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.
Related
My app is supposed to run only on Iphone but apple is testing it on Ipad too. Apparently, the apps can run in Iphone mode on Ipads. How do I know which Ipad will run which Iphone mode (ex: ipad mini air2 = iphone 5 view settings in iphone mode?)?
How can I change the size of my UI based on changing aspect ratio programmatically ? (My views are created through code).
The iPad Pro runs an iPhone 6. The iPad 2 and Air 2 run an iPhone 4s.
I don't know if there's official documentation for this, but what I did is create a sample app and set the Devices to iPhone only. Then I added
print(self.view.frame.size) //Swift
NSLog(#"width = %f, height = %f", self.view.frame.size.width,
self.view.frame.size.height); //Obj-C
in the default ViewController. This will print the screen size of the view only, and not the entire iPad's screen. I then compared the printed value to the printed value of the same app run in iPhone 6/4s. You can try it too.
In terms of changing the size of your UI to fit different screen sizes, your best bet is probably AutoLayout. There are many (free, open source) frameworks available that make creating AutoLayout constraints programatically much simpler.
A few are Stevia, Cartography, SnapKit (Swift) / Masonry (Obj-C), or PureLayout.
As you said your app is supposed to run on iPhone only, then do the following process.
Select your project target in Xcode and goto General in which there is one section Deployment Info
Change the Devices to iPhone from dropdown
this will open app on iPhone only.
I built my app for iPhone 6 plus on the iOS simulator. All the other sizes looked fine but the iPhone 6 plus was zoomed in for some reason. Why does this happen? Would this still happen when it is built to the Appstore ?
Note: I am using unity free version and would not be allowed to change the splash image.
Please suggest me.How to solve this.
I got this reason from iTunes Store**"iPhone Apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution"**
But I built in only for iPhone.
I got answer of my question.But i didn't change anything in my code.I submitted the same build to the AppStore.App store is accepted my same binary,This is worked for me.
In order to determine if your app is running in iPhone resolution on iPad, embed this code in you opening view controller class:
-(void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
NSLog(#"width = %f, height = %f", self.view.frame.size.width, self.view.frame.size.height);
}
If your app is displayed in iPhone resolution, you will see this in the output console:
width = 320.000000, height = 480.000000
I had the same app rejection reason and it turned out that in FACT my app WAS in iPhone resolution on the iPad, but in iPhone 4 resolution (which I didn't design it for) which made it look like it was in iPad resolution even though it wasn't. Apple has dropped support for the iPhone 4 with iOS 8 and will likely drop support for iPhone 4S with iOS 9, so I neglected to design the app for iPhone 4 which meant that some of my UI elements at the bottom of the screen were not visible on the iPad displaying iPhone 4 resolution. That was the reason for the rejection (really dumb since it's not even an iPad app).
This is what I got back from Apple Developer Technical Support:
While your app may be built for iPhone or iPod, it must still run on
iPad. Did you test your app on an iPad prior to submission? If you
don't have an actual iPad device to test with, many issues that lead
to a 2.10 rejection can be spotted by testing in the iPad simulator.
I'll go over a couple of the most common ones here:
1) Controls or Important Content That Underlap the Status Bar
If your app places controls or important content in the twenty points
below the top of the screen, they will be cutoff when the app is run
on a retina iPad [1]. This can lead to a poor user experience. Make
sure that your app positions controls and important content below the
status bar. You can use the topLayoutGuide property from within your
UIViewController instance to access the current status bar height.
You can also create Auto Layout constraints between the topLayoutGuide
and your view controller's subviews to ensure they remain positioned
below the status bar at all times.
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIViewController_Class/Reference/Reference.html#//apple_ref/occ/instp/UIViewController/topLayoutGuide
2) Authoring Your Interface Specifically For the 4" Screen
Both the iPad and iPad retina simulate a retina 3.5" display when
running iPhone apps. This means that content positioned 480 points or
more below the top of the screen will not be visible when the app is
run on an iPad (or an iPhone 4, and iPhone 4s for that matter). This
can lead to a poor user experience. Make sure that you have designed
your interface to adapt to any height. This means either adopting
Auto Layout[2] or overriding
-viewWillLayoutSubviews/-viewDidLayoutSubviews in your view controllers to manually position your elements for the given screen
size. If your app displays more content than will fit on a 3.5"
screen, consider placing it in a scroll view.
https://developer.apple.com/library/ios/documentation/WindowsViews/Conceptual/UIScrollView_pg/Introduction/Introduction.html
Before we continue, please try running your app on either an iPad
device or the iPad simulator (both the regular and retina). See if
you can spot either of the above issues in your app. If you can't,
send me screenshots from your tests and we'll work from there.
[1]: When an iPhone app is run on a retina iPad, a 20 point black bar
is overlaid atop the app's window, obscuring any content underneath
it.
[2]: To get started with Auto Layout, you'll want to watch the
Introduction to Auto Layout for iOS and OS X session from WWD 2012
https://developer.apple.com/videos/wwdc/2012/?id=202 followed by the
Auto Layout by Example session from WWDC 2012
https://developer.apple.com/videos/wwdc/2012/?id=232.
I am a little bit confused with iOS7 , should i add the 2x only images? or also add the small size?
and i read in app store documentation , that my app must support ipad? But i want it to be on iphone only , and if so why whatsapp is only on iphone.
Please help ,
Thanks
If your app supports only iPhone devices with iOS 7 and later then you need add only #2x images because the minimum iPhone model that supports iOS 7 is iPhone 4 that has retina display and require images with double definition.
If your app supports iPad then you need also add images with small sizes because the the minimum iPad model that supports iOS 7 is iPad 2 that has non-retina display.
According to your second question: You could support only iPhone if needed, it isn't obligatory to support both devices types (iPhone and iPad).
I am trying to use storyboard to build an iPhone 5 app. I would like to be able to use my full-size iPhone 5 retina images in storyboard for easier design/layout. I have imported my images to the new asset manager, and have them all correctly set for iPhone, Retina, and iPhone 5 sizes. But everytime I try to drag the image onto an iPhone 5 view controller in storyboard, it will only copy iPhone (or iPhone retina, not sure) version so it doesnt fill the view.
Is this possible?