I’m trying to get a fairly complex, existing codebase (base SDK iOS 9.0; Swift 4.0; Xcode 9.1) to run in full-screen mode on iPhone X, and so far, it only runs in “compatibility mode” (i.e., letterboxed with black top and bottom borders).
However, a brand-new Xcode project meeting the same requirements runs in full-screen mode fine.
There also seems to be a fair amount of ambiguity and/or misinformation regarding when an app running on iPhone X actually displays in “compatibility mode” vs. full-screen mode.
Some of the variables may include:
- the Base SDK project setting
- whether there’s a Launch storyboard
- whether there are iPhone X launch images, and their sizes
- whether Safe Area guides are enabled
... and possibly more.
Apart from what Apple (and others) say, has anyone definitively isolated precisely which permutation(s) of parameters ‘flips the switch’, and causes the app to run in one vs. the other when on iPhone X?
[Please note: for business reasons, and at least for the moment, we still want the app to be able to run on iOS 9 and up.]
Many thanks in advance!