I couldn't get used to introduced in Xcode 6 new layout system called Size Classes, so I decided to go by the old way creating two separate xibs for iPhones and iPads with ~iphone and ~ipad suffixes correspondingly.
Xibs designed for iPhones (with view size in IB equal to 320x568) works perfectly for new iPhone 6 and iPhone 6 Plus screens, and iPhone 6 plus even loads @3x assets if I provide those.
The first question, do I really have to add launch storyboard to indicate that my app supports new iPhones, or I can go without it?
If I add them all my xibs designed for iPhone 4s / 5 will stop working for iPhone 6 and 6 plus.
The second question, do I really have to provide @3x assets set? iPhone 6 uses @2x assets set, iPhone 6 plus in case of the absence of @3x images upscales @2x images in a very smooth way so that I cannot determine any pixellation.
I'm interested, in particular, whether Apple will reject the app, or maybe not add some kind of "Optimized for iPhone 6 Plus" badge to the app, or any other penalties?
Using a launch file only works for iOS 8+, so if you're targeting iOS 7+, you'll still need static launch images to support iOS 7 anyway.
Other than a few required launch images and icons, providing higher resolution images (e.g. @2x) within your app has always been optional.
Use the scale modes on image views to automatically scale the images to fit.
You'll need to provide static launch images or a launch file for the new iPhone 6 screens or your app won't get the "Optimized for iPhone 6" text on your app page in the App Store.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With