Is it enough? I just created a blank project, sure you need to supply png launch image with appropriate size(1125 x 2436). Or you want I create a blank project and put images and share it?(Just file-> new project-> single view application) It will be same, but I can do it…
Yep, it seems work for iPhone X, but @Rusty said it can not work on iPad Pro, it is a pity that i don’t have the device to test. And this method requires more pictures and should adaption every time a new resolution is added. So i still think engine should use storyboard by default, developers can change it for special requirements.
If you game supports iPad Air(it’s definitely should) so you should not be worry about any other iPad’s.
On any iPad Pro it will be automatically scaled by iOS with best possible quality.
Good point! It probably depends on your goals. If you want to support iPhone X, iPad Pro 10.5 and iPad Pro 12.9 at their native resolutions, a Storyboard seems to be the only way to go.
It’s best to use an Xcode storyboard for your launch screen, but you can provide a set of static images if necessary. Create static images in different sizes for different devices, and be sure to include the status bar region.
it doesn’t for me. My iPad Pro launch images is different than my others, on purpose, and it shows up. Not the lower sized image. Have you modified your info.plist, by chance?
It’s showing iPad Air launch image for you…
When 1-st gen. of 12.9 iPad comes out I tried to use launch image png file and it was ignored on iOS 9/10 even with right name and right info.plist file.
And since in images assets there is no “officially” place for this iPad:
You should use storyboard for it. And if you tested on iOS 11, make sure to test on iOS 10 and iOS 9.