Godot: iPhone 11 and XR render at the incorrect resolution

Created on 5 Jun 2020  路  2Comments  路  Source: godotengine/godot

Godot version:
3.2.1

OS/device including version:
iOS 13.5 GLES3

Issue description:
iOS export template does not include the launch images that correspond to the iPhone XR and 11.
This makes the phone render at the resolution of 750 x 1334 (iPhone 6 size) instead of 828 x 1792

Screenshot 2020-06-05 at 17 27 36

left image is when a correct launch image is used and the blurry right image is without

adding the missing launch images that are shown missing here fixes this

Screenshot 2020-06-05 at 17 21 29

but a better fix is to add a LaunchScreen.storyboard file to the supporting files folder and then
link to it in general setting tab in Xcode. Then deleting the LaunchImages from the assets folder

Screenshot 2020-06-05 at 17 19 00

adding the storyboard file also has the bonus of getting rid of the warning that Xcode displays about LaunchImages are now deprecated in iOS 13

I had been wrestling with a problem on my iPhone 11 for weeks trying to get a pixel perfect image that I could scale for different iPhones This fixed a lot of my issues

Steps to reproduce:
export an iOS project

bug ios porting rendering

Most helpful comment

cc @bruvzg

All 2 comments

cc @bruvzg

Yes, that's been nagging us as well. Thanks for reporting it. The storyboard file is the way to go.

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