I\'ve noticed running this would cause view (or main window, not sure) to resize for a moment, when running on iPhone 6/6+ simulator scaled from iPhone 5 layout (without passing
It seems like @anon and @PJC are right and that's a UIKit's bug. It sometimes can be workarounded by [view.layer renderInContext:UIGraphicsGetCurrentContext()]
At this point I've solved the problem for myself by manually adjusting layouts for iPhone 6/6+, as on native device resolutions the issue does not reproduce.
Since it seemed like an Apple/API problem, I just decided to not use that method when I need to pass a "YES."
You can just take a screenshot (UIImage) of your view and place it in a UIImageView to act as the "UIView" you used to get from the snapshot method.
Here's a link for code: How to capture UIView to UIImage without loss of quality on retina display
#import <QuartzCore/QuartzCore.h>
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
I just had this issue.
The reason was that I didn't have launch images suitable for iPhone 6 nor 6 plus. Another issue I saw because of this non-existing image was that I got size for iPhone 5 when I asked the screen size bounds like this:
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
When I fixed these images, this issue was fixed.
P.S - it should work whether you use asset catalog or nib file for the launch image. In the asset catalog you should add the 'V' in right side (Attributes Inspector) under iOS 8 and later, and set images for 'Retina HD 5.5' (for 6 plus) and 'Retina HD 4.7' (for iPhone 6)