I am developing an iPhone app for iOS 6.1 and 7 (using Xcode 5). I have a problem with iPad launch images.
On iPad 7.0 and 7.0.2, the launch image is not showing up(in 6.1 works!): I get black screen while app is loading.
I don't face this issue with iPhone 6.1 and 7.0.2, although I set all launch images required for iPad and iPad retina (landscape and portrait) and I use Asset Catalog.
What am I missing?
Recently I faced same issue with my App designed only for iPhone , I had the problem where the launch images would not appear in iPad (On iPad ios >= 7.0.x the launch image is not showing up I get black screen while app is loading (in iPad ios < 7.0.x it works fine )).
I don't face this issue of launch image with iPhone worked fine in all iOS versions.
Solution: Is to update to asset catalog to manage your app's images and target only iOS 6 and Prior.
Steps :
Step 1:
Step 2:
Step 3: on the top right corner click on the 'Attribute Inspector' icon. Here you can set the Target OS for the Launch Images.
Uncheck the iOS 7 check boxes for iPhone, Now you should be able to see the launch images for iPad on iOS >= 7.0.x.
If you have the same situation like mine, that's solution:
My app is landscape only, iOs7 only, ipad\iphone (XCode 5).
Problem: black launch on iphone (and simulator), normal launch in ipad.
Solution: go to Images.xcassets - Launch Images - select it. Uncheck at right all "iOs7 and later" boxes. Check "iOs6 and prior" boxes and fill empty spaces with images.
Strange, but works.
Per Apple's documentation (link); an empty iPad specific storyboard may be the answer. I've also seen issues where the initial view controller is not set within a storyboard causes a black screen. A variant of this issue might be an incorrect setting in the app plist.
Technical Q&A QA1780
Why does my app launch to a black screen on iPad?
Q: Why does my app launch to a black screen on iPad?
A: Apps that have been designed only for iPhone may launch to a blank screen when run on an iPad. This is caused by the presence of an empty iPad specific storyboard in the app bundle as well as an iPad specific UIMainStoryboardFile key in the app's Information Property List (Info.plist) file. Both are automatically created by the various Xcode template projects if the Universal option is selected.
...
In Xcode
Look for a file named MainStoryboard_iPad.storyboard in the file navigator. If this file is present, remove it from your project.
In your app's Information Property List
Look for a key named Main storyboard file base name (iPad) or UIMainStoryboardFile~ipad. If this key is present, remove it. You should also remove any other key suffixed with (iPad) or ~ipad.
Finally, test your app on an iPad or in the iPad simulator and verify that it behaves as expected.
I requested Apple support and it turned out that it's a bug. They asked me to report it and I did. Here is the report id : 15340531.
Now it's up to them.
Using LaunchScreen.storyboard
I was having a similar problem until I found the following settings in the General Project Settings.
Set your Main Interface to your main storyboard file. Mine is called Main.storyboard.
Set your Launch Screen File to your launch screen storyboard file. Mine is called LaunchScreen.storyboard. (This is what I had originally ommited.)
After that the launch screen loaded first and then the main story board loaded shortly later.
Try set the image again make sure that resolution of the splash screen is according to the iOS 7 guidelines
I know this sounds stupid. I've had bugs like that when I saved a file in psd-format with a jpg extension. Just 1 wrong click while saving your launch image.
After having tried several solutions found here, I suspected that the iPhone was trying to launch in Landscape orientation, and thus not finding any corresponding launch image. Indeed, the simulator was starting in Landscape for a reason I was not understanding.
Finally, after reading Apple documentation, I found that it's probably the order of keys in "Supported interface orientations" of the info.plist file that was not adequate. The Portrait was the last item. When it's the first item, the app launch in Portrait mode and find the image.
Remove previously installed app from the device or simulator, Then relaunch the app after clean.
I had the problem where the launch images would no appear in iPhone (3.5 or 4 inch) in iOS 7, but the iPad had no problems with iOS 7.
Long story short is I disabled the asset catalog for the launch images only. So I'm adding the launch images the old fashioned way. That seems to have solved the problem.
I will have to do more testing tomorrow, but it seems the problem is solved (at least in my case).
in Xcode 5 , make sure thay you add all needed images mentioned in your app target.
I am assuming that when you are using Asset Catalog, you have ensured that you have the Images.xcassets target membership added correctly. I am mentioning this since if you have multiple targets, looks like you have to add them manually (and you have not provided any screenshots so one can be sure).
Now that you have not really provided a screenshot of the "LaunchImage" overview of Images.xcassets folder in your project, I can only guess the probable reason. Looking at the fact that the launch images work fine for iPhone (6.1 & 7.0.2 and iPad (6.1) and do not work only for iPad (7.0 and upwards), I think you could perhaps look at as to whether the dimension of the images for iPad Portrait and iPad Landscape are proper for iOS7. Specifically, you should see your launch images and not empty rectangles as seen in the attached pic-
This can happen due to the fact that you still have the iPad launch images for iOS7 created excluding the status bar area. Prior to iOS7, the iPad launch images were created to exclude the status bar area, but it's a must on iOS7 that all the launch images must include the status bar area. Please go through the section "Things Every App Must Do" in Apple iOS7 UI transition Guide (https://developer.apple.com/library/ios/documentation/userexperience/conceptual/TransitionGuide/TransitionGuide.pdf).
The following screenshot should explain what I am talking about-
e.g. you can see that iPad Landscape Retina image dimension for iOS6.1 and previous is 2048x1496 (excluding 40 px for status bar) but the dimension for the same image for iOS7.0 and upwards is expected to be 2048x1536 (including the 40px for status bar). So, if you have not changed your images accordingly, you will see black screen for images on iPad 7.0 and upwards. On iPhones, you will not face this issue since iPhone launch images always cover the status bar, be it iOS6.0 and iOS7.0- so the new UI requirement is already met for iPhone launch images.
I found this answer which worked for our app (iPhone only, but used on iPad): https://stackoverflow.com/a/19448782/1258419
To summarize from that answer:
How to do it. Go to the asset catalog. And on the top right corner click on the 'Attribute Inspector' icon. Here you can set the Target OS for the Launch Images. Uncheck the iOS 7 check boxes for iPhone. Now you should be able to see the launch images for these devices.
I encountered a similar problem in landscape, my iOS 7 launch image wasn’t displayed while the iOS 6 did. Mine was the iPhone Retina 3.5” launch image.
Since I have another app in portrait that didn’t share this issue, I did 2 things:
In info.plist, under “Supported interface orientations”, I added the
2 portrait modes as well, and put them before the landscape, like
this:
Item 0: Portrait (top home button)
Item 1: Portrait (bottom home button)
Item 2: Landscape (right home button)
Item 3: Landscape (left home button)
Implemented this method in the View Controller:
-(NSUInteger)supportedInterfaceOrientations{
return UIInterfaceOrientationMaskLandscape;
}
This works with or without the Asset Catalog.
This is an update for iOS 8.
I got the same problem when I tried to add a LaunchImage to my iOS 8 app.
Apple enables developers to use a xib, whose default name is LaunchScreen.xib, to render the launch view as of iOS 8. I believe developers can use either LaunchImage or LaunchScreen.xib. Unfortunately, I couldn't find any document describing how to deal with LaunchImage after LaunchScreen.xib was introduced. I always got a black screen when I tried to use LaunchImage as the launch view.
My solution is:
Don't think about LaunchImage. Use LaunchScreen.xib. (You have to keep an empty LaunchImage in your Asset Catalog though. I believe it's a bug.)
Drag an UIImageView to the xib and make the UIImageView full screen. Remember to take the size classes and constraints into account.
Set an image whose resolution is enough for iPhone 6 plus to the UIImageView.
Check your all images and see if it is properly placed in the Asset and properly named and sized.
Also check which orientations your are allowing and accordingly add images to the asset.
I had the same problem.
I had to make a workaround: used the Default image for all iOS versions and DELETED the UILaunchImageFile key from info.plist.
I cannot use different launch images for iOS 7 and previous versions, so, I had to use the same "artistic" image for all, instead an image that mimic the first view of the app (which Apple recommends and I prefer), but at least I do not get the black screen anymore.
It looks like the UILaunchImageFile key that allows to use differents launch images for iOS 7 and previous versions is not working properly for Retina iPad in iOS 7.
WARNING: I am still testing the app, so I don't know if could be some side effects.
I also faced the similar issue but its solution was simple (in my case).
All I did was following -
1.Add a new file (if you have not added it) Launchscreen.storyboard
2.Get a UIViewController, mark it as Is Initial View Controller then add a UIImageView in it and set a picture which you want to display during launch of your app. Make sure you give this UIImageView required constraint.
3.Go to Project->General->App Icons and Launch images and select Launchscreen.storyboard as Launch Screen File (There will be a dropdown for it).
Because of iOS 13 and later, app launch different than earlier versions.
Get the solution from below URL.
https://stackoverflow.com/a/59913274/883505
I simply forgot to call super.loadView() in my view controller...
override func loadView() {
super.loadView()
}
When trying to upload a binary to App Store, I get the following response in an email:
"iPhone 5 Optimization Requirement - Your binary is not optimized for iPhone 5. As of May 1, all new iPhone apps and app updates submitted must support the 4-inch display on iPhone 5. All apps must include a launch image of the appropriate size. Learn more about iPhone 5 support by reviewing the iOS Human Interface Guidelines."
Also, the status of the app is "Illegal binary".
I've read that I must include a launch image called "Default-568h#2x.png". Question is: My app was not intending to have a launch image at all. Am I really required to have a launch image now?
Yes you must include one. Not only does the launch image give the hint to the OS about the app's iPhone 5 (4" screen) support, but launch images in general are required:
From Apple's Interface Guidelines
To enhance the user’s experience at app launch, you must provide at least one launch image. A launch image looks very similar to the first screen your app displays. iOS displays this image instantly when the user starts your app and until the app is fully ready to use. As soon as your app is ready for use, your app displays its first screen, replacing the launch placeholder image.
Furthermore:
Generally, design a launch image that is identical to the first screen of the app.
So really, making a launch image that is about the same as the first screen of your app (e.g. if the first screen is a UITableViewController with a toolbar and navigation bar, perhaps the screen looks like an empty navigation bar, an empty toolbar, and an empty table view, which then suddenly all become populated as soon as your app really gets going), is the way to go for the best user experience.
If really you don't want or need this, then make the default images just be black.
Yes, as stated, as of May 1, 2013, all new apps and app updates must provide support for the new iPhone 5 4-inch display.
The way to indicate that your app supports (has been tested with) the new iPhone 5 resolution is to simply include the launch image for that device.
You can simply create a black .png image (which is what your other default launch images are anyway) that is 640 x 1136 pixels and use that as the launch image for that device.
Simply including the new splash screen image (Default-568h#2x.png) is not enough
You must re-build your project with the iOS 6.0 SDK (or newer) - which supports iPhone 5
So if you're still using an older SDK, update your XCode in the App Store first
Yes. from 1st May, you can't upload application with out including Default-568h#2x.png in your application.
Simply that. I'm working on an iPhone (iOS) game that loads without using .xib files. Window and view is created programmatically. It automatically detects resolution and retina display and adjusts accordingly.
However when run on and iPad (only have the simulator for iPad), it shows up in a mini window that same size as the iPhone resolution, with a little 2x button in the bottom-right corner. I want it to load fullscreen with full resolution (larger res than the phone). Everything will scale accordingly so it would look the same as on the phone, and look just as crisp.
Why does this happen? Why doesn't the window automatically take up the fullscreen like it does on iPhone?
After much searching, I've found this template: https://github.com/ryanscott/rcloudlib/blob/master/Samples/clean_universal_app_template.zip
which loads properly for me on both iPhone and iPad.
Looking at the code, however, it does nothing differant than what I am doing. All it does is check which device is being used, and loads the appropriate app delegate, which in this case contain the exact same code, albeit for background color. This is clearly aimed towards those who want to have a different view load on iPhone vs. iPad, while avoiding using nibs. I want the SAME view across all devices, so I have no need to use multiple delegates or the like.
How can I force the app delegate to use the fullscreen regardless of device?
In your Xcode project file, find your target, go to the Summary tab and make sure that Devices is set to Universal under iOS Application Target
Yup! In Xcode 6 the "Devices" option is now called "Deployment Target" and is located here:
I have a universal app which supports both orientations and all resolutions, so there are a bunch of possible splash images (iphone & ipad, portrait & landscape (left/right), retina & std display). But there is no sense to show anything except the background image as a splash image for my app. And the background is just a simple repeated pattern, so ideally I just specify a little 10x10 pixels image and tile the screen with it.
But as I understand it's not possible, and I need to provide a bunch of pre-rendered full-screen images. So I wonder what is the minimum number of images that is required for a Universal app? Will just one Default.png be enough?
In your case i would place 4 Default png's.
And yes. You need to pre-fill your 10x10 tiles in a (or multiple) big default.png files.
two for iPad (iPad / iPad Retina) and two for iPhone (iPhone / iPhone retina).
You need to set the base name in your app plist.
Look for Launch image (iPad) then enter there DefaultiPad (or something like this). Then you should place a DefaultiPad.png and a DefaultiPad#2x.png within your project resources.
Do the same for iPhone.
Look after Launch image (iPhone) in your app plist and do the same with a different base name.
Update 1:
You can also add Default.pngs for each device orientation.
Easiest way is to go with [Basename]-Landscapen.png and [Basename]-Portrait.png.
So in the case above you can place your files with the filename DefaultiPad-Landscape.png and DefaultiPad-Portrait.png
But this will also increase your binary filesize which – maybe for your 10x10 tile case - will not be worth doing so.
Because you are asking for the minimum:
Every app must provide at least one launch image. This image is typically in a file named Default.png that displays your app’s initial screen in a portrait orientation. However, you can also provide other launch images to be used under different launch conditions.
Source: App Launch (Default) Images
However, I also would suggest to use at least 4 (iPad + iPhone each in normal and #2x).
The minimum number you can provide is zero. If your app is quick to launch, you don't need to supply one. If your app is slow to launch, make it faster by putting heavyweight stuff on a background thread and get the UI (or a plain view with your tiled pattern) on screen as fast as possible.
You can't do it by just providing a small image and having it tile, you have to provide an actual, pre-made image for everything you want to support. In your case:
4 images for iPad (Landscape, Portrait, Landscape 2x, Portrait 2x)
2 images for iPhone (Portrait, Portrait 2x)
Left and right are the same image, unless you do something different with those orientations. Upside-down is the same too.
If you think that's a lot, wait until you see how many icons you need.
More info is at App Launch (Default) Images
I am building an app with Titanium, where I load a big remote xml file on startup. It shows the usual Default.png splash screen, and then gets to the window, where it says that it's loading. But what I want to do, is to make the splash screen stick until the xml is fully loaded.
Now my approach for this is quite simple, I create an imageView at the start, with the Default.png as the image like so:
var startupView =Titanium.UI.createImageView({
image: 'iphone/Default-Portrait.png',
opacity:1,
zIndex:2
});
and once the xhr.onload function is triggered (meaning the xml file is fully loaded), I fade out this startup view by doing:
var startupAnimation = Titanium.UI.createAnimation({
curve:Ti.UI.ANIMATION_CURVE_EASE_OUT,
opacity:0,
delay: 0,
duration:300
});
startupView.animate(startupAnimation);
This works fine and all, but the problem I have is, that there are different splash screen sizes for different platforms. And so far the app I am creating works well on both platforms. On the ipad the screen is obviously bigger, on the iphone 4, the retina display is also bigger compared to iphone 3gs etc. Therefor I need to come up with something to make this code work nice everywhere.
I tried to check with if (Titanium.Platform.osname == "iphone") { and load the smaller size splash screen for the iphone into the imageview, but somehow it's not the same as the "real" splash screen underneath it. Because of this, the user sees that the initial splash screen and the faked splash screen is shifting. It seems like the default splash screen loaded by titanium is not the same as Default.png, but it's the Default-Portrait.png (which should only be used for the ipad)
I have no idea whether this all is clear, and whether someone here can think with me, but any ideas would be greatly appreciated.
I have done the same thing with a Titanium iPad app. I found that I needed to create my own 'Splash Screen' image without the top 20px where the status bar would be. Because titanium apps can start full screen, the Default-Portrait.png assumes it could be full screen. When you add Default-Portrait.png view in a non-fullscreen app, it shifts it down 20px and you get that 'shifting' effect to the user.
Since you are running on iPhone and iPad, you will probably need to create new splash screens for iPad and iPhone. I would think that you could use the iPhone 4 'fake' image for non retina displays as well and let titanium handle the resizing.