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I've looked at other questions with the same issue and did what was suggested in them but keep getting the same error.
I've dragged 120x120 file into my project, cleaned, built, archived, same error.
I've dragged 120x120 file into the asset catalog manually, cleaned, built, archived, same error.
Here's a pic of my asset appicon:
There is no drag and drop for 120x120. Where am I suppose to add it?
Thanks
Dont drag images in asset.
Go to this link - https://makeappicon.com
Upload your 1024 image, it will email you the icons for iOS and Android as well.
Just copy and paste AppIcon.appiconset file into bundle.
You probably have already solved this, but I'd like to share an observation about this topic as I'm currently struggling with the same problem.
When you generate an app icon set with tools like makeappicon.com, chances are that not all possible icon variants are created. For example, old icon sizes (for iOS 5/6) are probably not produced.
In Xcode's assets editor (at least in Xcode 8.2.1) you only see the slots for which an icon is provided; for me this led to the misinterpretation that all possible icons are present. However, if you manually add an empty icon set in Xcode ("+" -> "New iOS App Icon"), you will see that there are more possible slots then are filled by the icon tool.
In my case the problem was that the deployment target was set to iOS6, but some icons required for iOS6 were not included in the icon set; so I created a new, empty icon set, manually dragged in the files which were created by my icon tool, and then created the missing icons by hand.
Installed the app on iPhone 6 iOS9 and here is what happened. Notice black bars on top and bottom. It works just fine on iOS8. How I can fix it?
I've tried building with Xcode 6.4 & 7. Same result.
(iPhone 5 used to run iPhone 4 apps like this)
Did you migrate your app from an earlier version of Xcode? If so then Xcode is now making an assumption about your screen size and you need a way of indicating the actual screen size at run time.
There are two ways:
a) If you use a launch screen.
You are missing a LaunchScreen.storyboard file.
Create a Launch Screen object from the New File... dialog
b) If you don't use a launch screen.
Go to your Target's settings and choose General, then App Icons and Launch Images.
Now set "Launch Screen File" to your "main.storyboard" (or another storyboard if appropriate)
My App does not use a launch image.
Setting the "Launch Screen File" to my "main.storyboard" file fixed the issue for me.
This setting can be found under "Target->General->App Icons and Launch Images"
Use the following link for more information:
http://oleb.net/blog/2014/08/replacing-launch-images-with-storyboards/
For me the problem is i'm migrating my app from earlier version of Xcode and the project is missing LaunchScreen.storyboard file. I have just created LaunchScreen.storyboard and added it to launch Screen File. This did the trick.
I'm using xcode 7.2 . At first, I created a LaunchScreen.storyboard file, as Potassium Permanganate
suggested, and it worked! However, I didn't want a launch screen, so I tried setting Main.storyboard as Launch Screen File and it did the trick!
This one is if you do not use storyboard at all.
It occurs when you remove LaunchScreen from Launch Screen File in App icons and Launch Images.
Instead of removing it from here go to info.plist and find Launch screen interface file base name and remove LaunchScreen, i.e. leave it blank.
It wont show in info.plist if you have removed LaunchScreen already from Launch Screen File. Then you can give any name in Launch Screen File and it will appear and you can remove the name.
When you migrate your app from earlier version of xCode to xCode 6 or xCode 7, you will face this issue.
For iOS 7 and earlier, developers need to provide separate launch
images for all screen sizes, resolutions and orientations their app supported.
In Xcode 6 or later, there is another option. You can specify a storyboard whose initial view controller will then be used as the app’s launch screen. Use below steps:
Create a blank storyboard file named LaunchScreen.storyboard.
Go to your target settings and, on the "General" tab, select the storyboard as your Launch Screen File in "App Icons and Launch Images" section. Xcode will add a corresponding UILaunchStoryboardName key to your app’s Info.plist. When this key is present, Xcode will prioritize it over any launch images you might have set.
Add some subviews to newly created storyboard's view and position them with constraints. When you launch the app on a device, the OS should use the scene as the launch screen.
Delete the older app from simulator and clean the project.
Cheers :-)
I have same issue in my app . In my app i have multiple targets added to project . If i use launch storyboard solution then i can see full screen but in my case my Lunch image looks blurred and stretched on iPhone 4 . To come out from this issue I have used LaunchImage asset solutions . After this still I am facing same issue .I have tried all above solutions, At end I found my png images don't include ALPHA resolutions . After adding new images ,i can see full screen images .
iOS changed the way the system detects the resolution of the iPhone. You used to have to supply a number of png images named things like "Default-568#2x.png", "Default-667h#3x.png". Now you don't have to do that anymore. You need to delete those "Default-568#2x.png" style files and move on to using a proper LAUNCH SCREEN object in your project.
To add a launch screen just go to the New File... dialog (File / New / File, or press Cmd + N)
Double click that new Launch Screen file to edit it. Be sure it is ticked "use as launch screen" in its properties.
Finally be sure to select your LaunchScreen.storyboard file under project properties / Targets / "App Icons and Launch Images"
Go to the asset catalog and create a new iOS launch Image. then in Target>General>App Icons and Launch Images>Launch Image Source you will see automatically the new Launch Image created in the assets catalog.
In my case, I have several targets in the project and each one has it's own launch screen images. The weird thing one of the targets looks fine but others have those black bars. The thing was in the name of Launch folder inside assets. Change name to LaunchImage solves the problem.
Swift 4.2
select LaunchScreen.storyboard if its empty
In my case I have one asset with launch images however it was displaying the top and bottom dark bar as well.
I've tried the launch storyboard solution and yes it works but I didn't want to add a new file so, this is what I did to fix the issue:
Copied my launch images to another folder
Removed the existing LaunchImage asset
Added a new LaunchImage asset
Added the images to the new LaunchImage
That's it!
Go to target settings in xcode in that section go to App icons and launch images section in that section select launch screen file you will find a drop down of values select CDVLaunchScreeen value against launch screen file value
I had a similar issue on an iPod. To fix this, I replaced
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
with
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
<key>UILaunchStoryboardName~ipod</key>
<string>LaunchScreenIphone</string>
in Info.plist.
I had an old app (iOS 7.4 - 8.2) and after upgrading it got the same issue (getting black empty bar at the top), I managed to solve it by:
Main.storyboard
Choose your Scene & Controller
on left menu, go to Attribute Inspector
find "Presentation" and instead of "Automatic" set it to "Full Screen"
It did the trick for me.
My app is written in python kivy. This is what I did. It worked.
The reason is that I don't have AppIcon and LaunchImage defined.
There is free website that can provides you a set of icons and
launchImages for various devices.
Once you have the full set, usually 2 folders - AppIcon and
LaunchImage folder. Open your Xcode project, General > AppIcon and
Launch images.
In the AppIcon Source, click the arrow on the right. It will go to
another page, in which you can drag and drop the two folders in
(yes, drag the folders).
Go back to the previous General tab, in the AppIcon Source, you can
select your folder, usually called AppIcon-1. And tick 'include all
icon asset'
Leave 'Launch Screen File' blank. This is very different from
previous Xcode version.
Under the deployment info, status bar style, you can tick require
full screen.
After those steps you should be good to load again.
Please note these steps are for a non storyboard app. In my case, my app is written in kivy.
Don't Do anything that are described in earlier answers...
To show view Controller follow the following single step
Step 1 : Add the splash Screen for iPhone and iPad.
After this this error will not come again.
I need some help figuring out why I can't get a launch icon and appicon to apply to my project. I am running xcode Version 6.3.2. Note: another developer has already applied an appicon The following I have tried:
I created an asset catalog and added new app icon and launcher image via the plus sign button in the lower left of the asset window.
In the general settings of the app I clicked on "Use Asset Catalog" for both the launcher icon source and app icon source. I selected my asset catalog and it prompts me to migrate images, which I did.
My icon and launch icon are not applying even though I have followed these steps. How do I figure out why they are not applying?
EDIT:
All of the slots for the different devices are filled with a .png image. Now that I look at it I wonder if this could be the issue- when I select use asset catalog it migrates my images which creates a new subset of launch icons and all of those slots are empty. With that subset selected my project builds fine. If I select my original subset with the icons in the slots the build fails with message - The app icon set named "AppIcon" did not have any applicable content. Same for the launch icons.
Delete the app from the simulator or device and try again. Due to caching optimizations, sometimes resources are not updated if the name doesn't change.
You might also need to clean your project and rebuild it. Select Clean from the Product menu in Xcode.
It's a long shot, but your Asset Catalog may not be included in your target. Select the catalog file, open the File Inspector and check the Target Membership. Although I believe #Dave Batton has provided the correct answer.
I'm having some trouble getting my launch image to show up in my application.
I have created all the static image files in the Images.xcassets file in an asset set called "LaunchImage".
I noticed that my project also contains a LaunchScreen.xib file (which was automatically created by Xcode).
This .xib file appears when I run the application on my iPhone6 device. It doesn't appear in the simulator for iPhone4s (which makes sense, since xib launch screen is only for iOS 8 +).
I want to use the static images that I have created since they fall under the Apple Guidelines and go with my application. However, I haven't had any luck at getting it to show up.
I noticed under the project settings that there is a section called App Icons and Launch Images. I see how the .xib is connected by the Launch Screen File option I assume.
However, there is an option called Launch Image Sources. What does this do?
I found this: http://matthewpalmer.net/blog/2014/09/10/iphone-6-plus-launch-image-adaptive-mode/. However, it didn't explain anything about the Launch Image Source option.
There is a button next to the Launch Image Sources called "Use Asset Catalog". When I click it, it just says Migrate Launch Images to an asset catalog. Your existing launch images will be copied into a new image set. Choose an asset catalog to use: .
This is confusing to me because I've already created my asset catalog and I definitely don't want it to overwrite images.xcassets file. So, how do I link this to the Launch Images Asset Set that I already have created? Also what "existing launch images" is it referring to will be copied into a new image set?
Thank you!
UPDATE 1
So, I tried the migrate images option and chose to the new set option. This caused a new image set to be created which I deleted. However, the name left in the Launch Image Source was set to LaunchImage which somehow connected to the image set that contains my launch images. It did mess up my LaunchImage set -- the images were set to unassigned. I deleted them and dragged my files to the appropriate box in the LaunchImage asset set. However, when I run the application it still doesn't work. =( Launch Image doesn't show up.
I even removed the information that was in Launch Screen File (which my assumption was the setting that connects to the .xib file). Still, somehow the .xib file appears on my iPhone6 device. =(
Any ideas what's going on?
I had this problem. I tested on simulator. I left the "Launch screen file" blank and removed the line about the "launch screen file" inside the plist. I restarted Xcode. Nothing. In my case in was not black it was white. Xcode 7 target ios 9.
i read this one as well: Launch Image does not show up in my iOS App
The launch image only showed up when i deleted the app from the simulator and run the app again.
I finally figured it out!
So, in your project settings, go to the section that says: App Icons and Launch Images
Remove the information found in Launch Screen File if you do not want to use .xib file.
Then, in Launch Image Source, Choose to migrate and if you have already created your LaunchImage file and added the images to it. Then click the asset catalog that shows up. The name of the one that contains your Launch Images.
This will create a new Launch-Image2 in your image set. To use the one you already have created, click the drop-down menu next to Launch Image Source. And you should see your other Launch Image set. Choose it. Then re-build your application and run it. You should see your Launch Image. =)
Hope this helps!
Note: it won't delete your images that you already have in the asset catalog. It will just create a new LaunchImage asset set.
Reference: https://developer.apple.com/library/ios/recipes/xcode_help-image_catalog-1.0/chapters/StoringAppIconsandLaunchImagesinanAssetCatalog.html
This is too important !
should be empty ! Launch Screen File
Working solution. Saved my time and hope it will save yours as well.
Make sure your images are accurate size according to Apple Guidelines.
Make sure, You will select only one option , either launch screen file or Launch Image Source. You can find these two options in Project build settings -> General
Clean and build.
Recommended solution step by step:
Create splash image assets (name as LaunchImage) there in
Image.assests folder.
Select LaunchImage asset in Launch Image Source option.
And Clear the text in Launch screen File option.
Clean and build.
Below is the reference image for right configuration:
I had this problem in XCode 9.4.1, turned out to be caused by the assets folder not being included in the Bundle Resources.
Select the project, then your target. Go to 'Build Phases' and open up 'Copy Bundle Resources'. If the .xcassets group you want to use isn't listed then just drag it in from the file browser.
Worked for me...
After few hours of unclear answers:
1) go to setting app General section in xCode.
2) Scroll down to App Icons and Launch Images.
3) Clear Launch Screen File (just leave it blank)
4) Set Launch Images Source to LaunchImage (remember to create them in Assets.xcassets)
Now app will use images You set in LaunchImage.
Had a similar issue today. Tried to let xCode create automatically the Asset, but it was always unassigned.
The solution was to create manually the Launch Image in the ImageAsset and assign the files for his respective resolution.
It looks like xCode created a different type of Launch Image asset, so it didn't
recognized the asset (v8.3.2)
Solved! I've tried a lot. The problem was that the launch image shows in simulator and didn't show in real device. I got a Storyboard with UIImageView in it. Strange was that old images worked, and images, that i did add recently not. First i thought that this is a problem with assets. No. Than i checked color profiles and did a lot of tries with different profiles: left-working image, right-not working. Didn't help.
Then i started google and found this thread
Main solutions from here:
1) Didn't helped for me.
Change image property of my launch image using Preview app: [ Tools
--> Assign Profile... --> ColorSync Profile: <> ]
2) Helped
Even deleting the app and re-installing from XCode doesn't work.
However, changing the bundle ID does work. With no other changes, the
existing bundle ID shows no images, but the new bundle ID shows them
all correctly. I'm doing that as a temporary work-around, since a
previous post in this thread suggests that installing the builds via
TestFlight doesn't encounter the problem.
3)
I did three things (the first two on their own didn't do it, but may have assisted the third which did work)
1) Copied all of the images to the root directory (same location as
xcode puts the images)
2) Created a folder in Images.xcassets and put the images in there.
3) The images in the launchScreen.xib were originally called
imageName.png. This was changed to just imageName (remove the file
extension.
After the third thing the images appeared. I don't know if either of
the first two steps are required, but hopefully it will help someone.
4) Helps but old and rude
Taking the images out of the asset catalog fixed the problem for me.
I just added the #1x, #2x, and #3x image used on my launch screen to
the project the old way and it seems to be working fine. Trying to
confirm it through TestFlight now, but iTunes Connect isn't behaving
at the moment.
I thought this is an iPhone cash problem. So you don't need to warn about it thus the image will show when installing with testFlight. After this conclusion i did next and that worked:
1) Uninstall app
2) Reboot phone
3) Build app to the phone
I just figured this out. My launch image was not showing up, I get a white screen when launching on a device (iPhone 6, 7+) or testFlight. Fix: Renamed "Landing_screen.png" to just "Landing_screen" removing .png part. https://stackoverflow.com/a/43592662/3445278
Close the simulator & open it again worked for me
I have face same issue.
In splash screen image is not displaying but other thing like label and view are showing up correctly .
To fix issue first verify all of the above settings in your code. If nothing works then Restart the iPhone solves my problem.
Hope it is helpful to someone here (Happy to help) :)
I've just spent a little while on the same problem, but found the answer, and put it into a Youtube Tutorial
Create your ArtWork Image. 1024x1024 that conforms to Apple's requirements for Appicons and LaunchImages
Set up a folder to hold your newly created Assets.xcassets
Open Asset Creator Pro and drag your new image into it.
Do your app icons first, putting the created file into your new folder.
Using the SAME image, select LaunchImages next, and "Append" the created set into the new, existing Assets.xcassets
Open your XCode project, and delete the eisting - probably empty - Assets.xcassets folder. If you have other files in it, then just
delete the Appicons and Launchimages sets.
Drag your newly created Assets into the XCode project, making sure you set the option to Copy the files. Sometimes this can be off!
beware.
check what's in the cassets, you should see your new images.
Make sure the line Launch Screen File in your Project settings is BLANK.
Make sure your LaunchScreen storyboard is BLANK. Anything in there and the images wont load.
test it.
Watch the video.
should be empty ! Launch Screen File
it worked for me
Its working fine for set Launch Image:
Go to setting app General section in xCode.
Scroll down to App Icons and Launch Images.
Check Launch Screen File in settings page
Set Launch Images Source to LaunchImage as storyboard file(Set image in Launch screen) (or) You create a own launch image Xib file.
Note:
Now app will use images You set in LaunchImage.
Close the simulator & open it again worked for me
Clean Build Folder
Close your xcode and reopen it
Adjust constrain for the UIImageview
Check Launch Screen File in settings page
I'm trying to define launch images. Probably only one image is missing.
I'm following the instructions from this site Create launch images in different sizes for different devices
So I have 7 images with the required size.
But when I drag them to LaonchImages sheet it requires 8 images...the one that is missing is called "iPhone Portrait 2x" and according to the details pane I found its size 640x960 and I added it.
sill I'm getting the error - and the compilation fails...
Select your project, go to Build Settings, search for AppIcon-2 and change it into AppIcon and you will be fine.
Select project file and then select target in question. In General tab there is in app icons and launch images launch image source should be "Use assets category"
My LaunchImage file had been deleted and I had to add a new one in my xcassets.
Go to your images.xcassets. If there is no LaunchImage listed on the left, click the plus button at the bottom and navigate to new iOS launch image.
The Launch Image asset has been deprecated. I deleted the Launch Image asset but then I was getting compilation error.
In order to fix the error, the Launch Image asset catalog name has to be removed from Build Settings.
I could solve this by going to Build Settings of my target, searching for word "launch", then removing (using Backspace) "Asset Catalog Launch Image Set Name", that was set to LaunchImage.
In my case the problem was solved by removing the reference to Images.xcassets and then add it to the project again.
I'm not sure what caused the problem, but it may have something to do with the fact that I moved the assets "file" from one Xcode group to another, which would be weird as the file's path remained the same, but that was also the only thing I did with the file...
We had our Asset Catalog Launch Image Set Name set in our project target. After removing this from the target and instead setting it in our project it compiled fine.
For me the problem occurred when i have added a new watch target. Even though i had AppIcon set i was getting the error, i fixed it by removing the reference of asset catalog and added it back, you can do it by deleting the reference and add it back.
This generally happens when you have accidentally deleted Assets.xcassets. You need to follow the below steps.
Right click on Assets.xcassets and select Show File
Inspector.
Check if the desired target has been checked under
Target Membership.
If its unchecked, Please select the target for which you need the
Assets to be used.
Clean and Build the App.
With xcode 11.3.1 you have to select the project file and after that, select the target in question, and in the General tab under "App Icons and Launch Images" select as shown bellow.