We are working on an app that will run on an iPad Retina (2,048 x 1,536). We have a desktop app that is used to test and create content for the iPad app.
The desktop app uses SpriteKit (Mac) and if we load a Retina image (2048x1536) its basically most of the width of the 5K screen ... and is clearly being laid out about 4096 pixels across the iMac display.
Is there a way to get SpriteKit for Mac/Cocoa to use every pixel in its skView? Such that a 2048 wide image is about 1/4 the size of the iMac 5K desktop?
Related
I have a Xamarin app, created with VS 2017 with the latest Xamarin version for VS 2017.
On all iPhones younger than iPhone 6, the launchscreen is correct. ONLY on iPhone 6, the app starts with its splash screen distorted to an oval shape. The resolution was at first 640*1136 but it seems, the iPhone6 scales it to 640 x 960. So I changed the resolution to 640 x 960 px. Still the oval.
What is the correct resolution?
distorted rendering
original file
The correct resolution of IPhone 6 is 750 x 1334, you can check the resolution of different device here.
If you use image.xcassets via Visual Studio, just put the image with correct size into the corresponding image set, there is size above each image like 320*48, 640* 960... here is the screenshot:
Something strange happens with Xcode.
We have universal app, that we would like to set up launch image only for landscape.(the app is in landscape.)
So, in the launch screen file, on the right side, i can choose :
iOS8 and later:
-iPhone portrait
-iPhone landscape
iOS7 and later:
-iPhone portrait
-iPad portrait
-iPad landscape
on iOS8 when you choose landscape- it shows only retina HD 5.5. but where is the landscape for all other devices in iOS8 ??
Its simple. we have landscape images, and we would like to load them to ALL devices, in all their shapes and versions.
In general, there has never been a separate landscape launch image for iPhone. The portrait launch image for iPhone is used, rotated, as the landscape launch image if the app launches in landscape. Thus, for iPhone, you only need portrait launch images.
Moreover, "iOS 7 and later" includes iOS 8 (because that is what "later" means). Thus, between them, "iOS 7 and later" and "iOS 8" provide slots for enough portrait launch images to cover all iPhone devices.
But, as you have rightly noted, the iPhone 6 plus is exceptional. It behaves like an iPad - it can have a separate landscape launch image. So that is the only separate iPhone landscape launch image slot provided. It is provided under "iOS 8" because iPhone 6 plus doesn't run iOS 7.
I'm using Device Specific in one of my image sets (image0) and having 3 images for 2x, Retina 4 2x and 3x.
iPhone 6 Plus simulator uses the 3x and iPhone 4/4s uses the 2x.
The problem is that iPhone 5/5s simulator never uses the Retina 4 2x (green one in the screen shot below)
These are the resolutions:
2x: 640 x 960
Retina 4 2x: 640 x 1136
3x: 1242 x 2208
EDIT1
I tried as per the suggestion below to set the image in IB but it still selects the 2x version!
It's because your project's deployment target is set to 6.0. Retina 4 images won't be used on iPhone 5 for iOS pre 7.0.
Change the deployment target to 7.0 or above and the correct image will be used when you run in the simulator (even if not reflected in IB).
My Application Loader has asked me to Optimize for iPhone 5. But the fact is...
I do have Default-568h#2x.png Launch Image
All Screens of my App(Game) does fulfill iPhone 5 ScreenSize Requirements
But still Im getting this error which doesnt make sense. Following are the images from my side
Following are the Launch Image Names/Sizes i'm Using...
Default-568h#2x (640x1136)
Default-667h#2x (750x1334)
Default-736h#3x (1242x208)
Default (320x480)
Default#2x (640x960)
P.S: My App(game) is portrait only. I'm supporting iPhone 3G to iPhone 6/6+
Use asset's name as
Default.png
Default#2x.png
Default#3x.png
1x assets for iPhone 2G,3g,3GS.
2x assets for iPhone 4,4S,5,5S,5C,6,6S
3x assets for iPhone 6 Plus, 6S Plus.
I'm having difficulty displaying the standard iPhone frame when running the iOS 7.0 simulator in XCode 5.0. I've tried numerous approaches to fix this, including:
Hooking up my laptop to a larger monitor (the screen resolution is 1920 x 1200).
Making sure the window is scaled to 100% (as stated in the Apple Docs).
Selecting each of the different iPhone devices to test it out on.
Adding my own custom .png iPhone image to the simulator by going to Applications > R-click on XCode > Show Package Contents > Contents > Developer > Platforms > iPhoneSimulator.platform > Developer > Applications > R-click on iOS Simulator > Show Package Contents > Contents > Resources.
Still, all the iPhone simulators display as a window (except, quite oddly, the 3.5-inch iPhone simulator which shows up with an iPad frame):
http://imgur.com/q1dhxx8
I've never had this issue before in older versions of XCode. Any suggestions?
Thanks for your help!
The frame only appears if there is a sufficiently large resolution to display both the simulator and frame. On that display, you will only be able to have the frame if you rotate the external 1920x1200 monitor to portrait mode.
To have the frame of a retina 4" phone simulator, have your display in portrait (1200x1920) and rotate the display in OS X by 90 or 270 degrees. Have the simulator in that display. The frame will appear.
That is how all of the retina based devices are displayed in the iOS simulator. It shows all of the retina based devices with no phone frame, like you have seen. All of the devices that run iOS 7 have retina displays, which results in the simulator displaying them the way they do. The simulator with the phone frame is a non-retina example using iOS 6 and prior.