![]() You’ll notice in the image above, we’re importing an image named BumperRight2.png, which automatically falls into the 1x image slot. This is because the entire catalog has already been set to be included in both iOS and tvOS builds. When importing files this way, you will not get a pop-up prompt regarding which Targets to add to. Even though this asset catalog is inside the PinballTV group of the project navigator, this catalog is shared between both iOS and tvOS Targets.Īgain, you can simply drag and drop the image into the asset catalog. Static images (those that won’t be part of animation sequence) will most likely be imported to the Game.xcassets folder, which is located inside the PinballTV group. Importing PNG files to the Game.xcassets folder (or Assets Catalog) But for images of the table, animations, sounds, you will most likely want those assets to exist for both targets. The only time we did with our Old West Pinball app was for app icons, which get added slightly differently (to a dedicated spot for icons). Generally speaking, when developing your pinball apps, you’ll most likely import assets for both the TV and iOS devices. So if you forget to do this, you’ll eventually run into a problem. Adding the correct targets, essentially means the asset is actually going to be included in the final build of the app. I always have Copy items if needed toggled on. Remember to double check these settings every time you import something. I need to toggle on both PinballTV and PinballiOS in the Add to Targets section. There’s an important step you don’t want to miss, notice in the animation below a pop up box appears after the sound file is dropped into the project. You can simply drag and drop the file(s) into the Project Navigator (the left column seen in the image below). Importing any kind of file to Xcode 7 (or higher) is a cinch. ![]()
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