Thanks Yonek… but yea we’re aware of the caching and have tried everything to eliminate this as a possibility. I can’t be 100% certain it’s still not the issue… I hope it is to be honest. But nothing we try seems to help =(
^^ Mantas still waiting for a reply that the bug report has been received with a case number… will PM as soon as we hear back.
Hmm… you typically should receive it quite quickly like in hour or two. If it’s taking more than day then it might be that something went wrong and submission didn’t reach the server.
Today we tried to install an adhoc build that was built using the patch3 version via test flight onto an iphone 6 running the latest iOS that had never installed a previous version of our app… ie no xcode, no computer and no cached assets, and they also get this error. For this device though instead of seeing the launch image wrong (stretched and rotated 90 degrees) as the 2nd stage, they were getting this wrong one for the 1st stage, with the second one being correct.
We’ve run out of time now and our build app is going to have to go out like this… Im going to try patch 4 just out of desperation, but I see nothing in the release notes that suggests anything has been done about it.
I’ll try again to submit another bug report, but there’s not much to it… start a fresh project, choose the None options for the launch images, add the appropriately sized images, we’re running IL2CPP, automatic graphics api, build for iOS using xcode 7 and try it on any iPhone or iPad or OS combination. Hopefully you get to the bottom of this so we put out a prompt update.
If you have problem only with first stage splashcreen being incorrect then you can tweak this directly in Xcode as for any other iOS App. Just open image asset catalog and check if correct images are assigned to specific devices.
What are your autorotation options in Player Settings?
Thanks for the suggestions, but unfortunately it’s not just that result though. We mostly have the result where the 2nd stage is wrong, but on an iPhone 6 it is the 1st stage that’s wrong. I also just got a different result again on an iPhone 5 tonight - this time the 1st stage launch image was correct, the 2nd stage wasn’t rotated 90 degrees but was visibly squished on the vertical axis.
Our images are correct and haven’t changed for over 9 months, they were working perfectly until 5.2. We have auto rotation, use animated autorotation, and both landscape orientations.
I mean Unity might be putting them into wrong slots in image catalog on Xcode project. So you could override them manually in Xcode if you are in hurry to submit to the App Store.
Also experiencing strange behavior with Unity 5.2.1p4 and Xcode 7.
Opened an old project and now splash screens are totally jacked up. I can’t seem to even get them to JUST GO AWAY so I have something at least presentable.
Super frustrating as it takes forever to build and test a small change.
How can I A) just go back to how they were, or B) completely disable both stages of splash screen so it is black until my first scene?
Same issue here: on Unity 5.2.1p4, Xcode 7, and iOS 9, the splash screen is portrait and zoomed in, super pixellated. Also the game is supposed to run landscape both ways but it always starts upside down.
@yakandco have you gotten a ticket number yet? I wanna go upvote it as much as I can
I can’t ship with 5.2.1p4 because of this bug. On iPad Air the splash starts fine but switches from landscape to a portrait-orientation pixelated version that looks highly unprofessional…
same here, first the correct splash screen is shown and then it switches to a stretched pixelated version in portrait mode even if there is no portrait mode supported or portrait splash screen assigned. What was the last version this was working?