I developed a game with libgdx. I already published it to the play store and want to publish it also to the apple store.
Since I want the game to be only available for iPhones I need (or at least I think I need) to package a iPhone-Only binary with robovm...Now it creates only the universal binary which I can't use because the app is not optimized for ipads.
How can I achieve that? Thanks for any hints in advance.
Manuel
You need to change the UIDeviceFamily section in your Info.plist.xml file to only include <integer>1</integer>:
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
</array>
Just go to you Target settings and change the "Devices" under "Deployment Info" from "Universal" to "iPhone"
Related
How can we check what devices are supported by my IPA?
I have created my IPA using cordova, I did settings in build.xcconfig file to work my IPA only for iPhone devices as follows
TARGETED_DEVICE_FAMILY = 1
I also done settings in PROJECT_NAME-info.plist file as
<key>UIRequiredDeviceCapabilities</key>
<dict>
<key>bluetooth-le</key>
</dict>
In Compatibility section of above image, there is big list of devices supported and it includes iPad mini, iPad.... and many more...
I wish to see text "iPhone 8.0 or later" only which says application supports only iPhone device... How can I achieve this?
I am not sure but is my blutooth-le setting which causing so many devices in compatibility section?
Please help.
I'm trying to archive a content blocker application. Because the API is only available on 64 bits, I've added this in the info.plist of the app:
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>arm64</string>
</array>
This value is only in the application target, not the content blocker target. When sending my application to the App Store using Xcode Organizer it returns this message:
ERROR ITMS-90503: "Invalid Bundle. Apps that have 'arm64' in the list of UIRequiredDeviceCapabilities in Info.plist must only contain the arm64 slice."...
I've checked online and this error looks new and undocumented, do you know what should I do to remove it?
As dsiddhpura suggested, the solution is to check the valid architectures in the build settings. Be sure to have selected "All" in the right top-right corner and verify that there is only arm64 in the valid architectures.
It should look like this:
your plist must be look like that:
Set Build Active Architecture Only set to Yes. And you validate build product look like that:
You can't upload apps to the App Store with that requirement. The only requirement you can have is lowest iOS target. So if you specify iOS9 (latest) then the iPhone 4s is still able to download your app. iPhone 4s runs the 32-bit architecture.
Either you can remove the architectures other than "arm64" or you can limit the deployment target to 8.0
I have two app icons built-in (free and premium), is it possible to replace free icon to premium icon programmatically after in-app purchase is completed successfully?
There is a new solution for this situation.
You can use
setAlternateIconName(_:completionHandler:)
iOS 10.3 is out with xcode 8.3.
10.3+
Update:
Usage is pretty simple, the key is to find out plist usage and note that you can not load assets from xcassets ( at least didnt work for me ). You need to add your icon files to project and prefer 180x180 images for quality.
You need to use "Icon files (iOS 5)", new Icon files does not work.
One last thing, when you change icon on a button click it will popup a Alert window that says 'You have changed the icon for "IcoTest".'
//ViewController.swift
#IBAction func ico1Click(_ sender: Any) {
if UIApplication.shared.supportsAlternateIcons{
UIApplication.shared.setAlternateIconName("Icon2", completionHandler: { (error) in
print(error ?? "")
})
}else{
print("NO NO")
}
}
//Info.plist
<key>CFBundleIcons</key>
<dict>
<key>CFBundleAlternateIcons</key>
<dict>
<key>Icon1</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>alternater1_180x180</string>
</array>
<key>UIPrerenderedIcon</key>
<false/>
</dict>
<key>Icon2</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>alternater2_180x180</string>
</array>
</dict>
</dict>
</dict>
No, the icon is specified in the application bundle, which you must not change. If you change it, your app signature will become invalid (not the same checksum) and thus your app won't run anymore.
No, definitely not. That part of the application bundle is read-only, and also code signed.
The answer regarding the TapOne app is something completely different. It creates "web clips" to web sites or phone numbers. For example, to create an iPhone icon for your website, you would add something like this to your web page header:
<link rel="apple-touch-icon" href="/your-custom-icon.png"/>
There is more info available here: https://developer.apple.com/library/ios/documentation/AppleApplications/Reference/SafariWebContent/ConfiguringWebApplications/ConfiguringWebApplications.html
TapOne and web clips do not programmatically change the icon within an application bundle.
An update: since iOS 10.3 you can update the app icon by having alternate icons defined in the info.plist.
See more at Apple Docs
This is not possible. App icons are not dynamic and they can only be updated by submitting a new updates to your app through iTunes Connect. For more info, read the iTunes Connect Developer Guide. https://itunesconnect.apple.com/docs/iTunesConnect_DeveloperGuide.pdf
I'm afraid not; pretty certain the app icon isn't allowed to conditionally change.
I don't think that's possible without a jailbroken phone. The app icon is contained in the application bundle, which you're not allowed to write to.
I disagree with all the answer above.
Please try the app "OneTap", it will allow you to make your own icon of your new app.
OneTap app is free on Itune.
I am submitting my app to the app store which uses location services (GPS dot) and MKPinAnnotations and doesn't use anything else for a map, and it looks from what I have researched that the Routing Coverage File is used for overlays?
I dont think I need a Routing Coverage File, but when I go to publish, xcode errors out saying it is missing in the Itunes Connect.
The category for the app is Utilities. It was also navigation but I unticked this hoping it would solve the issue and it didn't.
How can I get around this?
I had the exact same issue earlier today when trying to publish an application that uses the MapKit but does not offer routing capabilities. I resolved it by deselecting all supported routing modes under '{Target} --> Capabilities --> Maps'. If you are just looking at the Info.plist file then you can remove the the MKDirectionsApplicationSupportedModes key and the CFBundleTypeName key that equals MKDirectionsRequest.
<key>CFBundleDocumentTypes</key>
<array>
<dict>
<!--Remove both of these key/value pairs -->
<key>CFBundleTypeName</key>
<string>MKDirectionsRequest</string>
<key>LSItemContentTypes</key>
<array>
<string>com.apple.maps.directionsrequest</string>
</array>
</dict>
</array>
and
<key>MKDirectionsApplicationSupportedModes</key>
<array>
<string>MKDirectionsModeBike</string>
<string>MKDirectionsModeBus</string>
<string>MKDirectionsModeCar</string>
<string>MKDirectionsModeFerry</string>
<string>MKDirectionsModeOther</string>
<string>MKDirectionsModePedestrian</string>
<string>MKDirectionsModePlane</string>
<string>MKDirectionsModeStreetCar</string>
<string>MKDirectionsModeSubway</string>
<string>MKDirectionsModeTaxi</string>
<string>MKDirectionsModeTrain</string>
</array>
turn off map capability solved my problem,
xcode - next to general tap, you should see capability tab,
scroll down to maps section, turn it off,
general tab, change you build and version different from last time,
re-upload to app store.
This time it would not ask for routing profile coverage file,
Done.
This took me a long time to figure out, but the problem was with my scheme. It was the routing app coverage file location. I just change it to "None". Go to your scheme -> Edit Scheme -> Run -> Options -> Routing App Coverage File, change it to None.
see here
I have two app icons built-in (free and premium), is it possible to replace free icon to premium icon programmatically after in-app purchase is completed successfully?
There is a new solution for this situation.
You can use
setAlternateIconName(_:completionHandler:)
iOS 10.3 is out with xcode 8.3.
10.3+
Update:
Usage is pretty simple, the key is to find out plist usage and note that you can not load assets from xcassets ( at least didnt work for me ). You need to add your icon files to project and prefer 180x180 images for quality.
You need to use "Icon files (iOS 5)", new Icon files does not work.
One last thing, when you change icon on a button click it will popup a Alert window that says 'You have changed the icon for "IcoTest".'
//ViewController.swift
#IBAction func ico1Click(_ sender: Any) {
if UIApplication.shared.supportsAlternateIcons{
UIApplication.shared.setAlternateIconName("Icon2", completionHandler: { (error) in
print(error ?? "")
})
}else{
print("NO NO")
}
}
//Info.plist
<key>CFBundleIcons</key>
<dict>
<key>CFBundleAlternateIcons</key>
<dict>
<key>Icon1</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>alternater1_180x180</string>
</array>
<key>UIPrerenderedIcon</key>
<false/>
</dict>
<key>Icon2</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>alternater2_180x180</string>
</array>
</dict>
</dict>
</dict>
No, the icon is specified in the application bundle, which you must not change. If you change it, your app signature will become invalid (not the same checksum) and thus your app won't run anymore.
No, definitely not. That part of the application bundle is read-only, and also code signed.
The answer regarding the TapOne app is something completely different. It creates "web clips" to web sites or phone numbers. For example, to create an iPhone icon for your website, you would add something like this to your web page header:
<link rel="apple-touch-icon" href="/your-custom-icon.png"/>
There is more info available here: https://developer.apple.com/library/ios/documentation/AppleApplications/Reference/SafariWebContent/ConfiguringWebApplications/ConfiguringWebApplications.html
TapOne and web clips do not programmatically change the icon within an application bundle.
An update: since iOS 10.3 you can update the app icon by having alternate icons defined in the info.plist.
See more at Apple Docs
This is not possible. App icons are not dynamic and they can only be updated by submitting a new updates to your app through iTunes Connect. For more info, read the iTunes Connect Developer Guide. https://itunesconnect.apple.com/docs/iTunesConnect_DeveloperGuide.pdf
I'm afraid not; pretty certain the app icon isn't allowed to conditionally change.
I don't think that's possible without a jailbroken phone. The app icon is contained in the application bundle, which you're not allowed to write to.
I disagree with all the answer above.
Please try the app "OneTap", it will allow you to make your own icon of your new app.
OneTap app is free on Itune.