Reputation: 1513
My app is loading images from an asset catalog.
I created the catalog by dragging and dropping in the Visual Studio editor.
When I load the app on a physical iPhone 6S, the simulator as a iPhone 6S or the simulator as a iPhone 5, the images display correctly.
When I load the app on a physical iPhone 5 none of them display.
In my project structure, all the images follow the same format:
Resources/Media.xcassets/Image1.imageset/image_1.png
Resources/Media.xcassets/Image1.imageset/[email protected]
Resources/Media.xcassets/Image1.imageset/[email protected]
and Resources/Media.xcassets/Image1.imageset/Contents.json
is:
{
"images": [
{
"scale": "1x",
"idiom": "universal",
"filename": "image_1.png"
},
{
"scale": "2x",
"idiom": "universal",
"filename": [email protected]"
},
{
"scale": "3x",
"idiom": "universal",
"filename": "[email protected]"
}
],
"properties": {},
"info": {
"version": 1,
"author": ""
}
}
I am loading them using UIImage.FromBundle("Image1");
. The value is fine on the physical 6S and the simulator 5 but null on the physical 5.
I tried the deprecated method of adding image_test.png
, [email protected]
and [email protected]
loosely in the Resources/ folder and these load fine on all platforms.
Any advice on where I'm going wrong? I'm confused because both of my devices should be using the same @2x
images. I've deleted bin/iPhone/
, cleaned and rebuilt numerous times with no luck.
Upvotes: 0
Views: 1063
Reputation: 11105
Try uninstalling the application from the device completely. I find with sideloading, when you add or change images, this needs to be done along with possibly clearing the /bin/
and /obj/
folders and rebuilding the app, as you said you already did.
Most other times, this should not be necessary.
Upvotes: 1