Android requires 5 different resolution of images and ios requires 3 different resolution of images during development.
Does unity requires different resolutions of images while building for android or ios?
The short answer is NO. But it's way more complicated than that.
On unity, you can always submit your icon once and it will resize to each required size on each platform you'd like to publish your app. You can see that on player settings. Build Settings > Player Settings > Icon. You can also submit your own custom icon for each platform selecting the checkbox "Override for ...", there you can submit different sizes for each platform.
Now comes the tricky part. During the last four years, I've published 7 games and I ALWAYS had problems with icons on iOS and XCode. When publishing your game to iOS, I never tested the cloud build but whenever you build your game to iOS locally, you'll be prompt with a Xcode file that you have to edit before building for profiling and archiving which will allow you to publish your game to iTunes Connect. This is the part where I constantly have problems. I didn't test the new 2017 version but before that, some required icon sizes were not filled correctly so you had to go and drag from your computer. It's better to be ready to, MAYBE, fill some icon sizes yourself.
Another thing you might notice is that on store listing, you might have problems with icon sizes too. For example: For your google play listing, you'll require a 512x512 icon. For your iTunes Connect, you'll require a 1024x1024 icon and for Windows Phone, much like apple, you'll require all sorts of icon sizes. The same goes for screenshots.
But TL:DR: For Unity, you can always submit your icon once and Unity will resize it for each platform and required size you need. You can check that under Build Settings > Player Settings > Icon
Related
I am working Facebook instant game using unity2017.2. I deployed build for Facebook and uploaded it on Facebook. Everything is fine but when instant game start there is unity loading bar appears which take 8,9 seconds even if you have just one scene with one button in your game. So how can i remove that build-in unity loading screen. Please help. Thanks
https://i.stack.imgur.com/0IodM.png
It is not possible to skip the whole loading screen. As mentioned in the comments you can modify your UnityLoader.js - you can find this script in the Build folder of your build.
To read the code I recommend this beautifier
I just opend my build and found the object Progress in line 1849. Perhaps you have a different version and it is at a different line. Search for Progress
Here you can see what Unity is doing. In the Progress.update they are updating the ProgressBar.
At all it is not easy to read.
The easy way to customize you loading screen is to replace the graphics under TemplateData - here you can copy your own pictures. The names have to be the same as the original filenames: (default is light)
progressLogo.Light.png
progressFull.Light.png
progressEmpty.Light.png
I think this could be a solution for you?
Yup, it's a little bit frustrating to see a logo for a long time. I've worked on Unity version 2018.31f, and there, it's easily removable if you are using Unity Pro.
To remove the logo in Unity Pro, open your Unity WebGL project, Go to File -> Build Settings -> Player settings. You'll see settings for WebGL and a Splash Image column in that window, as shown in this picture.
As you can see in Splash Image settings, show splash screen column is inaccessible for me to tick/untick. The same goes with Show Unity Logo. This is because I'm currently using a free version of Unity. But in the Unity Pro version, you can untick this option and make that Unity Logo screen hidden.
If you are using the Unity free version, ensure a minimum Logo Duration of 2-sec, at least in the accessible version of Unity.
I have an iPhone only app but it works in compatibility mode in the iPad too(no surprises).
but after I updated the app for the ios11, app icon on the iPad is missing.
here is what I've tried;
- launch on the iPhone simulator, icon appears
- launch on the iPad simulator, icon is missing
change the device options from "iphone" to "universal", run the iPad simulator, icon appears but app needs a new iPad ui.
change back to "iPhone" and the app icon is missing again in iPad. really confusing.
I tried to create a new project and make the same changes but never able to make the icon missing again.
I'm using cocoa pods if that makes any sense.
I think I'm missing a settings or something else, I'm really trying to find it, any advice would be greatly appreciated.
I've found the problem.
In info.plist, there was an extra or problematic entry.
- CFBundleIcons~ipad
Remove this line and iPad icons appear normally.
This problem has been reported by many users over the past 6 months (including desperate pleas to Apple to fix this bug), yet no one's reported the following solution.
I'm using Xcode 9.2, and I noticed today that my iPad/iPhone's application will run fine on my iPad (iOS v11.2.1) but the icon is missing.
This is a legacy app, about 2-3 years old, and the cause seems to be my Appicon file. When I view this file, I see this:
Previously, this resource was sufficient to provide the app icon for both the iPad and iPhone, but apparently, not anymore.
I went into my Images.xcassets file, right-clicked, and selected "App Icons & Launch Images\New IOS App Icon" and now have a look at the extra icon possibilities:
Notice the extra icons for iPads.
Sure enough, I created yet more .png files, with resolutions matching the desired iPad resolutions settings, and now, when I build my app and run it on the iPad, it does show the correct icon.
Oh, and I also needed to go into my project's build settings, select the "General" tab, and change the "App Icons Source" to the name of my new image set, "AppIconNew".
Et voila. No messing around with Cocoapods, no need to change the .plist file (mine didn't have that "CFBundleIcons~ipad" entry anyway), I just needed to create a new image set.
Okay, time to go back to my modern, cosy world of using Visual Studio again now.
(Happy sigh..)
I've had a few legacy apps that did have the CFBundleIcons~ipad in the Info.plist, so I check that first. However, I've also had instances where it was just missing the asset as #Mike Gledhill mentioned. If this is the case, you don't have to go through adding a new AppIcon set. Just check the iPad box in the Attributes Inspector for the current AppIcon assets and the iPad sizes will show in the current set. Then just add the correct assets for each size requirement.
I didn't have CFBundleIcons~ipad entry in my Info.plist file as per "karpat"s answer. So I moved to "Mike Gledhill"s answer, then after observing my all the icons from Image assests, I found that for particular icon which was invisible only on iPad, the device type set was iPhone.
I just changed device type by right cling on image set to Universal :
This did work for me.
I have been stymied figuring out how to release an application from Xcode5 that supports IOS7 AND IOS 6+ in the same build, with assets (icons and splash screens) that load correctly for both, AND still render the assets for IOS 6 correctly. The major hangup I had was trying to make IOS 6 still render the icons without shading or highlighting since the "prerendered" option is no longer even available in Xcode 5's GUI. Any ideas how to get all of the content and the icon to render correctly AND support multiple OS versions?
Andrew
Apple has clear guidelines on requirements for IOS 7 apps but even then, I ran into errors making a single app support multiple OS versions. After getting it to work, I thought I would point out a few areas that were hangups for me to aid others in the future.
I first updated the whole of my app to support IOS 7 cleanly and then went back and enabled previous versions but that process is not necessary.
Just ensure you first set the correct deploy target
Once you set the deployment target, Xcode5 nicely changes the list of default assets it requires to support the multiple OS versions. Ensure you reupload the correct versions of icons at the required resolutions and required filenames (shown below for IOS6-IOS7 support)
Do the same for the launch images, note that you will have to rename your launch images to new names, Xcode tries doing this for you if you let it. Note the new sizes below, as IOS7 expands the launch image background behind the status bar.
Finally, manually add the two .plist flags below and you should be set to have your icons render across IOS versions consistently, with no gloss (explanation follows)
IOS7 in its new flatness removes the postprocessing the previous versions did where they added a highlight and gloss effect to icons. That effect is no longer done for IOS 7 apps but if you load an app from Xcode5 on IOS 6, it will reapply the default gloss effect. This is infuriating because there no longer is a "prerendered" GUI flag in Xcode to disable that postprocessing. As mentioned above, you need to add the flag manually to your application's plist. In my case, I had to add the flag in two locations to force IOS 6 to stop applying the effect. You can access the plist by either opening the file directly or navigating to the settings in your project overview. You may need to uninstall the app from your simulator and then rebuild the app to force simulator to lose its cache of the old icon.
If you setup the asset catalogue you can open it select the image and then go to the inspector and tick this box
Just use "asset catalog" (you can select that from general on your target).
That would create an images.xcassets on your project there you can easily drag your icon designs for pre iOS 7 and for iOS 7.
UPDATE:
So after the formal release of iOS 7 I can now write this:
On the asset catalog itself select the Appicon set that you want to set as pre-rendered then go to Attribute Inspector and just mark "iOS icon is pre-rendered". you can also set there of course which OS and devices you want to support (it would create all options so you can just drag& drop to set).
Important thing to note is that for some reason if you use several targets and several sets inside this catalog you must add the Target Membership manually. To do this just mark the "asset catalog" file, go to file inspector and mark all targets where you want to use it. I think Apple should do that automatically when you select the "asset catalog" from the target settings but till then I decided to mention that here (took me an hour to figure this out).
I went through this recently. Seems by default it only shows the following.
Easy fix is add a new AppIcon
To give you all these options.
My experience with this:
When creating a new empty app, it will create a "default" app icons / launch images asset catalog that is incomplete as stated by #Smick.
The annoying part of this new "catalog" is that it doesn't show the image sizes.
To work around the issue, select the project on the project navigator, and on the "General" you will notice 2 areas - App Icons and Launch Images. Those will point to an asset catalog. You can change it to "don't use asset catalog." After that, the interface will change to a list of files / dimensions.
However there are several issues with this interface:
It should only ask for the retina versions of the images (and compute the normal, or have two links, one for normal and another for retina).
Several images (the launch ones) need to be renamed for them to work (the system does this for you).
Two images are not assignable due to errors (iPad Portrait iOS 7, and iPad Landscape iOS 7, both in normal resolution) - you can specify an image for them, but the image will not stay on and will become de-selected when you insert the next image.
The image dimensions specified are slightly different from the ones stated on the HIG manuals.
I've a strong dislike of the "new" notation of images with points (as they are device dependent and so not exact).
If you don't want to see iOS 6 reapply the "highlight / lighting" on the icons, you need to add a key on the app plist (project manager | project | info. There, you can add a key "Icon already includes gloss effects". You may need to add it also on iOS 5 icons if required.
For Xcode 6
For LaunchImage you must make sure you check iOS 6.0 and Prior
iPhone (Portrait ) or iPad // depend on your project configuration
Sizes
Default.png (320x480)
Default#2x.png (640x960)
Default-568h#2x.png (640x1136)
The same to AppIcon
My universal apps come bundled with the following icons:
iphone-icon#2x (114x114)
iphone-icon (57x57)
ipad-icon#2x (144x144)
ipad-icon (72x72)
And using iTunes connect I submit another icon:
iTunes-icon (1024x1024)
Now my question is which of these icons gets displayed on each of the following: a)iPhone on-device App Store, b)iPad on-device App Store, c)iTunes on Mac/PC?
Apple's wording implies that the iTunes-icon will be used for all app stores, but that begs the question why Apple would use a 1024x1024 downsampled icon on-device when designers have spent hours designing the device icons specifically for each size?
As of iOS 6, all App Stores show the downsampled 1024x1024 icon. You can see this with apps that have a different icon in the App Store than on the home screen (e.g. the 1Password Pro icon has a red "Pro" sash in the App Store, but not when installed). I'm not sure if it was that way on the iPhone with iOS 5, I seem to remember that it showed the actual home screen icon, but I don't have an iOS 5 device here to check.
My understanding is that the 1024x1024 icon is used in place of the old 512x512 icon to display the icon on desktop monitors (1024x1024 is used on retina desktop displays; scaled-down 512x512 is used on normal displays). So, this is the icon used in iTunes on your Mac/PC or in your browser.
The other icons are used as appropriate to show the icon on each respective device.
The easy test for this is not providing one of the device specific icons: you will see then a jagged icon on that device for which you did not provide the optimized icon. But if you provide it, the icon will look as it should.
Is it possible to live preview a photoshop document on an iPhone or iPad? I tried it with VNC, but it only transfers a limited range of colors which is suboptimal. Is this possible with Apple's Developer Tools?
Easier, free way that works both on windows and mac : https://itunes.apple.com/lv/app/ps-play-for-photoshop/id651937919?mt=8
PS Play - works with Photoshop's Remote Connections (Edit->Remote Connections). Just add your computer's IP address and the password configured in Photoshop and you're done.
I came to this page with the same question. looked at the answer --> the app --> reviews and decided I'd use what I had to get it done. The results are awesome!
Requirements:
Iphone /Ipad App: Air Display ($9.99)
Photoshop CS4+
1.) Download Air Display.
Air display is by far the best app out there for mirroring or creating an extra screen with your iOS device. I looked at all flavors of VNC/DNS. VNC is for screen sharing and the results don't exactly make you cheerful. Air Display uses your iOS device as an extra screen like your desktop setup. $9.99 is premium pricing but well worth it. There are many uses for the app after you buy it. Check out their site here:
http://avatron.com/apps/air-display
2.) Setup Air Display
These instructions are covered in the app. You'll end up with this sort of setup:
Take into account your hot corners.
3.) Create a mirrored window for your document
Create a new window for your document.
Menu Bar --> Window --> Arrange --> New Window For [Your Document]
4.) Setup your window
A new document tab will pop up with the same name as the original. Drag this tab to your extra screen and there you go. Mirrored photoshop on your iOS device!
Now this new window will mirror the document on your main screen. The great part is this new photoshop window can be set up with its own View attributes (guides, rulers, etc). Here's some more tips:
You'll know your working with the right window when your in Photoshop and the main windows actions are greyed out. Now the menu bar will affect the mirrored window
Use These Settings:
Full screen
Fit on screen
Actual Pixels
Turn Off Guides (CMD ;)
Turn Off Rulers (CMD R)
There you go. An awesome mock up interface for Photoshop --> iPad
For anyone coming across this question now, check out Skala Preview (link below). If you have CS5 or higher, it even allows for live previews. Only problem for me is it requires iOS 5 and OSX 10.7, and I'm quite happy on 10.6.
http://itunes.apple.com/us/app/skala-preview/id498875079?mt=12
The only way that this would work built in (that I am aware of) is if a UIWebView managed to open it. Otherwise I think you're out of luck.
You could try manipulating a photo that is synced to the device then syncing the device with iTunes.
I'm more inclined to think that you would be better off writing an app specific to this task and just have it open the file over wifi or something like that.
I came up with using a Photoshop action which saves a PNG to a web server. Atomic Web Browser supports a full screen mode which then shows this PNG embedded in a HTML file which reloads once per second. It works good enough.
You've tried the rest, now try the best!
Xscope is an app for mac & iphone. Install it, and not only will it give you a bunch of useful tools, but one of those tools is called 'mirror'.
You simply:
Jump into Photoshop and go to Edit / Remote Connections... to set a password
Open Xscope on mac and put that same password in your preferences
Then in Xscope, click the 'Mirror' button, then the 'Photoshop' button (see http://d.pr/i/ziaC)
Open the Xscope Mirror iPhone app and press the button to connect to your mac
And that's it. You should then be able to see your canvas. The app also lets you scale the image larger or smaller based on ratios, and even take snapshots for later reference.
It's a pretty cool app. Promise to God I don't work for them!
http://xscopeapp.com/