In an universal app when I place launch images for iPhone the same is taken for iPad and warning is shown, I have give name like Default.png (iPhone) Default#2x.png (retina) and Default~ipad.png (for iPad). Please help me to fix this issue. Thanks in advance!
Go to XCode, click on the project name in the Project Navigator on the left, click on your app target in the list in the middle of the screen and choose the 'Summary' tab.
Now drag (from finder) and drop your images on the App Icons for both the iPhone and the iPad version.
XCode will take care of the proper naming and placing of your icon files.
Related
I am testing a new (simple) reactive native app, choosing ipad 2 as target in the simulator.
The loading screen shows full screen, but the first application screen (by react native) shows a big black border around the content. I created a completely new project, but it has the same border.
Is this a known issue? Do I need to add something to prevent this border from happening?
EDIT: I have an impression the application is built as an iphone app, but deployed/displayed to an ipad. I see the 1x / 2x button. Probably this is causing it. So probably the first question is: how do I configure xcode that it is actually an ipad app?
Thanks in advance!
Jeroen
Go to Build Settings
Type Targeted Device Family in search bar
Select 1,2
Run the project it should resolve your issue.
The application was being built as an iphone app, but deployed/displayed to an ipad. I see the 1x / 2x button. This was causing it. So: how do I configure xcode that it is actually an ipad app? See url below:
How to change iPhone/iPad app to iPhone only?
Now with newer version of XCode. Build Settings -> Targeted Device Family -> Select Universal.
I had this issues and solved it with this way,
Go to XCode, and General tab
In App Icons and Launch Image sections,
2.1. Click the dropdown Launch Image Source, and a pop up
will come out, click Migrate
2.2. Click the dropdown Launch Screen File, and select the very first one
Go to Build Settings Type Targeted Device Family in search bar Select 1,2
I had this issues after updating assets for AppIcons and SplashScreen
Hope it helps!
I am testing a new (simple) reactive native app, choosing ipad 2 as target in the simulator.
The loading screen shows full screen, but the first application screen (by react native) shows a big black border around the content. I created a completely new project, but it has the same border.
Is this a known issue? Do I need to add something to prevent this border from happening?
EDIT: I have an impression the application is built as an iphone app, but deployed/displayed to an ipad. I see the 1x / 2x button. Probably this is causing it. So probably the first question is: how do I configure xcode that it is actually an ipad app?
Thanks in advance!
Jeroen
Go to Build Settings
Type Targeted Device Family in search bar
Select 1,2
Run the project it should resolve your issue.
The application was being built as an iphone app, but deployed/displayed to an ipad. I see the 1x / 2x button. This was causing it. So: how do I configure xcode that it is actually an ipad app? See url below:
How to change iPhone/iPad app to iPhone only?
Now with newer version of XCode. Build Settings -> Targeted Device Family -> Select Universal.
I had this issues and solved it with this way,
Go to XCode, and General tab
In App Icons and Launch Image sections,
2.1. Click the dropdown Launch Image Source, and a pop up
will come out, click Migrate
2.2. Click the dropdown Launch Screen File, and select the very first one
Go to Build Settings Type Targeted Device Family in search bar Select 1,2
I had this issues after updating assets for AppIcons and SplashScreen
Hope it helps!
I have a simple out of box app that doesn't use the entire screen when I deploy it on a iphone5s. By default it creates a LaunchScreen.xib. I have not edited this file on purpose.
Black Bars top and bottom
Other answers suggest to add a Default-568h#2x.png launch image, but I am not using a launch image, and I am not sure where to add these. I see a place for this in the Images.xcassets by clicking the + icon and selecting New Launch Image.
Do I need to add a New Launch Image to Images.xcassets? If so what is the point of having a LaunchScreen.xib?
Thanks!
To get the app to display full screen:
As suggested here (https://stackoverflow.com/a/15328339/4347877), you must include a Default-568h#2x.png launch image (for iOS 7 or earlier). Or if your deployment target is iOS 8 or higher, you have the option of using LaunchScreen.xib.
Why Use LaunchScreen.xib?
For iOS 7 and earlier, app developers had to provide separate launch images for all screen sizes, resolutions and orientations their app supported. For universal apps, up to seven images were required: retina and non-retina versions for 3.5-inch iPhones in portrait and for iPads in portrait and landscape; and another retina image for 4-inch iPhones (the iPhone requires no landscape version because apps are always launched from the portrait-only Home screen).
Creating these images is a nuisance. Xcode 6 comes to the rescue by allowing you to specify a storyboard whose initial view controller will then be used as the app’s launch screen.
If you want to add a launch image instead of using LaunchScreen.xib:
Click on your Images.xcassets folder, right-click in the left pane, and select "New Launch Image." Once you have the correct launch image sizes for all devices you would like to support, drag each image to its respective slot (e.g. "Retina HD 5.5" or "iPhone Portrait 2x"). Before Xcode 6 introduced LaunchScreen.xib I used to create my launch image size here: http://www.appiconsizes.com.
Okay the solution I found came from this question. The answer from James Nick Sears actually fixes my problem. This is after adding the Launch Images. It should be noted that launch images using the images.xcasset is the prefered way to do this pre iOS 8.0 and the only way to make your app compatible with devices running iOS 7 and earlier.
I suggest using TiCons to create the icons, the mapping took me longer then it should have to figure out. In xcode you can see the expected image size for each device by selecting the empty image box and looking in the attribute inspector window on right.
But the real kicker is clicking the 'use asset catalog' button on the "App Icons and Launch Images" of your apps settings under the General tab. Once you click Migrate you can select your LaunchImages from the selection menu that resides where the button used to be, after "Launch Images Source". Without doing this your app won't work correctly on pre iOS 8 devices.
I am developing iPhone app. When i run the app on iPhone i can see the the icon on Home screen. But when i run the same app on iPad whitish icon appears which normally appears when the app has no icon.
I have tested my other iPhone apps they are working fine but this is causing trouble. I used Asset Catalogs to display app icons and they are perfectly adjusting in it. What could be the problem here any suggestions?
I also initially started with developing the app for iPhone and then needed to add iPad icons and here where I found them:
1) go to Assets
2) find appIcon (usually on top)
3) go to attributes inspector
4) choose iPad ios swift version
5) iPad iCons holders will appear you will need to fill them
xCode 5 was not showing anything related to iPad for an iPhone only app. So when i migrated my images to Assets Catalogs and clicked on app icon in the Attribute Inspector i was given the options like i want to give icons for iPad. So i provided and problem solved :)
for Universal application iPad Icon file size is 72x72 and named Icon-72 and for Retina its 114x114 with Icon-72#2x.png. Try to include this files into your resource bundle and then build your app
In project settings there are fields for App Icons please refer to the attachment
go to general , then app icon source , then click the appicon
by default , you can't see the place for ipad
3 . left click and create a new image set
then you can see all icon size , add the #76 #152 for ipad
In my case i do have set images for iPad in my assets but even then it was not showing. I have to check Target Membership check box. I had imported AppIcons folder and this got uncheck.
In project settings there are fields for both, iPad and iPhone icons. You may want to provide different icons for different devices, so try providing your icon for both, iPad and iPhone. Even though it will be the same image.
Hope the stackoverflow link will help How do you update the app icons and launch images to support IOS 6 and 7 simultaneously?
As answered by Andy Bean, try using Asset Catalog.
Link 2: iOS 7 App Icons, Launch images And Naming Convention While Keeping iOS 6 Icons
My iPhone app icon shows up fine in iPhone/Retina and iPad. But on iPad retina (simulator and device) I get an icon that apparently contains the app's start screen:
Given that my app is designed for iPhone only (not 'Universal'), there is no option in Xcode 4.3 to add an iPad retina icon.
How can I get my app's icon to display correctly on iPad Retina devices?
In Xcode the target summary interface where you add your icons and launch images is merely a graphical interface to the Info.plist file. When you make a iPhone only target, the graphical interface for the iPad portion is hidden. To add information to the Info.plist file that isn't covered by the graphical interface move to the Info tab and enter it there. To add the Retina iPad icons add an icon named Icon-72#2x.png and Icon-Small-50#2x.png to the Icon files array in the Info section. Also add actual 144 x 144 and 100 x 100 png representations of your icon with the proper name to your Xcode project and the target.
I've just had this problem with an app too, and when I went to edit the Info.plist file found that Default#2x.png was in the icon list - no idea how it got there, but this project has been going on a while so could be a result of one too many XCode upgrades.
Removing it from the entries in the plist has fixed the problem on the retina iPad too. Am still going to add the extra iPad icons in just in case, but if others are having the problem it is worth checking what XCode has put in those entries.