Is there anyway I could add a launch image using “Default-568#2x.png” but not run at 4" native resolution and keep boundaries.
I want to have a launch image, but want to keep everything else the same, and want to keep the black boundaries so that the background of the views does not stretch.
I am supporting ios5 so I can not use Autolayout.
I'm afraid not, because using the Default-568#2x.png means : I work in 4"...
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I have a problem when I try to change screens , from iPhone X pro to iPhone 8 ( landscape mode). The button don't resize correctly when I make the change.What should I add to the Canva or buttons to get a better size.(Same issue for the panels)
CanvaInspector
ButtonInspector
First of all, if you want your application to just work in landscape mode, then you can set the Reference Resolution as X:1080 Y:1920, set the Match value as 1 (this is based on how you want your UI to react, so you may want to keep it as 0), set your preview screen size as 1920x1080 Landscape, and try to build your application based on that reference, it will make most of the things easier. Furthermore, if you anchor your UI elements properly, it will react to different resolutions without any problem. For the anchors and pivots, you may want to take a look at the unity documentation for basic layout.
However, if you want your application to work in both portrait and landscape mode, then the general idea is more or less the same, you may want to play with your reference resolution and match value (for example, setting the match value as 0.5 will make the UI resize by considering both height and width equally). This documentation can help you to understand it better.
I also know that some developers design different UIs for landscape and portrait mode separately and then activate/deactivate them based on the orientation of the phone. This can also be an option.
I'm trying to convert an iPhone application to work universally (on both iPhones and iPads). I've managed to get the frame to re-size correctly, but it seems like the bounds (the part the user can actually interact with) isn't re-sizing appropriately with it. So, for instance, a UIWebView will be drawn in the correct dimensions, but I can only interact with it within a smaller confine the size of an iPhone screen.
Any thoughts what's going on?
How are you re-sizing this view? Is it in an xib with autoresizing mask set to properly expand? If so something else is going wrong. I just tried making a sample project with a webview, where the xib is sized for iPhone. I then marked the application as universal, and it runs just fine in the iPad simulator with all areas touchable.
I have a simple application using Cocos2d, and all the images show up fine when running on the simulator. However, when i run it on an iphone, all the images are scaled up and incredible amount, making the game unplayable.
Has anyone got any ideas as to why this is happening, and how to fix it?
You need to consider the possibility that your simulator is running retina. Probably you are trying to display an image that is at the higher resolution on an older, non-retina device.
You can also just add the suffix "-hd" to any image, and then cocos2d will recognize it as being at the higher resolution automatically. But when you actually finish your app you will want to have 2 copies of each image, one at each resolution.
I found out that the problem was that when i initialised the sprite, using spriteWithFile, it set it to a certain size. When i changed the sprites texture later on, it kept the size of the last image, but had a different texture.
I have a sponsor logo on the launch image. Is there a way to dynamically change the launch image to rotate sponsor logos?
Thanks
The default image for an iphone app must be a fixed image file in your bundle. You cannot change it dynamically.
However, you can have a dynamic image that appears when the app loads after the launch image. You can set that up with animations or simply to select a random image each time.
According to Apple's HIG, Human Interface Guide, the splash screen is supposed to be used only as a placeholder to give the user the illusion the app is open while it completes it's startup process.
Apple will allow some use of the startup screen, but know they can and do have the right to reject your app solely on how you use it.
Like the previous answer stated, you could do anything you want after the initial startup screen has passed. Play a video, run an animation, or display a second view with your sponsored images.
And finally, I don't recommend doing this, but if you are determined to work something into the startup screen, you could try this.
The splash screen is hardcoded or set to 1 filename. Before your app closes, you could dynamically replace the hardcoded filename with a new file from a webservice or local storage, replacing the existing splash screen image. I haven't tried this, but it is more than likely possible. Just beware that it may not pass muster with Apple's approval process. Good luck.
As i needed different images on iPhone & iPad Splash screens, i followed below steps:
1. Add two UIImageViews
2. Set Width & Height constants for both UIImageViews as per your requirements.
3. Now select the iPhone UIImageView and set its Height Constraints Regular Regular (RR) height constant as 0.
4. Do the same for for iPad UIImageView and set its Height Regular Regular (RR) height constant as actual required height and set 0 to the Constant.
5. When you test it on iPhone the iPad ImageView will disappear and vice-versa will happen on iPad.
I recently deployed my first iPhone app, a simple game, to my testing iPhone for the first time. Everything looks and runs fine on the simulator in Xcode, but on the iPhone the whole image is shifted up about 10 pixels or so. So the gameplay goes slightly offscreen on top and has a slim white/grey bar at the bottom. Has anyone encountered this before? I do have the status bar display turned off, I'm wondering if the device handles that flag differently than the simulator. I also have the rotation hardcoded to be in portraitRight mode at all times, and I have an extra line in the code to make the simulator do that automatically that's apparently not necessary on the device.
Everything is very simple, so I'm not sure where this glitch is coming from or even where to look.
Did you use Interface Builder to create your UI? If you did, then go and check each and every XIB file(s) objects' Size & Position as well as Autosizing in Size Inspector (command-3).
It's very important to check both: your coordinates might have gone wrong after some change you did and autoscaling works in weird ways unless you attach to correct edges. Apple documentation should help http://developer.apple.com/iphone/library/documentation/DeveloperTools/Conceptual/IB_UserGuide/Layout/Layout.html