A few months back I published a blog post about how to integrate Unity3D within a native iOS application. This tutorial was written for Xcode 6 & Unity 4 and in the comments there were a lot of requests for a new tutorial.
Tonight I found the time to make the video tutorial on how to integrate Unity 5 in a native iOS app with Xcode 7, so I hope you enjoy it!
Apple added a touch-sensitive layer to the screen of the brand new iPhone 6s (plus). With the coming of this new screen, they’ve added some new UI interactions like application shortcuts and peek and pop.
In this 3D touch peek and pop tutorial I will learn you how to implement this new way of interacting with your content by building a photo gallery. When you press hard on the screen you’ll see a preview of the image and if you press really hard the preview will pop into a detail view.
At the end of this tutorial I’ll show you how to add preview actions. This way you can interact with the content without going to the detail view. You can do this by swiping up while you are previewing the content.
At the 2014 WWDC conference Apple announced Swift as a new language to write iOS app. In February 2015 they released Swift 1.2, which fixed a lot of issues (especially with the compiler) and added new language features.
In June 2015 Apple announced at WWDC Swift 2, which will be made open source later this year. In this post I will cover the new features in Swift 2.
For a project I needed to add a UIPickerView with custom cells using AutoLayout. UIKit allows this via the UIPickerViewDelegate method pickerView(_:viewForRow:forComponent:reusingView).
The cell just needed an UIImageView and UILabel, so I thought it would be pretty straightforward to do, but there are some caveats you need to know. Big thanks to Tom Adriaenssen for pointing them out and not ruining my Sunday afternoon 🙂
For a project I need to implement an augmented reality feature inside a native iOS application. We chose to go with Unity3D and Vuforia to do the augmented reality bit, as it’s free and lots of people are saying it’s the best solution. The only problem when working with Unity3D is that the exported iOS project is not easy to implement in an existing project as we only need Unity3D for 2 views inside a project with some dozen other native UIViews. Continue reading Add Unity3D in a native iOS application
This week a new version of iCapital got released in the App Store. It was my guinea pig app to learn myself Objective-C this summer when I broke my foot. It was an excellent learning app, because it covered a lot of new concepts which I had to tackle:
Migrating data on updates
Now, 8 months later, I took a look at how I left my code behind in my repository and I thought it was a good thing to rewrite the whole app as I now have a much better understanding of the language. Since then I created a new game Boring Meeting OXO, an iPad app (in a private store, but you can take a look how it works here, this was still in a development phase), and a few personal apps. As I feel myself comfortable with the language now, I hope I can release many new apps soon (one is coming pretty soon :-)!
As with every update, I give away some promo codes you can redeem via the App Store. So for the quick readers, here are 10 promo codes:
I’ve just archived an update for iCapital and I stumbled upon a weird warning.
It said the following
icon dimensions (0 x 0) don’t meet the size requirements. The icon file must be 57×57 pixels, in .png format
I double checked my build settings and my app icons had the right dimensions. When I searched for the warning on Google, there were a lot of other people who also had the issue since they updated to XCode 4.2 and OSX 10.7.3.
Luckily it’s really easy to fix the issue. You just need to set ‘Compress PNG files’ to NO in your Build Settings and re-archive your app!