Skip to main content
Inspiring
May 20, 2018
Answered

Request for an update on the steps required to successfully build an iOS app with Adobe Animate CC

  • May 20, 2018
  • 2 replies
  • 6804 views

Hi,

With all the changes in the last months from AIR SDK 27 to the current BETA AIR SDK 30 it would be great if Adobe could give us an update on the steps required to successfully build an iOS app with Adobe Animate CC.

There are some steps that have to be done “manually”, like adding an assets.car file or adding launch images. There are things that are not up to date in the Adobe Support pages like the iOS Deployment Settings or how to Deploy AIR applications on iOS devices directly, etcetera.

This is a respectful request for such an update on the steps required to successfully build an iOS app with Adobe Animate CC.


Best Regards

    This topic has been closed for replies.
    Correct answer Paul Darky

    Thanks to Colin Holgate advices on this thread and this other one:

    AIR  29+ can not debug app on iOS. App is never installed on the device

    I found th solution to my problems.

    But there is still the need for an update so I hope the team will do something soon.

    Thanks to Preran for taking the time to reply my messages.


    This is how solved my situation, mainly with the help of Colin Holgate. I use AIR SDK 30.0.0.107 on Animate 2018:

    1. I created new Developer and Distribution Certificates in my Apple Developer Account

    2. I created new Developer and App Store Provisioning Profiles for my app

    3. I din´t use Xcode because it makes things more complicated for me. I downloaded the free ANE LAB to generate the Assets.car file. You can get it from:

    https://www.myflashlabs.com/ane-lab-lets-you-use-air-native-extension-in-adobe-air/

    - I included Assets.car file in the "Included files" of the AIR for iOS Settings window. I also included these "splash" images:

    Default-568h@2x.png (640 x 1,136)

    Default-568h@2x~iphone.png (640 x 1,136)

    Default.png (320 x 480)

    - I made sure to include the icons sizes that you can see in the attached picture:

    - The name of the folder where you put your icons must be “icons” (with no quotation marks)

    - I made sure to include all this on my .xml (use what you need)

    <initialWindow>

            <content>1.swf</content>

            <systemChrome>standard</systemChrome>

            <transparent>false</transparent>

            <visible>true</visible>

            <fullScreen>true</fullScreen>

            <autoOrients>false</autoOrients>

            <aspectRatio>landscape</aspectRatio>

            <renderMode>auto</renderMode>

        </initialWindow>

        <customUpdateUI>false</customUpdateUI>

        <allowBrowserInvocation>false</allowBrowserInvocation>

        <icon>

            <image16x16>icons/icon_16.png</image16x16>

            <image29x29>icons/icon_29.png</image29x29>

            <image32x32>icons/icon_32.png</image32x32>

            <image36x36>icons/icon_36.png</image36x36>

            <image57x57>icons/icon_57.png</image57x57>

            <image114x114>icons/icon_114.png</image114x114>

            <image512x512>icons/icon_512.png</image512x512>

            <image48x48>icons/icon_48.png</image48x48>

            <image72x72>icons/icon_72.png</image72x72>

            <image50x50>icons/icon_50.png</image50x50>

            <image58x58>icons/icon_58.png</image58x58>

            <image100x100>icons/icon_100.png</image100x100>

            <image144x144>icons/icon_144.png</image144x144>

            <image1024x1024>icons/icon_1024.png</image1024x1024>

            <image40x40>icons/icon_40.png</image40x40>

            <image76x76>icons/icon_76.png</image76x76>

            <image80x80>icons/icon_80.png</image80x80>

            <image120x120>icons/icon_120.png</image120x120>

            <image152x152>icons/icon_152.png</image152x152>

            <image180x180>icons/icon_180.png</image180x180>

            <image60x60>icons/icon_60.png</image60x60>

            <image75x75>icons/icon_75.png</image75x75>

            <image87x87>icons/icon_87.png</image87x87>

            <image167x167>icons/icon_167.png</image167x167>

        </icon>

        <supportedLanguages>en fr it pt es</supportedLanguages>

        <iPhone>

            <requestedDisplayResolution>high</requestedDisplayResolution>

            <InfoAdditions><![CDATA[

        <key>UIDeviceFamily</key>

        <array><string>1</string><string>2</string></array>

      <key>UIPrerenderedIcon</key>

            <true/>

      <key>NSCalendarsUsageDescription</key>

    <string>Some ad content may access calendar</string>

    ]]></InfoAdditions>

        </iPhone>

    </application>

    4. I used Developer Certificate with the Developer Provisioning Profile and in the AIR for iOS Settings I used "Device Debugging" to test the app on my device, then:

    5. I used the Distribution Certificate with the AppStore Provisioning Profile and in the AIR for iOS Settings I used “App Store”. The .ipa you get from these settings wont instal in your device. But it will go up through Application Loader, then you can use it on TestFlight or the AppStore.

    2 replies

    Inspiring
    May 2, 2019

    Thank you, Paul, (and Colin!), for this detailed answer.  Though it was a bit of a climb, I managed to get it mostly worked out.

    Preran, is there any update on making this easier for users, (now almost a year later)?

    Preran
    Community Manager
    Community Manager
    May 22, 2018

    I am checking with the documentation team. Will get back to you as soon as I hear from them.

    Thanks,

    Preran

    Inspiring
    May 22, 2018

    Great!

    Thanks Preran

    Preran
    Community Manager
    Community Manager
    May 24, 2018

    The content team has logged a bug for this topic and will discuss updating the content with the product team soon.

    Thanks,

    PReran