app-thinning

Xamarin - Submitted App - Error occurred in thinning process

ぐ巨炮叔叔 提交于 2020-04-18 06:12:32
问题 I submitted an app to the Appstore but it gets refused with this message: While processing your iOS app, Appname, errors occurred in the app thinning process, and your app couldn’t be thinned. If your app contains bitcode, bitcode processing may have failed. Because of these errors, this build of your app will not be able to be submitted for review or placed on the App Store. For information that may help resolve this issue, see Tech Note 2432. I added this to my cproj file in the build

Based on what, iOS App slicing works? Is there any code or other stuff required for it?

喜欢而已 提交于 2020-01-24 13:03:06
问题 I have been studying iOS 9 features and went through the concept of App Thinning . I have read from Apple documentation for App slicing (a part of App thinning) saying that: Slicing is the process of creating and delivering variants of the app bundle for different target devices. A variant contains only the executable architecture and resources that are needed for the target device. You continue to develop and upload full versions of your app to iTunes Connect. The store will create and

Based on what, iOS App slicing works? Is there any code or other stuff required for it?

坚强是说给别人听的谎言 提交于 2020-01-24 13:02:52
问题 I have been studying iOS 9 features and went through the concept of App Thinning . I have read from Apple documentation for App slicing (a part of App thinning) saying that: Slicing is the process of creating and delivering variants of the app bundle for different target devices. A variant contains only the executable architecture and resources that are needed for the target device. You continue to develop and upload full versions of your app to iTunes Connect. The store will create and

On demand resources in iOS 9 - how to find out exact location of downloaded resources?

被刻印的时光 ゝ 提交于 2020-01-12 08:05:51
问题 I'm trying to use ODR in my game which doesn't use xcassets. So, I've got a texture with a tag (e.g. "tutorial"), made it ODR in project settings and used the code below the get it downloaded: NSBundleResourceRequest *resourceRequest = [[NSBundleResourceRequest alloc] initWithTags:tags]; [resourceRequest conditionallyBeginAccessingResourcesWithCompletionHandler:^(BOOL resourcesAvailable) { if (resourcesAvailable) { // Upload the texture } else { [resourceRequest

App thinning without @3x images and when some images are JPGs

巧了我就是萌 提交于 2019-12-21 18:04:09
问题 For an upcoming update to one of my apps I have packed all the image resources into Asset Catalogs. However, at the moment I do not have @3x version for most of my images. I have checked with the simulator and on iPhone 6 Plus @2x versions are used. I don't mind this behaviour for two reasons: The result is good enough for images which I am using Only 50% of my users are using iOS 9. If I add @3x images the size of my app will skyrocket for those on older OS Although images load correctly in

How to check App slicing feature in iOS without uploading it to Appstore

泪湿孤枕 提交于 2019-12-11 12:20:12
问题 I am working on App slicing feature and set all images in asset, i need to check that feature without uploading on Appstore. Is that possible? is there any way by which we can get .IPA file and check it's size or resources. 回答1: If you want to check the size of application '.ipa' file. Just follow the following steps. Open the Archives organizer (choose Organizer from the Window menu), and select the archive. Click the Export button, select an export option, and click Next. To distribute your

App thinning without @3x images and when some images are JPGs

…衆ロ難τιáo~ 提交于 2019-12-04 09:22:19
For an upcoming update to one of my apps I have packed all the image resources into Asset Catalogs. However, at the moment I do not have @3x version for most of my images. I have checked with the simulator and on iPhone 6 Plus @2x versions are used. I don't mind this behaviour for two reasons: The result is good enough for images which I am using Only 50% of my users are using iOS 9. If I add @3x images the size of my app will skyrocket for those on older OS Although images load correctly in the Simulator for iPhone 6 plus, I am a bit worried about what happens when I archive my app. In

On demand resources in iOS 9 - how to find out exact location of downloaded resources?

廉价感情. 提交于 2019-12-03 16:59:56
I'm trying to use ODR in my game which doesn't use xcassets. So, I've got a texture with a tag (e.g. "tutorial"), made it ODR in project settings and used the code below the get it downloaded: NSBundleResourceRequest *resourceRequest = [[NSBundleResourceRequest alloc] initWithTags:tags]; [resourceRequest conditionallyBeginAccessingResourcesWithCompletionHandler:^(BOOL resourcesAvailable) { if (resourcesAvailable) { // Upload the texture } else { [resourceRequest beginAccessingResourcesWithCompletionHandler:^(NSError * _Nullable error) { if (error) { NSLog(@"Failed to load assets pack"); } else