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I made an iOS app with Xcode and Swift. In v2, I also updated Launch Screen and Launch Images.

I first installed v1 of my app from the App Store. When the new, v2, was available from the App Store I updated my app on my devices. That's an iPhone 5s with the newest iOS and an iPhone 7 Plus with the newest iOS.

After updating my app on the iPhone 7 Plus it still showed up the old Launch Screen. Restart didn't help. I had to delete and reinstall the app to get the new Launch Screen shown up.

On iPhone 5s I didn't get any Launch Screen or Launch Image, I got a black screen for the time the Launch Screen shot get shown. I deleted and reinstalled the app. That didn't help. I also had to restart the device after reinstalling the app to get the right v2 Launch Screen.

Why that strange behavior? What can I do? I cannot ask my users to reinstall the app and restart the devices.

  • do you delete old app build before installing new. ? – Jagveer Singh Nov 10 '16 at 07:54
  • @JagveerSingh How do you mean this? –  Nov 10 '16 at 07:54
  • delete app from phone and instal – Jagveer Singh Nov 10 '16 at 07:56
  • I think I made it this way. 1. Delete v1 completely from my device. 2. Install v2 from Xcode to test it. 3. Overwrite v2 by v1 (old app) from the App store to have the real update scenario as the user also has. 4. Update v1 with v2 from the App Store (when it's approved by Apple and Ready for Sale). –  Nov 10 '16 at 07:57
  • Should I have delete the test v2 from Xcode before installing v1 (old app) from App Store and later update this to v2 from App Store? –  Nov 10 '16 at 07:59

2 Answers2

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  • After updating the Launch image, delete the application cache which is stored in DerivedData folder.

  • If you are using xib or storyboard for displaying LaunchScreen move the images into an asset catalog, rather than using the png filenames.

Manishankar
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  • I always do `Product>Clean` and `Product>Clean Build Folder…`. Is that the same as manually delete the Cache in DerivedData? I'm using `Launch Screen.storyboard` and LaunchImage in `Assets.xcassets`. Is that the right way? –  Nov 10 '16 at 12:26
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The only workaround that works for me was to add the images outside Images.xcassets folder. After modified this and rebuild the app, it worked expected.