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.
I have followed a number of tutorials on the web to try and make an image on my storyboard launch screen change based on the culture that the iPhone is set to. I can make the text inside the app change so I know the culture is being set correctly, and that I have defined the cultures in the project settings but an image on the launch storyboard always shows the English picture.
My storyboard (created as a Launch Screen in Add, New File) is in the iOS project root and I have a Resources folder which contains folders named en.lproj, fr.lproj and de.lproj. I have an image in each of these folders called Header.png which is slightly different based on the language.
From what I have read, setting the image property of the image control on the storyboard to Header.png should show the english version based on it being my default developer culture (which works - this does happen), then should pick the same image from the relevant folder based on the culture changing and the app re-starting. This isn’t happening unfortunately, it always pulls the english one back.
I have tried putting the storyboard in a Base.lproj folder in the project root, and in a Base.lproj folder in the Resources folder and have tried moving the language folders (de.lproj, etc) out of the Resources folder to the root but none of these seemed to change anything.
I am using the iPhone 6 emulator and am developing in Xamarin studio (latest alpha version)
Does anybody have any suggestions as to where I might be going wrong? I’ve been working on this all day (and last night) and it’s driving me nuts :(
Thanks in advance,
Alan
I believe the setup for launch storyboards / screens differs to the general storyboards you use for your UI.
I have tried localising the images on both a Xamarin project and an Xcode project, neither would localise the image on the launch screen - but once launched the same image would be localised on the main storyboard.
Try creating a separate launch storyboard for each localisation as putting each one in it's respective .lproj folder.
https://developer.xamarin.com/guides/ios/advanced_topics/localization_and_internationalization/#Launch_Images
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 was reading the iOS 8 series from RayWenderlich.com website.
I came to the localization and internationalization. Read every single bit of it but I could not succeed on localizing images. (I did localized strings with no errors :) )
Here is what I have done:
1- Created a project of Single View Application
2- Placed an UIImageView on the Sotryboard by drag and drop.
3- Added my image to my project (back.png).
4- Assigned my UIImageView to that image (back.png).
Now is the steps for localization:
1- Go to project navigator and select the project.
2- Under localization, "Use Base Internationalization" us checked by default.
3- I added Arabic language.
4- Localized Storyboard files and its .strings and my image (back.png)
I have two image files English and Arabic versions. Each file on its respective folder. See screenshot.
When I run my app on the simulator which has Arabic language installed and selected. My imageView still displays the English version of the image.
I tried to use ar_SA (Arabic, Saudi Arabia) but still same issue. My image is displayed in English.
I have my simulator reset, and I have deleted derived files form library/dev.../xcode... But my app does not care about the Arabic version of the image.
if you want to localize app according to system language it is not happen in iOS 8 because it is a bug.
you can be sure from this point by trying to run the code in the following link.
https://github.com/EmanRezk/Localize.git
change simulator language to arabic in
iphone5s (7.0) then run app you will see the arabic image.
iphone5s (8.1) then run app you will see the english image.
I advice you to localize app according to app language not the system language.
I had a set of launch images specified in XCode (5.0) in the general section. But then after localizing the images XCode has started to say there is no image specified, and if I try to add one nothing happens.
What I did was:
Add the various image sizes to the Xcode Target general section
Select the image in the navigator and from the inspector choose to localize it
This created an English variant.
Select it again in the navigator and add a language (Spanish)
Now there is en.lproj and es.lproj folders which XCode created
The images in the es.lproj at this point are duplicates of those on the en.lproj so I dragged and dropped new Spanish versions into es.lproj to replace the English one.
Some hours later I noticed XCode now says there is no launch images specified
If I try to select an image, for example one in en.lproj then nothing happens and XCode still reports no images specified.
Looks like you can get an idea to your answer here in this post of StackOverflow Question.
Please do check the answer posted here. That is more close to your question.