asset-catalog

CUICatalog: Invalid Request: requesting subtype without specifying idiom (Where is it coming from and how to fix it?)

穿精又带淫゛_ 提交于 2019-12-22 01:24:53
问题 When I run my SpriteKit game, I receive this error multiple times in the console. As far as I can tell (though I'm not completely sure), the game itself is unaffected, but the error might have some other implications, along with crowding the debug console. I did some research into the error, and found a few possible solutions, none of which seem to have completely worked. These solutions include turning ignoresSiblingOrder to false , and specifying textures as SKTextureAtlas(named: "atlasName

App thinning without @3x images and when some images are JPGs

巧了我就是萌 提交于 2019-12-21 18:04:09
问题 For an upcoming update to one of my apps I have packed all the image resources into Asset Catalogs. However, at the moment I do not have @3x version for most of my images. I have checked with the simulator and on iPhone 6 Plus @2x versions are used. I don't mind this behaviour for two reasons: The result is good enough for images which I am using Only 50% of my users are using iOS 9. If I add @3x images the size of my app will skyrocket for those on older OS Although images load correctly in

Error ITMS-90096: Your binary is not optimized for iPhone 5

拟墨画扇 提交于 2019-12-21 07:53:22
问题 I'm getting this error: Looking in the LaunchImage.launchimage folder I have a Default-568h@2x.png but not a Default-568h.png image. There doesn't seem to be a space for one so how do I add one to this Asset Catalog? 回答1: Try to clear "Launch screen file" at "App icons and Launch images" 回答2: In my case, I had a LaunchScreen.xib so I shouldn't have needed the PNG. It turns out that somehow I had deleted it from "Copy Bundle Resources" in Build Phases. Added it again and Apple accepted the

Icons, Asset Catalog and Info.plist confusion

不羁的心 提交于 2019-12-20 23:09:15
问题 I have an app that started life for iOS 5 and has been updated ever since. For iOS 7 I have switched over to using an Asset Catalog for all the resources, which is nice and appears to work well. However, when I try to submit to Apple I get validation errors: Invalid Image Path - No image found at the path referenced under key 'CFBundleIconFiles': 'Icon@2x.png' I get the same error for the other icons, too. These icons do appear in the Asset Catalog and the names -- right down to the case --

Icons, Asset Catalog and Info.plist confusion

假装没事ソ 提交于 2019-12-20 23:09:15
问题 I have an app that started life for iOS 5 and has been updated ever since. For iOS 7 I have switched over to using an Asset Catalog for all the resources, which is nice and appears to work well. However, when I try to submit to Apple I get validation errors: Invalid Image Path - No image found at the path referenced under key 'CFBundleIconFiles': 'Icon@2x.png' I get the same error for the other icons, too. These icons do appear in the Asset Catalog and the names -- right down to the case --

Referencing image in a folder in asset catalog

半城伤御伤魂 提交于 2019-12-20 17:47:21
问题 In an asset catalog you can create folders. Inside the folders all the image names have to be unique. If you have an image called myImage and you try to name another image myImage then it will automatically get renamed to myImage-1 . But if you have two folders then you can have images with the same name in different folders. So, there must be a way to reference these? Does anyone know how to reference an image by the folder and image name inside the asset catalog? 回答1: I spent a ton of time

Accessing an image with specific resolution in the Asset Catalog

僤鯓⒐⒋嵵緔 提交于 2019-12-20 02:55:09
问题 I have an Image Set called "SmileyFace" which contains a 1x, 2x and 3x image sizes. I want to copy to pasteboard a specific size from the image set. How do I reference the 1x, 2x or 3x programmatically in the code below? let image = UIImage(named: "SmileyFace" ) let image2 = UIImagePNGRepresentation( image ) UIPasteboard.generalPasteboard().setData(image2, forPasteboardType: "public.png") This code copies the 1x. I want to copy the 2x image. I have not found anything in the Apple

Save image in asset catalog on runtime

孤街醉人 提交于 2019-12-19 19:56:27
问题 I have to download new images from backend in background process and i need to save them for use later in the app. In the other way, the original app images are in the asset catalog and when i add the new ones all images must accessed from the asset catalog. I try to add images to directory's app but when i have to load any image the app do not know to discriminate between images in asset catalog and other, and i thing this is not the best solution for this I do not know how add images to

Asset Catelog issue with multiple targets

别来无恙 提交于 2019-12-17 22:52:18
问题 I have a project with multiple targets. Assume the targets are named Target-A, Target-B and so on. For every target I have a different asset catalog of App Icons. They are named as AppIcon - A, AppIcon - B and it goes on for all the targets. I have assigned respective asset catalogs to all targets, but it only shows the icons for Target-A when i run on the device / simulator. For all other targets it does not set any icons and shows iOS 7 default placeholder icon. Please help! 回答1: When you

“Missing retina 4-inch launch image” error, but I I have that image

我的梦境 提交于 2019-12-13 03:59:08
问题 The following error appears when I run my iOS app on Xcode 5. I have added an image for the retina 4-inch iOS6 version through the asset catalog and the app runs without problem on my iPhone 5 and in the simulator. So why am I getting this error message and how can I get rid of it? 回答1: Add the default image in project bundle to get ride of this issue(By default the image will be created). 回答2: if you are working on iPhone5 app then you have to use Default-568@2x.png because of retina display