon152</string>
<string>Icon167</string>
<string>Icon76</string>
</array>
</dict>
To which Apple replied:
The following build has completed processing: Platform: iOS App
Name: FltLogger Build Number: 1.6
Putting this here as much for me next time as to help out. Happy hunting...
In my case I tried everything, the only thing that worked is that i had to delete the whole xassets folder and create a new one with the icon files in it.
If you are still facing with the issue and you are using XCode 13, maybe the solution is to remove the info.plist key. I explain more here: https://stackoverflow.com/a/71016589/15860448
In my case I had done everything as I should. The plist, the AppIcon, the settings in General and Build Settings.
What was the issue actually was that the name of the App in AppStoreConnect was different(by one capital letter), than the name of the one in XCode. So what I did was to create a new project with the correct name, just copy/pasted everything and it worked.

My binary is not optimized for iPhone 5 while having localized splash screens

My app keeps getting rejected as an invalid binary after uploading it to iTunesConnect via ApplicationLoader. The e-mail notification I'm getting is:
Your binary is not optimized for iPhone 5 - - New iPhone apps and app updates submitted must support the 4-inch display on iPhone 5 and must include a launch image with the -568h size modifier immediately following the portion of the launch image's filename. Launch images must be PNG files and located at the top-level of your bundle, or provided within each .lproj folder if you localize your launch images. Learn more about iPhone 5 support and app launch images by reviewing the 'iOS Human Interface Guidelines' at /.../
Which is weird as I'm packing all splash screens in the binary, checked that through extracting my .ipa aswell and they are there (in their respective .lproj-s), correctly named and of correct sizes. I do not use the Asset Catalog, as I haven't found a way to localize that (yet).
What could be the issue for the rejection?
I also face the same problem in my case myapp plist file contains key "Launch Image" after remove the key from plist issue fixed on validation.
The issue here seemed to be that it was expected that the splashes would be in EVERY localization folder, even if I didn't localize the splash for that particular language. INCLUDING Base.lproj. After copying the english splashes into default, the app got through the initial check and is awaiting review as we speak.
We faced the same issue and couldn't solve it after trying many solutions, we believe it's a kind of bug in App submission.
But we found a workaround which can keep launch images localized and pass the submission verification.
Environment:
Xcode 6.1 (6A1052c) with iOS 8.1 SDK
Precondition:
Have following properties in your "*-info.plist" file.
Steps:
Go to your target's settings and in our standard scenario (localize
launch images, which uses "UILaunchImages" in "*-info.plist" but not
image assets), it should look like the image
Change the setting to use image assets (Note: after this step, Xcode will automatically REMOVE the "UILaunchImages" properties in your *-info.plist file. So please BACKUP the properties first.)
Go to the "LaunchImage" assets (can click the arrow button on the right) and fill with images from one of your *.lproj folder.
Now, go to the "LaunchImage" folder which contains images and "Contents.json" file.
Remove ALL the launch IMAGES just added, but kepp the "Contents.json" file.
Check the "Contents.json", it should contains properties like image below
Double check following items:
*-info.plist contains "UILaunchImages" properties
Project setting uses image asset for launch images
"Contents.json" in "LaunchImage" asset folder and the folder DOES NOT really have launch images
Now you can have a try for localized launch images and submit the binary to iTunes Connect. In our App, the workaround did work for "localized launch images" and "submission successful".
It should be a trick for avoiding the bug in submission checking.
Since the workaround above doesn't change any resource, except making the checking thinks we use image assets, we are more convinced that there are some bugs in Apple's checking.
Cheers!
I had the same problem. You don't need launch images if running in ios 8. I made a new launch screen as a storyboard and deleted the xib version. Change the settings in Targets -> General -> Launch Screen file to reflect the new file. And make sure Targets -> Info -> UILaunchStoryboardName is updated as well.

Application rejected iOS -- Confused in naming icon files

I recently uploaded an app to app store, had all the icon files as suggested by apple but my application was rejected because of repeating "icon" files, with different dimensions but same name. Below is the problem specification:
When I add an 80X80 icon image it asks me to rename it to icon~iphone, however that image is already present with dimensions 58X58. If there are two files with same name in my app package apple rejects my app. What is the solution? I am targeting iOS 7.1.
First remove all the icon files by deleting to trash (not just delete references), now import the newly named files (like icon120, icon58, icon80 whatever you need) and click copy files with app target selected.
Now click the map icons to choose the right resources for your app icons.
The good thing about renaming the app icons is that there will be no mix up with other app icons that may linger in your xCode folder. You can now go to Build Phases and look at Copy Bundle Resources, where you can delete the old app icon files. If you can't find it, look at this screenshot (don't delete your new app icon files!):

Apple submission failing with missing icons using Xcode5 and Images.xcassets using wildcarded distribution profile

I am doing contract work for another company and they finally submitted the build to Apple. I am using a wildcarded distribution profile for TestFlight builds and they re-sign it before submitting to Apple.
I've recently switched to using the Images.xcassets for the AppIcon and everything looked good from Xcode. No warnings about app icons or archiving errors, however, when they submit to Apple it doesn't get past the Meta-data review because of missing app icons. Specifically, the following:
Icon specified in the Info.plist not found under the top level app
wrapper:AppIcon40x40
Icon specified in the Info.plist not found under the top level app
wrapper:AppIcon60x60
Icon specified in the Info.plist not found under the top level app
wrapper:AppIcon50x50
Icon specified in the Info.plist not found under the top level app
wrapper:AppIcon72x72
Icon specified in the Info.plist not found under the top level app
wrapper:AppIcon76x76
iPad:AppIcon57x57.png: icon dimensions (57x57) don't meet the size
requirements. The icon file must be 72x72, in .png format
All the other icons (building for iOS 6/7 universal app) appear to be fine. I made sure the .xcassets was part of my target and all the other various suggestions here.
So I opened up the .ipa and Payload to check out what Xcode had done. With the exception of AppIcon60x60, it changed the names of my files to AppIcon40x40~iPad and simliar for the rest of them. AppIcon60x60 was actually called AppIcon60x60#2x (which makes sense because it is 120x20 px). The file names in the Info.plist did not contain the ~iPad suffix for the iPad icons, which I feel lead the the issue of rejection.
I was under the impression when you use the Images.xcassets that Xcode would automatically name the icons and fill out the Info.plist appropriately. I am left wondering if it is a problem with archiving the app with a wildcarded distribution profile.
I eventually got the submission to be a success by removing the Images.xcassets and manually assigning the icons and then going into the Info.plist and deleting a few extra entries that were lying around. Any input would be appreciated, thanks!
From the iOS 7 UI Transition Guide:
Note:
An asset catalog contains resources that are displayed within a napp; an asset catalog doesn’t
hold the app icon, launch image, or any other image that an outside
process needs to access.
I moved these files out of the xcassets, restored the .plist Icon Files, and worked.

Resources