Have you actually run Xcode? It installs extra files after you install it and run it the first time.
Rob
Have you actually run Xcode? It installs extra files after you install it and run it the first time.
Rob
Yep, very odd.
So if you have Xcode 9 GM why is your option the iOS 11 BETA? Shouldnt it be final, not beta? Do you have a Xcode 9 beta installed?
Because the iOS 11 we have installed on the build server is iOS 11 Beta…
Are you using the actual public build or are you using 3135 as downloaded from the daily build page? There shouldn’t be a difference.
Rob
Public build, it’s 3135. The fact that you see iOS 11 Beta as an option to me means you have an XCode beta still installed. The XCode GM should not be beta, and I’m wondering if that’s my problem. I have final iOS 11 SDK but your server is still on beta?
Try getting the 3135 daily build. We don’t include beta’s in public releases. I must be running the daily build version…
Rob
3135 daily release and public build are exact same link and binary, BUT 3134 shows 11.0 beta for me and building with that works great! All the displays issues resolved.
Thanks for all the help Rob, really appreciate walking through this with me. Now I get to work on simple layout stuff. Phew!
Here is a much better example. Letterboxed on iPhone X, looks fine on Corona Simulator.
Are you using a storyboard launch screen setup or are you using static files?
Storyboard, would that effect this?
Needless to say the iPhone X isn’t something we have a lot of experience with. But what you describe is an issue is symptomatic of when Apple releases a new screen size and the developer is using static images and hasn’t adapted to the new device. Storyboard should mitigate against this.
Rob
Ah I see. I use them in all my apps now following this tutorial: https://docs.coronalabs.com/guide/distribution/launchFile/index.html
Would I need to make a new one with the new xCode that supports iOS 11?
The Storyboard method should just work. Can you post your build.settings?
Rob
settings = { splashScreen = { enable = false }, orientation = { default = "landscapeRight", supported = { "landscapeLeft", "landscapeRight", }, }, android = { versionCode = "44", versionName = "4.4", usesPermissions = { "com.android.vending.BILLING", }, }, iphone = { plist = { CFBundleDisplayName = "Preschool and Kindergarten", CFBundleIconFile = "Icon.png", CFBundleIconFiles = { "Icon.png", "Icon@2x.png", "Icon-60.png", "Icon-60@2x.png", "Icon-60@3x.png", "Icon-72.png", "Icon-72@2x.png", "Icon-76.png", "Icon-76@2x.png", "Icon-167.png", "Icon-Small.png", "Icon-Small@2x.png", "Icon-Small@3x.png", "Icon-Small-40.png", "Icon-Small-40@2x.png", "Icon-Small-40@3x.png", "Icon-Small-50.png", "Icon-Small-50@2x.png", }, UIPrerenderedIcon = true, UIAppFonts = { "bdcartoonshout.ttf", "LuckiestGuy.ttf", "PoetsenOne-Regular.ttf", "Nunito-Black.ttf", "Nunito-ExtraBold.ttf", }, UILaunchStoryboardName = "LaunchScreen", }, }, window = { defaultMode = "normal", defaultViewWidth = 960, defaultViewHeight = 600, resizable = false, enableMaximizeButton = true, enableCloseButton = true, titleText = { default = "Preschool and Kindergarten Learning Games", } }, plugins = { ["plugin.amazon.iap"] = { -- required publisherId = "com.coronalabs", supportedPlatforms = { ["android-kindle"]=true } }, ["plugin.google.iap.v3"] = { publisherId = "com.coronalabs", supportedPlatforms = { android=true } }, ["plugin.reviewPopUp"] = { publisherId = "tech.scotth", }, } }
Well, I want to know more about iPhone X as its specs are much magnificent than the others.
Found this on the Apple forums, sounds like apps can only display at iPhone X native resolution if they’re built against iOS 11. I’m guessing that’s in the works by the Corona team?
Hi @Susandaigle23 and welcome to the Corona Labs community forums. Our forums are specifically for information intended for developers using our software framework Corona. What you will find here is how the iPhone X behaves with Corona. It’s not a general forum to learn about general iPhone X facts.
Rob
I got Xcode 9 installed so I could test with the iOS 11 beta in our sim. I did a test with my game I’m working on and Storyboard is working as expected. The UI Launch Image setup, the splash screen, and the game screens that are designed to fill the screen do so correctly. I conducted a second test using an image I use to illustrate content areas. I had to modify it a little bit to compensate for the iPhone X’s even more extreme aspect ratio. I thought the Galaxy S8’s 2:1 was extreme, but the X’s 2.165:1 aspect ratio pushes that even more.
If you’re using a 320x480 letterbox content area, your background has to be 360x693 (portrait) to fully fill the screen. The orange is the iPhone X screen area. The yellow the Galaxy S8, the blue the typical 16:9 device and the green the 320x480.
When applied to the Xcode iPhone X simulator you get:
Right now we don’t have a way to get you the safe area (out of the rounded corners and to count for the sensor housing) and for landscape apps to protect against the swipe up zone.
Rob
Did you build against the iOS 11 SDK or 10.3 SDK?
My background and images are plenty big to stretch the whole size (see my screenshot from the Corona simulator, it fills the whole thing). It’s forcing me into a letterbox the same size of an older iPhone.
I’m using Xcode 9 and building against 3135’s iOS 11 Beta option and testing in the Xcode iPhone X simulator.
Your build.settings looks right.
Rob