CocoonJS for iPhone (not iPad)

I already spent two weeks trying to figure it out, and I can't get it to work ... I created an HTML + Javascript game designed to work on Android and iOS devices, so I used Ludei CocoonJS ( https: //www.ludei. com / cocoonjs / ) to compile the project and create two projects: one for Android and one for iOS.

I have already successfully downloaded the Android project, which is available on the PlayStore, and works well on different devices, but I'm cracking REALLY problems with iOS. The problem is that somehow, when I download a project using Xcode, it is understood as a universal application, although it is intended only for iPhone devices. Because of this, Apple continues to abandon it, since the game screen does not adapt to iPad screens.

Since I do not want the game to match iPads, the "only" thing I have to do is download the game, indicating that it is only for iPhone devices ... But such a trivial thing starts to seem impossible after days and days of failure.

What I tried to do:

CocoonJS does not allow you to specify a device family, so it seems that the Xcode project that it compiles is designed for versatility. However, before downloading the application through Xcode, you can change its "Build" attributes.

  • Iโ€™m sure that each option in the โ€œCreateโ€ and โ€œInformationโ€ lists only refers to iPhone devices with iOS 7 (and not iPad or universal).

  • I tried to create several projects in iTunes Connect to make sure that the whole process was not confused in the previous universal binary or some other bizarre things.

  • I only upload screenshots for 3.5 and 4 inch screens (iPhone 4 and iPhone 5).

What I ALWAYS receive:

, , , ... , , , , ... , : iPad, !

, , iTunes Connect, :

Device family: iPhone / iPod, iPad

...?? iPad ? , ... , - XCode, - iTunes... , , " - CocoonJS... , !

- - , ?

!:)

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1

, CocoonJS. , CocoonJS info.plist . , plist, .

plist UIDeviceFamily, . , : 1 2. 1 iPhone iPod, 2 iPad. (2) โ€‹โ€‹ , . .

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