I cannot get a Launch Image to be displayed on my app, whatever I try.
For context, this is a completely new, 100% SwiftUI project and is in its very early infancy.
Everything builds & runs perfectly fine, but I just cannot get any launch image customisation going...
My Info.plist:
My assets:
I've tried cleaning, deleting DerivedData, reinstalling app on device + sim but to no avail...
What am I doing wrong?
I ran into a similar issue before and got it fixed by restarting my phone.
See also: iOS launch screen does not update
When using launch storyboards I found that if the images that I used where too large it would launch with a black screen.
I reduced the size of the images I was using (one was reduced to 900px by 700px) but I don't know the magical size that sorts it, I then rebooted my iPhone and it started to work fine.
I don't know if the size issue would affect normal launch images but it may be worth giving it a try with a smaller image.
Related
I'm building an iOS app in xcode 7. I have the standart launch screen that was autogenerated with the project, with an image view in it. I has been working fine for a while, but suddenly when I run the app, the image appears in completely black. See screen show of problem:
This only happens when I run the app on my device (iPhone 6), when I run the app on the simulator, the launche screen is as it is suppose to.
The problem occured after i edited som constraints in my storyboard, complete unrelated.
The image that is loaded is added to the project as a regular file, not in xcassets.
When i put a new, identical, image into the project the same way as the old image, it fixes the problem, but only for a couple of hours, then it happends again.
Any suggestions? I'm puzzled.!
Experienced this problem again 1.5 years after question was asked.
I was able to solve the problem by rebooting the iPhone :S
I'm using the same iPhone 6 as when the question was asked, now on Xcode 8.3.1
I have a problem with a custom splash screen. This is an iphone-only app (meaning it's targeting only iphone in the tiapp.xml), running in the iPad simulator sdk 3.3.0, ios7.1 and Alloy.
The app should run in compatibility mode, the problem is that even though I have all resources inside my assets/ folder, the standard Appcelerator's splash screen briefly appears before the simulator switches to my custom one.
here's the folder structure:
And here's the sequence of images when the app is loaded:
From the last pic, We can still see the appcelerator's icon, so I'm guessing Titanium is loading my custom image on top of the standard one?
Could this be a bug? I figured if Titanium CAN find my img, then it isn't a problem on my end?
The weirdest thing is that I've looked in all folders for this default Appcelerator picture and couldn't find it. I've also tried a clean build & manually deleting the build and Resources generated folders.
Thanks for all the help, this is driving me nuts!
I got this to work after manually deleting the app from the Simulator's system before running the project.
I'm not sure why, but it seems that the simulator somehow 'caches' the last img, and maybe it had this old img of my splash.
I added a launch image to my iPhone app in Xcode, but after while, I realized that it wasn't the right image, so I deleted it , but the problem, the image is still showing up on the app.
I have tried building and cleaning from scratch but still no luck .
Any help would be appreciated.
#TheEighthEro:
SOLUTION:
Considering that you have properly deleted the Default.png
In this Target Settings , go to Copy Bundle Resources. Remove the Default.png from there too.
Clean and Rebuild and Run the app. I am sure it won't show up then.
I think that should work for you.
Also try refering to following links:
can't remove splash screen image in iOS Simulator
http://www.iphonedevsdk.com/forum/iphone-sdk-development/81470-cant-remove-splashscreen.html
Hope this helps.
Did you remove the reference to the image in your app's info PLIST and/or the project build properties? Did you delete the image from the filesystem or just delete the reference in XCode? I would check both those things and then do a clean build.
Good Luck.
I was founded another reason to have it. If u disable to use asset catalog for launch images, but keep images inside image set, Xcode anyway using images from image set (definitely bug in Xcode). After removing, clean and removing app from a device/simulator, problem is gone.
That’s not possible. Every iOS app have a launch image, which you can change. The shorter your app takes to load, the shorter you’ll see that image. There is absolutely no way around this, since it’s something Apple specifically did to ensure that the user is never left with a black screen (that’s somewhere in the documentation I think).
If you want an animation, change your first scene to a scene with that animation, which redirects to your home scene after the animation is done. You can make your user think the launch image is part of the animation by having your first animation frame be the same as that image. That’s how most games do (Infinity Blade for example).
Link: http://discuss.cocos2d-x.org/t/custom-launch-image-solved/6055/5
I'm curious if someone can help me figure out what is going on...
I have an app that works fine in the simulator with no warnings or errors but when I try to even build with the device selected it appears to freeze. I've left it building for over 20minutes with no luck.
The application uses a large number of animated PNG sequence and a few videos but that didn't appear to be a problem until today.
Any insight would be appreciated...
What has changed in your environment since yesterday?
Can you back off the number of images to say 3 small ones, and one short video, and see if it builds then? Then add them back in a few at a time to see where it's breaking. Divide an conquer.
Turned out to be an odd problem with XCode compressing the PNGs in my project.
Turned off the PNG compression and it complied in no time.
I'm trying to give my iPhone a splash screen.
I've placed Default.png in my resources group. When I run the simulator it is displayed as expected, however when I install my application to the iPhone, no splash screen is displayed.
Does anyone know what the cause/solution to this problem is?
Thanks!
If Default.png is not showing up in device, but simulator... then try the following.
Be sure you delete any "default.png", "Default.png", "Default.PNG", etc. that you might have created in several wrong attemps from within XCode and in Finder.
Delete the App on your iPhone/iPod/iPad
In Xcode Build->Clean All Targets
In Finder go to your project and locate the build folder, delete all folders in there.
Create a new Default.png like in the following example:
Connect iPhone/iPod to Mac.
Start your App on iPhone
In XCode launch Organizer (Window->Organizer)
Select your connected Device
You should see a tab "Screenshots"
Push the Capture Button, to make a Screenshot of your App
Push "As Default Image..." Button (This will create the Default.png and add it to your project, so that's a really handy thing)
Build and Run again. It should work now
Problems can occur due to wrong format (should be 320 width and 480 height (yes, that means you can see the status bar in your default.png)) or because you might have named the first file default.png (WHICH IS WRONG), which worked in simulator because it seems to be case insensitive but then when it gets copied to iPhone, it won't be found, cause it is case sensitive. So it will still be there in build folder (i think) causing a next correctly named Default.png not to override the old default.png in this iPhone build folder and so it might seem, that you can't fix the problem (cause you see Default.png in project, but in build it's still default.png).
At least this is my understanding now (afterwards), since for me it simply didn't want to work even though I tried again and again with different solutions from other people.
So from my point of view this different file handling (case/not case sensitive) is a mess that you can solve, by simply cleaning all and everything and trying to generate a new Default.png with the organizer (after everything was cleaned).
If you want a different/modified splash screen. Open the generated Default.png with photoshop/gimp/whatever and edit it.
Make sure your image is 480x320 pixels, and placed in your application at the top level. The frameworks will display this image until your initial view has loaded and is ready for display.
If you are seeing a black background then there is something amiss, however if you are just seeing your app's initial view then be happy you have managed to launch your app and have it ready for use in good time.
If you really, really want the user to to see your splash screen then slow down your launch by adding a delay into your app before you present the initial view
The file name must be Default.png (with a capital D). Also, do a clean/rebuild of the entire project to ensure the most recent version of the file is being included in the project. Check the filename on the filesystem, it may display differently in XCode.
Make sure that is is added into the bundle. To do this, select the image in the XCode left navigation panel, get info on the file, and make sure the checkbox for your target is enabled. Also make sure the file is really a png and not just named that way.
Just check the spelling ... I think u r using "default.png" instead of "Default.png". just make "d" capital "D" of Default.png .
Another possible issue that is Default.png is actually Default.jpg that was renamed to .png.
This will work fine on the simulator, but won't work on the device.
If you are using an iphone 4 you also need to add a
Default#2x.png with the size 640*960 px.
That's what fixed it for me.
This naming convention applies to all images in your app btw.
I had a similar problem, but my images were being displayed as gray or gray bars. It turned out that there was an alpha channel on the PNG images that the simulator was having no problem with, but the iphone wouldn't display. I opened the images in preview on my Mac and re-saved them without the alpha channel and everything worked. Don't know if this is your problem, but it might be worth a try.
I know this is old, but I'm having the exact same issue. The image doesn't show on the device, but is fine on the simulator. I noticed a lot of really weird things with my project, like there were 3-4 "Default.png" images in my plist and that there were a few other "Default.png" images in different libraries and stuff that I didn't notice.
I tried everything to get them to show up, but after creating a new project and setting the launch images to the EXACT same images I was trying to use, they worked fine. The only thing I can think is that somewhere the project gets corrupted and won't figure out what those launch images do.
Had the same problem caused by saving the initial file as default.png, so it should be Default.png (normal) and Default#2x.png (retina) images.
Go to your projects plist and add a row "Launch image" - use a different file name. Save your images with this name (and add #2x.png for retina). Should be fine afterwards.
Also, if you've already install the app on device, delete the app from device (as previous installation may not affect the changes).