I have just updated to Xcode 6 and every time I create a new Sprite Kit project, I run it on my iPhone 5s and the display does not reach the top and bottom of the screen. It is blacked out for about 1cm each at the top and bottom of the screen. I can't figure out why. Previous projects that I have made still work fine, its just these new ones that don't.
Thanks for your time
I bet it's about having not complete set of the launching images. Remove all launching images (all sizes: iPhone 4, iPhone 5 and iPad) OR add ALL sizes. I had similar issue when I added only iPhone 4 size to my project in Xcode.
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I have just installed Xcode 4.6.3 to test my OpenGL game (which was developed in Xcode 3) on Retina 4" simulator, and I have got two black bars on the screen's top and bottom.
I have added a Default-568h#2x.png image file with dimension of 640x1136 to my project, when I am testing on the iphone simulator, the Default image is displayed correctly with no bars at all, but once the game starts, the top bar is moved to the bottom of the screen, now I have a sum of two bars at the bottom and no bar at all at the top.
I have done some google search but it seems no one had the same problem before, I am getting this result on the iPhone simulator and have got no iphone5 to confirm this would happen in real device...
I would really appreciate someone could help on this.
Thank you.
I was having a similar problem and the solution I found was to stop using the asset catalog for the Launch Images. That allowed it to revert to using the properly named files it was looking for.
Most of my apps scale up when run on an iPhone 6, but for some reason one of my apps looks like this:
What would cause it to not just scale up and fill the screen?
EDIT: Here are some repro steps:
Create a new project (Single View). Turn off size classes and just use iPhone.
Make the background orange.
Add a yellow UIView subview at (20,20,280,200).
In Xcode you get this:
Now simulate on iPhone 6. You get this:
Why doesn't it just scale up and look normal?
Not sure why this is getting downvoted. It's a legitimate question. And here's the legitimate answer:
Remove the "Launch Screen File" in Projects > General. Xcode 5 did not have this so older apps scale up automatically. Apps created with Xcode 6 get a default Launch Screen file created.
Removing it will make your app scale up on iPhone 6.
I have got the same problem and I managed to solve it by adding constraints to my ViewController in the storyboard.
Make sure that you clicked the ViewController of your scene. They yellow button in the this screenshot.
Click Editor-> Resolve Auto Layout issues -> Add Missing Constraints
Now you will find that the background image is scaled up to fill iPhone 6 or iPhone 6 plus.
Note that this solution works for me even if I did not provide any launch screen file.
I had the same issue. Searching for an answer, most of them mention the launch image. To me, what did the trick, was that I first enabled launch image for iOS8.0 and later in Xcode, which requires the native resolution sizes for 4.7" and 5.5". Adding these sizes didn't help, but when I re-disabled them, it started working!
If you do have any launch image, you will need launch images for all appropriate sizes. I was doing a minor update to an app, and it was not showing correctly on the iPhone 6 simulator. I created four launch images (.png files). Since the app should still run on iOS 7, I apparently could not use an asset catalog. I gave the images the correct names, and all is good.
Image sizes and names may be found here:
Sizes and Naming of Launch Image for iPhone app in iOS8
I have worked on this application, done 2 years back, using XIB's and Autosizing.
Now, I've upgraded this app (in Xcode 5) & I need to make changes according to iPhone 5 (4") and iPhone 4, 4s (3.5")
I've tried to put Margin layouts but these are not making any difference.
I've created quite a few apps before using similar techniques with out any complication but in this app, the view in iPhone4 has a black cut at the top and bottom of the screen.
![enter image description here][2]
This issue is not related to AutoSizing.
You're just missing the 640x1136 launch image (i.e. Default-568h#2x.png).
Add it and your app should go full screen.
PS: This happened to me when I created an iOS7 project in Xcode 5 and deleted Images.xcassets from the project targets.
reference
I am trying to test an app in the simulator (3.5 retina iPhone) and am running into a bit of an annoyance. I can't see the bottom 10th of the screen...
I have tried the Cmd+3 shortcut but unfortunately that part of the screen is still missing. For example, the card should be in the middle of the screen below:
For this app, I have some components at the bottom of the screen that I can't see in the simulator. For now, I'm having to move the components further up the screen so that I can test them but it isn't ideal.
Has anyone else encountered this issue?
I think you have designed your view for the 4 inch display, and have not set up autolayout/springs and struts to layout your view correctly.
I recently finished my app but haven't made it for the 4 inch screen yet. I decided to upload it to the appstore anyways and do the 4 inch version later. I'd like to have black top and bottom bars shown if the app is used on a 4 inch display.
I have an default image called Default-568h#2x.png but when I build it and change the simulator to 4 inch it stretches my screen and no black bars are shown. If I delete the Default-568h#2x.png it doesn't change a thing.
Anyone can help me out?
Deleting files in Xcode does not delete them from installed apps/build folders/etc. It's extremely annoying. If you really want your app to only run in 3.5 inch mode, delete the Default-568 file and make sure to run Clean/Clean Build Folder in Xcode, and delete the app completely off your simulator/device. It should start showing up letterboxed again.
Apple is still accepting 3.5in only submissions.