"Your binary is not optimized for iPhone 5" after I upload an app with xcode 6.0.1
We faced the same issue and couldn't solve it after trying many solutions, we believe it's a kind of bug in App submission. But we found a workaround which can keep launch images localized and pass the submission verification.
Environment:
Xcode 6.1 (6A1052c) with iOS 8.1 SDK
Precondition:
Have following properties in your "*-info.plist" file.
Steps:
Go to your target's settings and in our standard scenario (localize launch images, which uses "UILaunchImages" in "*-info.plist" but not image assets), it should look like the image
Change the setting to use image assets (Note: after this step, Xcode will automatically REMOVE the "UILaunchImages" properties in your *-info.plist file. So please BACKUP the properties first.)
Go to the "LaunchImage" assets (can click the arrow button on the right) and fill with images from one of your *.lproj folder.
Now, go to the "LaunchImage" folder which contains images and "Contents.json" file.
Remove ALL the launch IMAGES just added, but keep the "Contents.json" (and it's content) file.
Check the "Contents.json", it should contains properties like image below
Double check following items:
Localized launch images in resource folders (en.lproj, ja.lproj, etc.)
*-info.plist contains "UILaunchImages" properties
Project setting uses image asset for launch images
"Contents.json" in "LaunchImage" asset folder, and the folder DOES NOT really have launch images
Now you can have a try for localized launch images and submit the binary to iTunes Connect. In our App, the workaround did work for "localized launch images" and "submission successful".
It should be a trick for avoiding the bug in submission checking.
Since the workaround above doesn't change any resource, except making the checking thinks we use image assets, we are more convinced that there are some bugs in Apple's checking.
Cheers!
This happened to me too. Since iOS6 (I think) if you localize your app you must be consistent all the way. You have English, Dutch, and French as languages as I see in the screen shot. You must have these languages EVERYWHERE you do localization. Your string localization files must have all these languages but not more languages. I got the same reply when I used AppiRater library for an app. AppiRater has messages in many languages and my app is localized only for 2 languages. So I had to delete all the other string files from AppiRater except the 2 that I needed. Once I did that everything went well.
So the short answer is: delete any extra localization files that you don't need to support and add localization files that are missing from your app.
Cheers!
Edit by danielgindi
This actually works, despite some claims that this answer is irrelevant.
It happened to me when I started using Base localization in an app, and it still had some resources localized in en.lproj
folder, including the Default.png
s.
So you can either make sure that you have the [email protected]
file in all of the localization folders that you are using - or delete localizations that you are not using.
I have just moved everything to be in Base.lproj
, so this way it's clear what png it is taking, and there's no duplicate.
To Be more Clear:
- Change your launch image source to "Launch Image" (follow steps 1-3 in @Charlie Hung's answer).
- Right click on your project and select 'Show in Finder'
- Find folder Assets.xcassets and open it
- Open the LaunchImage.launchimage folder and move your two images to your .Iproj folder which you'll find in your project. (Mine was called Base.Iproj).
Finally, add this to your info.plist (open in text editor):
<key>UILaunchImages</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>iOS7-Default </string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 480}</string>
</dict>
</array>
This is all I had to do.