LaunchImage - Unsupported Swift Version

App updates were accidently set to automatic, now my xCode version is 10.3. When I try to create the launch images I get this error:

Unsupported Swift Version

The target “LaunchImage” contains source code developed with Swift 3.x. This version of Xcode does not support building or migrating Swift 3.x targets.

Use Xcode 10.1 to migrate the code to Swift 4.

Really don’t want to reinstall an older version of xCode - is there a current update to the “launchimage-master.zip” file coming?

Thanks in advance!

We will need to investigate this. As far as I know there is not Swift involved with our UILaunchImages.xcassets folder. Where is this launchimage-master.zip coming from?

Are you using the Simulator or Native builds?

Rob

Just trying to create the LaunchScreen.storyboard - nothing to do with builds, following the guide (xCode Configuration). The zip file downloaded from Corona’s GitHub repository per the guide:

https://docs.coronalabs.com/guide/distribution/launchFile/index.html

I think this is a non-issue, because you’re not actually building a project. You’re just editing the storyboard then exporting a compiled version of the storyboard under File->Export. Swift isn’t used at all. I tried changing the Swift compiler version in the build.settings which should have cleared the error. I guess I’ll have to make a fresh project and upload it. But since you’re never compiling code, this error shouldn’t bother you.

Rob

“I think this is a non-issue… this error shouldn’t bother you” - well Rob it is an issue unless there’s another way to create the LaunchScreen.storyboard for a new project. If so, please advise! This is not just for me but all developers that create the LaunchScreen.storyboard for their new project(s) that happened to download the latest xCode.

“I guess I’ll have to make a fresh project and upload it” - if that’s all it takes then that would be really great for all of us! The existing one is 2 years old. ("##Setup a Storyboard based LaunchScreen for iOS 8 based devices.")
 

If editing the exiting file(s) would work please advise which files and what to edit.

Thanks Rob.

I can, with Xcode 10.3, load that project, ignore the error, click on the the Assets.xcassets file, drag the three icons to their appropriate slots, click on the LaunchScreen.storyboard file. Then do a File->Export and select “Interface Builder Storyboard Package” and click “Save” and I get a LaunchScreen.storyboardc (compiled file). Then I can (though I haven’t tested it yet) copy that LaunchScreen.storyboardc file into the root of my project and have an updated UILaunchImage setup.

You never, ever use Swift in the process of making this asset file. The error has to do if you’re trying to write Swift code which you are not.

And if I’m being 100% honest, since Android doesn’t use UILaunchScreen’s and Apple specifically wants UILaunchScreens to mimic the first screen the user will see so it appears the app is loading faster, they do not encourage using UILaunchScreens for Logos and Splash screens. Since Android doesn’t support this anyway, the best way to show your logo is in your main.lua and just use an all black LaunchScreen.storyboardc file which you can get from any Corona sample app or is generated when creating a new project.

Rob

OMG - MY BAD!

The file LaunchImage.xcodeproj  was both outside the rest of the files and in the group of zip files - obviously I copy/pasted it outside for some unknown reason. After reading your response above I rechecked and discovered that. Ignored the error and everything is ok. I was getting an error that the Assets.xcassets didn’t exist (duh).

Sorry for wasting your time but thank you for your quick replies!

We will need to investigate this. As far as I know there is not Swift involved with our UILaunchImages.xcassets folder. Where is this launchimage-master.zip coming from?

Are you using the Simulator or Native builds?

Rob

Just trying to create the LaunchScreen.storyboard - nothing to do with builds, following the guide (xCode Configuration). The zip file downloaded from Corona’s GitHub repository per the guide:

https://docs.coronalabs.com/guide/distribution/launchFile/index.html

I think this is a non-issue, because you’re not actually building a project. You’re just editing the storyboard then exporting a compiled version of the storyboard under File->Export. Swift isn’t used at all. I tried changing the Swift compiler version in the build.settings which should have cleared the error. I guess I’ll have to make a fresh project and upload it. But since you’re never compiling code, this error shouldn’t bother you.

Rob

“I think this is a non-issue… this error shouldn’t bother you” - well Rob it is an issue unless there’s another way to create the LaunchScreen.storyboard for a new project. If so, please advise! This is not just for me but all developers that create the LaunchScreen.storyboard for their new project(s) that happened to download the latest xCode.

“I guess I’ll have to make a fresh project and upload it” - if that’s all it takes then that would be really great for all of us! The existing one is 2 years old. ("##Setup a Storyboard based LaunchScreen for iOS 8 based devices.")
 

If editing the exiting file(s) would work please advise which files and what to edit.

Thanks Rob.

I can, with Xcode 10.3, load that project, ignore the error, click on the the Assets.xcassets file, drag the three icons to their appropriate slots, click on the LaunchScreen.storyboard file. Then do a File->Export and select “Interface Builder Storyboard Package” and click “Save” and I get a LaunchScreen.storyboardc (compiled file). Then I can (though I haven’t tested it yet) copy that LaunchScreen.storyboardc file into the root of my project and have an updated UILaunchImage setup.

You never, ever use Swift in the process of making this asset file. The error has to do if you’re trying to write Swift code which you are not.

And if I’m being 100% honest, since Android doesn’t use UILaunchScreen’s and Apple specifically wants UILaunchScreens to mimic the first screen the user will see so it appears the app is loading faster, they do not encourage using UILaunchScreens for Logos and Splash screens. Since Android doesn’t support this anyway, the best way to show your logo is in your main.lua and just use an all black LaunchScreen.storyboardc file which you can get from any Corona sample app or is generated when creating a new project.

Rob

OMG - MY BAD!

The file LaunchImage.xcodeproj  was both outside the rest of the files and in the group of zip files - obviously I copy/pasted it outside for some unknown reason. After reading your response above I rechecked and discovered that. Ignored the error and everything is ok. I was getting an error that the Assets.xcassets didn’t exist (duh).

Sorry for wasting your time but thank you for your quick replies!