My app doesn't upload to App Store Connect, for TestFlight, because app store icon is missing (see below error).
What's the fastest way to populate the AppIcon asset class, to solve this?
I don't care what the icon is; this is only an internal test app.
ITMS-90713: Missing Info.plist value - A value for the Info.plist key 'CFBundleIconName' is missing in the bundle 'com.company.KPdiag9May2022b'. Apps built with iOS 11 or later SDK must supply app icons in an asset catalog and must also provide a value for this Info.plist key.
As far as I know, you don't need to add an icon images to all the size in the asset catalogue. You just need to add one image and Apple's OS will take care of scaling for the rest. Not ideal for those who like to control every pixels in their apps but as you've said, it's for internal testing and you don't care if it even have an icon. Try to add an image for the largest size. It's the 1024x1024 # 1x size. I don't believe the upload process will check if all the image size is populated in your AppIcon asset.
That's the fastest way I know.
I found the fastest solution:
3 clicks and a quick and 'clean' app store icon was ready to drag to the Xcode project -- took 1 minute.
App store icon generator
https://jpmallow.github.io/CopiCon/#/dashboard
Installed the app on iPhone 6 iOS9 and here is what happened. Notice black bars on top and bottom. It works just fine on iOS8. How I can fix it?
I've tried building with Xcode 6.4 & 7. Same result.
(iPhone 5 used to run iPhone 4 apps like this)
Did you migrate your app from an earlier version of Xcode? If so then Xcode is now making an assumption about your screen size and you need a way of indicating the actual screen size at run time.
There are two ways:
a) If you use a launch screen.
You are missing a LaunchScreen.storyboard file.
Create a Launch Screen object from the New File... dialog
b) If you don't use a launch screen.
Go to your Target's settings and choose General, then App Icons and Launch Images.
Now set "Launch Screen File" to your "main.storyboard" (or another storyboard if appropriate)
My App does not use a launch image.
Setting the "Launch Screen File" to my "main.storyboard" file fixed the issue for me.
This setting can be found under "Target->General->App Icons and Launch Images"
Use the following link for more information:
http://oleb.net/blog/2014/08/replacing-launch-images-with-storyboards/
For me the problem is i'm migrating my app from earlier version of Xcode and the project is missing LaunchScreen.storyboard file. I have just created LaunchScreen.storyboard and added it to launch Screen File. This did the trick.
I'm using xcode 7.2 . At first, I created a LaunchScreen.storyboard file, as Potassium Permanganate
suggested, and it worked! However, I didn't want a launch screen, so I tried setting Main.storyboard as Launch Screen File and it did the trick!
This one is if you do not use storyboard at all.
It occurs when you remove LaunchScreen from Launch Screen File in App icons and Launch Images.
Instead of removing it from here go to info.plist and find Launch screen interface file base name and remove LaunchScreen, i.e. leave it blank.
It wont show in info.plist if you have removed LaunchScreen already from Launch Screen File. Then you can give any name in Launch Screen File and it will appear and you can remove the name.
When you migrate your app from earlier version of xCode to xCode 6 or xCode 7, you will face this issue.
For iOS 7 and earlier, developers need to provide separate launch
images for all screen sizes, resolutions and orientations their app supported.
In Xcode 6 or later, there is another option. You can specify a storyboard whose initial view controller will then be used as the app’s launch screen. Use below steps:
Create a blank storyboard file named LaunchScreen.storyboard.
Go to your target settings and, on the "General" tab, select the storyboard as your Launch Screen File in "App Icons and Launch Images" section. Xcode will add a corresponding UILaunchStoryboardName key to your app’s Info.plist. When this key is present, Xcode will prioritize it over any launch images you might have set.
Add some subviews to newly created storyboard's view and position them with constraints. When you launch the app on a device, the OS should use the scene as the launch screen.
Delete the older app from simulator and clean the project.
Cheers :-)
I have same issue in my app . In my app i have multiple targets added to project . If i use launch storyboard solution then i can see full screen but in my case my Lunch image looks blurred and stretched on iPhone 4 . To come out from this issue I have used LaunchImage asset solutions . After this still I am facing same issue .I have tried all above solutions, At end I found my png images don't include ALPHA resolutions . After adding new images ,i can see full screen images .
iOS changed the way the system detects the resolution of the iPhone. You used to have to supply a number of png images named things like "Default-568#2x.png", "Default-667h#3x.png". Now you don't have to do that anymore. You need to delete those "Default-568#2x.png" style files and move on to using a proper LAUNCH SCREEN object in your project.
To add a launch screen just go to the New File... dialog (File / New / File, or press Cmd + N)
Double click that new Launch Screen file to edit it. Be sure it is ticked "use as launch screen" in its properties.
Finally be sure to select your LaunchScreen.storyboard file under project properties / Targets / "App Icons and Launch Images"
Go to the asset catalog and create a new iOS launch Image. then in Target>General>App Icons and Launch Images>Launch Image Source you will see automatically the new Launch Image created in the assets catalog.
In my case, I have several targets in the project and each one has it's own launch screen images. The weird thing one of the targets looks fine but others have those black bars. The thing was in the name of Launch folder inside assets. Change name to LaunchImage solves the problem.
Swift 4.2
select LaunchScreen.storyboard if its empty
In my case I have one asset with launch images however it was displaying the top and bottom dark bar as well.
I've tried the launch storyboard solution and yes it works but I didn't want to add a new file so, this is what I did to fix the issue:
Copied my launch images to another folder
Removed the existing LaunchImage asset
Added a new LaunchImage asset
Added the images to the new LaunchImage
That's it!
Go to target settings in xcode in that section go to App icons and launch images section in that section select launch screen file you will find a drop down of values select CDVLaunchScreeen value against launch screen file value
I had a similar issue on an iPod. To fix this, I replaced
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
with
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
<key>UILaunchStoryboardName~ipod</key>
<string>LaunchScreenIphone</string>
in Info.plist.
I had an old app (iOS 7.4 - 8.2) and after upgrading it got the same issue (getting black empty bar at the top), I managed to solve it by:
Main.storyboard
Choose your Scene & Controller
on left menu, go to Attribute Inspector
find "Presentation" and instead of "Automatic" set it to "Full Screen"
It did the trick for me.
My app is written in python kivy. This is what I did. It worked.
The reason is that I don't have AppIcon and LaunchImage defined.
There is free website that can provides you a set of icons and
launchImages for various devices.
Once you have the full set, usually 2 folders - AppIcon and
LaunchImage folder. Open your Xcode project, General > AppIcon and
Launch images.
In the AppIcon Source, click the arrow on the right. It will go to
another page, in which you can drag and drop the two folders in
(yes, drag the folders).
Go back to the previous General tab, in the AppIcon Source, you can
select your folder, usually called AppIcon-1. And tick 'include all
icon asset'
Leave 'Launch Screen File' blank. This is very different from
previous Xcode version.
Under the deployment info, status bar style, you can tick require
full screen.
After those steps you should be good to load again.
Please note these steps are for a non storyboard app. In my case, my app is written in kivy.
Don't Do anything that are described in earlier answers...
To show view Controller follow the following single step
Step 1 : Add the splash Screen for iPhone and iPad.
After this this error will not come again.
Using storyboard on Xcode 6. I have 3 images
bkg_menu_iphone#3x.png,
bkg_menu_iphone#2x.png,
bkg_menu_iphone.png
Xcode automatically detect the regular and #2x(merge it together in the Media view, etc), but the #3x stay alone.
Any idea why Xcode still not manage the #3x?
My first idea was to have ONLY the #3x and have xcode auto adjust size based on the device. But it doesnt work well using the storyboard. (If I drag it to the viewcontroller, it was not auto resize as a #2x or other.) (and if I use the #2x, it was)
How do you manage the 3 iPhone size versus storyboard?
Hope my english was ok. Thanks for comment & best practice.
I am using Xcode 6.3.1. You should use Images.xcassets found in the File Manager.
You then drag and drop the images from the File Manger into the left hand pane of the Images.xcassets. It will create a new xcasset with the same name minus the ##x.png.
You then drag the other resolution files and drop the into the corresponding image placeholders.
You can then use the name of the .xcasset in the storyboard as shown below.
(pick the first entry without the .png extension)
I want to get a simple launch screen to show in my app, built using Xcode 6.0.1.
I have added a launch screen in two ways: As an XIB (with the default name, LaunchScreen.xib) and as a launchimage set within xcassets.
I have made sure that my "Launch Screen File" is set to LaunchScreen.xib.
I have simulated every device available (e.g., "iPhone5 iOS8" / "iPhone5s iOS8" / "iPhone6 iOS8". Note that only iOS 8 is available within the simulator).
So this has been quite painful for something that should be trivial. Here is what I did:
Use xcassets
I decided to use .xcassets versus the .xib for launch. I deleted the .xib. If you have images.xcassets already in your project then great, otherwise you can add one from File>New>file:
Create a Launch Image Set
Now create at a minimum a launchimage set and icon set in your .xcassets file by right clicking in the navigator area.
Update the App Icons and Launch Images Settings
Then I made sure that the "Apps icon and image sets" in my target are as below.
Very Important: Make sure the "Launch screen file" setting is blank.
Add the Images
Last but not least, the terminology used by Apple for the device selection is confusing. Initially I thought that since I am deploying for iOS8 only (iPhone Portrait), I can do this and just put in the iPhone 6 and iPhone 6+ launch images:
I quickly realized that is not the way this works and I was getting a warning:
"An iPhone Retina (4-inch) launch image for iOS 7.0 and later is required."
So I had to select the iPhone under iOS 7.0 and later as well and add an Image for the iPhone 5s.
So to find out which boxes to check on the right, do not ask the question: What is my minimum iOS and device and device orientation but rather ask:
What devices out there can support my minimum iOS? Now What is the minimum iOS supported on those devices? And make sure you check all of those boxes. So for me, I am targeting iPhone 5s, 6 and 6 Plus at 8.0 but given that iPhone 5s can exist with 7.0, I need to check the 7.0 box as well to show the image placeholder. In other words, the (iOS) check box on the right shows you the minimum iOS version available for that device and you need to click it to show the image placeholder and put an image regardless of whether you are deploying at this iOS version or not.
The LaunchScreen.xib and the info value Launch screen interface file base name are from my experience both placeholders that are created when the project is created. If you would like to use the Images.xcassets exclusively for your launch screens, delete both the LaunchScreen.xib and the info.plist item.
If you provide the info.plist setting you app will use the xib and not your Images.xcassets
Xcode 8:
Images used in LaunchScreen.xib should not be on a .xcassets, try dropping them in the bundle.
Looks like that by the time that the .xib gets loaded, the images in the .xcassets are not yet available.
EDIT: For some opaque reason after adding some localizations, launch screen stopped working, now it works with an image from the assets, extremely weird.
My solution was to create all the launch images.
Then I set the Launch Images Source to the LaunchImage asset, and leave launch screen file blank.
Finally if the project does not have a Launch Screen.xib, then add that file and leave it as is.
For me, it worked when I uninstalled the app and then restarted the simulator.
When installed again, launch image appeared as expected.
This also worked on an actual device.
For the people who are using the Asset Catalog's Launch Image, as I learned this the hardest way, I had this scenario where I was first given a jpg file then I asked them convert it to PNG.
I trusted them enough that I scoured the internet first as to why the launch image wasn't showing and did every solution to no avail, then I tried putting back the old launch image and was working fine, it was there that I thought what I have is not a proper PNG file.
TL;DR: Make sure that you are actually using a proper PNG file, not a file with a renamed extension.
Removing "Launch screen interface file base name" from Info.plist file AND trashing "Launch Screen.xib" worked for me.
Simply removing and reinstalling the app worked for me:
Testing in the Simulator
Delete the app in the simulator.
Quit and restart the simulator.
Run the project again in Xcode.
Testing on Device
Delete the app from the device.
Run the project again in Xcode.
The problem with the accepted answer is that if you don't set the Launch Screen File, your application will be in upscaling mode on devices such as the iPhone 6 & 6+ => blurry rendering.
Below is what I did to have a complete working solution (I'm targeting iOS 7.1 & using Xcode 8) on every device (truly, I was getting crazy about this upscaling problem)
1. Prepare your .xcassets
To simplify it, I'm using a vector .PDF file. It is very convenient and avoid creating multiple images for each resolution (1x, 2x, 3x...). I also assume here you already created your xcassets.
Add your launch screen image (or vector file) to your project
Go to your .xcassets and create a New Image Set. In the Attributes window of the Image, select Scales -> Single Scale
Drag and drop the vector file in the Image Set.
2. Create your Launch Screen file
3. Add your image to your Launch Screen file
Add an Image View object to your Launch Screen file (delete the labels that were automatically created). This image view should refer to the previous .xcassets Image Set. You can refer it from the Name attribute. At this stage, you should correctly see your launch screen image in your image view.
Add constraints to this image view to keep aspect ratio depending on the screen resolution.
4. Add your Launch Screen file to your target
Fianlly, in your Target General properties, refer the Launch Screen file.
Start your app, and your splash screen should be displayed. Try also on iPhone6 & iPhone6+, and your application should be correctly displayed without any upscaling (the Launch Screen file aims to do this).
After several hours frustrated on this, I decided to use this way. It works for both iPhone and iPad (on Xcode 6.1)
File >> New File >> User Interface >> Launch Screen
Create new key/value: "Launch screen interface file base name"/"Your Launch Screen Name" in YourApp-Info.plist
1 picture worths more than thousand words. Please look at below:
I've read about a bug in Xcode 6 which prevents landscape only apps from displaying a launch image.
Try to set images and orientation within Images.xcassets:
There is a bug where Xcode 6 launch images stored in asset files cause iphone landscape only apps on iOS7/iOS8 to display a black launch image. iPad works fine.
http://www.raywenderlich.com/forums/viewtopic.php?f=2&t=10868
Solution:
Use the new Launchscreen.xib for ios8+ onwards. (it is far better)
For ios7 devices to work you simply turn off launch images source and use the old school launch images file names in the plist
iphone5 - Default-568h#2x.png
iphone4s - Default#2x.png
ipad2 - Default-Landscape~ipad.png
ipad retina - Default-Landscape#2x~ipad.png
Painful but works.
B
I have tried everything but solution was extremely simple. Just use .jpg file instead of .png on your LaunchScreen.storyboard. It seems like iOS does not render .png file or relatively big image size at launch screen.
Do what Spectravideo328 answered and:
Try to UNCHECK the iOS 7 and later box and CHECK the iOS 6 and prior box in the asset catalog. There seems to be a bug with the iOS 7 Launch Image.
(These both have the same Launch Images except for the 320x480 one)
Hope this helps, it did help for me!
I set up "LaunchImage" in my asset catalog and simply cleared the "Launch Screen" field et voila ! I had the launch images appear ...
One way is to also add "Launch Screen" (LaunchScreen.xib), paste the image into UIImageView and then set it to "Horizontal Center in Container" and "Vertical Center in Container" in "Align" if you are using Auto Layout.
Screen:
http://i.stack.imgur.com/CfnHT.png
Don't forget to put LaunchScreen.xib into "Launch Screen File".
I had the same issue after I started using Xcode 6.1 and changed my launcher images. I had all images in an Asset Catalog.
I would get only a black screen instead of the expected static image. After trying so many things, I realised the problem was that the Asset Catalog had the Project 'Target Membership' ticked-off in its FileInspector view. Ticking it to ON did the magic and the image started to appear on App launch.
Make sure your images are accurate size according to Apple guidelines.
Make sure, You will select only one option , either launch screen file or Launch Image Source. You can find these two options in Project build settings -> General
My suggestion to you is to select Launch Image Source as Image.Assets. Create splash image assets there in Image.assests folder.
Reference image for right configuration:
If you have changed your launch image from a previous image, and observe the following:
devices/simulators where the app was previously installed, still show the previous image and refuse to show the new one (uninstalling and reinstalling the app doesn't help)
devices/simulators where the app was not previously installed, show the new launch image
It is likely because of the caching of launch image done by iOS. Rebooting the device should solve the problem.
I tried opening a new project, and moving through the same steps you did to set a launch screen.
By default, the .xib was set as "Launch Screen File," and the white screen with a label did show for half a second in the simulator.
I then a "Launch Images Source" and set it to the Images.xcassets which generated with the background images I added to the project. (all good so far)
Rerun the simulator and the launch images don't show...
After deleting the specified "Launch Screen File" and a clean: Product -> Clean, from the top menu, the launch images finally show up.
Maybe that will help?
There is a file 'LaunchScreen.xib' automatically added to your project
Deleting this will shift xCode to using your Default images in Images.xcassets
edited to add
go to App Icons and Launch Images
Launch Screen File should be blank/emtpy
I had a very strange bug. Apparently my launch image source was only set for debug configuration and not release. This resulted in my launch screen appearing when running debug configuration, but when I changed to release I just got a black screen.
I fixed this when I changed my build configuration to release the Launch Image Source button appeared and I had to choose Use Asset Catalog again.
For those who are curious, this is what my project.pbxproj looked like.
...
...
...
XXXXXXXXXXXXXXXXXXXXXXXX /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
ASSETCATALOG_COMPILER_LAUNCHIMAGE_NAME = LaunchImage; <---THIS LINE WAS MISSING
...
...
...
For some reason, I had to change the asset catalog location to "relative to project" for this to work.
I had also deleted the app from my phone and reinstalled, but it was probably the "relative to project" that did it.
* (Xcode 7.2 / Deployment Target 7.0 / Landscape Orientation Only) *
I know is an old question but with Xcode 7.2 I'm still getting the message and I fixed with this:
1) Select PORTRAIT and both landscapes. Add "Launch Images Source" and "Launch Screen File"
2) In your Launch Image select iPhone "8.0 and Later" and "7.0 and Later".
3) Add this code in your appDelegate:
#if __IPHONE_OS_VERSION_MAX_ALLOWED < 90000
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskLandscape;
}
#else
- (UIInterfaceOrientationMask)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window
{
return (UIInterfaceOrientationMaskLandscape);
}
#endif
4) Add this on your ViewController
#if __IPHONE_OS_VERSION_MAX_ALLOWED < 90000
- (NSUInteger)supportedInterfaceOrientations
#else
- (UIInterfaceOrientationMask)supportedInterfaceOrientations
#endif
{
return UIInterfaceOrientationMaskLandscape;
}
I hope help to somebody else.
This is worked for me. Click LaunchScreen.storyboard then in the right panel you can select "Is Initial View Controller" check box.
LaunchScreen.storyboard -> Is Initial View Controller
I just figured this out. My launch image was not showing up, I get a white screen when launching on a device (iPhone 6, 7+) or testFlight. Fix: Renamed "Landing_screen.png" to just "Landing_screen" removing .png part. The image icon in Xcode changed to white icon and in the launch screen storyboard the image appears as a question mark now. The Launch image now appears and not the white screen. My Setup: I am using Swift 3.1 with Xcode 8.3.1. In LaunchScreen.storyboard I added a simple image view and stretched the image to fit the view controller. I set auto layout constraints Top/Bottom/Leading/Trailing space to superview to 0.
I encountered this bug also with my landscape-only app. Following carlodurso's solution works:
tick the "Landscape" box
drag and drop the image to the place.
For me, it works when I remove LaunchScreen.xib and change it to a storyboard file LaunchScreen.storyboard.