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)
Related
I have recently developed a set of icons for my ios app using https://makeappicon.com. This provides a folder of appropriately sized images. I then have dragged each of these images into the appropriate slot in the AppIcon section in Assets.xcassets. The icon shows up fine in on my phone screen but not in the app switcher (see circled in image). There are no errors showing.
I have:
- Cleaned build folder and rebuilt
- I have restarted my iPhone
- I have manually placed all the images in the slots
- I have also tried replacing the original AppIcon folder with the one provided by make appicon
All to no effect. Be grateful for any suggestions.
Uninstall App → Restart Device → Install App
Just putting here for the sake of working answer !
As #cobberboy has mentioned in comment, doing above works - verified
I have been trying to figure out this issue, as I multiple times changed the icons removed the build, took new builds etc, but the app switcher icon was the default icon.
I have tried the app on a new phone and the desired icon was showing. So my guess is that the app switcher, (also apple watch OS's app switcher) has some sort of hardcore cache machanism.
If anyone coming from Google facing this issue, not sure how to flush this cache, but you can go ahead and ship your app, as this cache is only on your device.
Good luck!
Ensure you have provided icons for all sizes, deploy, then restart the device to clear any caches.
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.
In my app v1.0,I use Launch Screen File to dispaly my Launch Image,but in v2.0,we changed it to Launch Images source
but,when we update our app from v1.0 to v2.0,the launch image is still the original one, how to deal with it?
I test it ,it seems the only way to update your launchImage is unistall the app ,and install again.
I think this is apple's bug , Apple cache the snapshots,but don't update it when we change the setting.
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?