Why is my SwiftUI launch screen showing a black screen instead of my custom PNG image? I’m trying to create a launch screen with a PNG image that fills the entire screen. I’ve set the constraints to 0 for top, bottom, leading, and trailing (attached to the superview, not safe area), and centered the image horizontally and vertically. In my asset settings, I’ve set the image to render as original with single scales. In the launch screen image view, I’ve set the content mode to Aspect Fill and enabled Clips to Bounds. The image renders properly when I use smaller dimensions (60x60 or 300x300), but shows black when I try to make it fill the entire screen. I’ve also tried using a PDF with similar results.
Brief Answer
The black screen issue with your full-screen launch image typically occurs due to incorrect image sizing, missing asset configurations, or implementation problems. SwiftUI launch screens require specific image dimensions and proper asset catalog settings to display correctly. When making an image fill the entire screen, you need to ensure it’s properly sized for all device resolutions and correctly configured in both your asset catalog and SwiftUI view hierarchy.
Contents
- Understanding SwiftUI Launch Screen Behavior
- Common Causes of Black Screen Issues
- Proper Image Sizing and Configuration
- Implementing Full-Screen Launch Images
- Debugging Your Launch Screen
- Alternative Launch Screen Solutions
Understanding SwiftUI Launch Screen Behavior
SwiftUI handles launch screens differently than UIKit. In SwiftUI, the launch screen is typically implemented using a WindowGroup
with a custom Scene
that displays your launch image. When your app launches, SwiftUI shows this launch screen until the main content is ready.
The key difference from UIKit is that SwiftUI doesn’t have the same LaunchScreen.storyboard support. Instead, you create a dedicated view that serves as your launch screen, which should be as lightweight as possible to ensure it appears quickly.
A common misconception is that launch screens should contain complex layouts or animations. In reality, launch screens should be simple static images that provide immediate visual feedback to the user while your app loads.
Common Causes of Black Screen Issues
Several factors can cause your launch image to appear as a black screen:
-
Incorrect Image Dimensions: Launch images need specific dimensions for each device and orientation. Using a single image without proper multi-resolution support can lead to display issues.
-
Missing Asset Configuration: Not properly configuring your image in the asset catalog can cause rendering problems, especially with full-screen layouts.
-
Safe Area Constraints: When you mentioned attaching constraints to the superview rather than safe area, this is correct for full-screen images. However, if you’re inadvertently respecting safe areas elsewhere in your layout, it might cause unexpected behavior.
-
Content Mode Issues: While
AspectFill
is appropriate for full-screen images, certain combinations withClips to Bounds
can cause rendering problems on specific device models. -
Color Space Issues: Images with color profiles that aren’t compatible with iOS rendering can appear black or distorted.
-
Memory Constraints: Very large images that exceed memory limits during launch might fail to render, showing a black screen instead.
Proper Image Sizing and Configuration
For a proper full-screen launch image in SwiftUI:
Image Dimensions
Create multiple image variants to support all devices:
- iPhone 13/14/15 Pro Max: 1284 x 2778 pixels
- iPhone 13/14/15 Pro: 1170 x 2532 pixels
- iPhone 12/13/14/15 mini: 1080 x 2340 pixels
- iPhone SE (2nd/3rd gen): 750 x 1334 pixels
- iPad Pro 12.9": 2048 x 2732 pixels
- iPad Pro 11": 1668 x 2388 pixels
- iPad Air/mini: 1668 x 2224 pixels
Asset Catalog Configuration
- In your asset catalog, create a new set for your launch screen
- Add all your image variants with the correct dimensions
- For each image, set the Render As property to Original Image
- Ensure Preserve Vector Data is unchecked for PNG images
- Set Scales to Single Scale
- Verify that all images appear with a checkmark indicating they’re configured correctly
SwiftUI View Implementation
struct LaunchScreen: View {
var body: some View {
Image("yourLaunchImageName")
.resizable()
.scaledToFill()
.edgesIgnoringSafeArea(.all)
.background(Color.black) // Fallback color
}
}
Implementing Full-Screen Launch Images
Here’s a complete implementation for a SwiftUI launch screen:
1. Create Your Launch Screen View
struct LaunchScreenView: View {
var body: some View {
ZStack {
// Background color as fallback
Color.black
// Your launch image
Image("launchScreen")
.resizable()
.scaledToFill()
.clipped() // Alternative to clipsToModifier
.edgesIgnoringSafeArea(.all)
}
}
}
Note: I’ve replaced clipsToBounds()
with .clipped()
which is the current SwiftUI modifier. The combination of .scaledToFill()
and .clipped()
achieves similar results to what you described.
2. Configure Your App Entry Point
In your @main
struct, set up the launch screen:
@main
struct YourAppName: App {
var body: some Scene {
WindowGroup {
// Check if it's the first launch
if isFirstLaunch {
LaunchScreenView()
} else {
ContentView()
}
}
.windowStyle(.hidden) // Hide default window appearance
}
// Implement your first launch logic
private var isFirstLaunch: Bool {
// Your logic to determine if it's the first launch
}
}
3. Alternative Implementation with LaunchScreen
If you need a more traditional launch screen experience, you can use a UIKit-based approach within SwiftUI:
struct UIKitLaunchScreenView: UIViewControllerRepresentable {
func makeUIViewController(context: Context) -> UIViewController {
let controller = UIViewController()
let imageView = UIImageView(image: UIImage(named: "launchScreen"))
imageView.contentMode = .scaleAspectFill
imageView.translatesAutoresizingMaskIntoConstraints = false
controller.view.addSubview(imageView)
// Constraints for full screen
NSLayoutConstraint.activate([
imageView.topAnchor.constraint(equalTo: controller.view.topAnchor),
imageView.bottomAnchor.constraint(equalTo: controller.view.bottomAnchor),
imageView.leadingAnchor.constraint(equalTo: controller.view.leadingAnchor),
imageView.trailingAnchor.constraint(equalTo: controller.view.trailingAnchor)
])
return controller
}
func updateUIViewController(_ uiViewController: UIViewController, context: Context) {}
}
Debugging Your Launch Screen
When facing black screen issues, follow these debugging steps:
-
Check Asset Catalog Configuration:
- Verify all images are properly configured with the correct dimensions
- Ensure no red exclamation marks appear next to your images in the asset catalog
- Confirm the image name matches exactly between your asset catalog and code
-
Test with Simplified Code:
- Create a minimal launch screen with just a colored background
- Gradually add complexity to isolate the issue
-
Inspect the View Hierarchy:
- Use Xcode’s preview canvas to verify your layout
- Check for conflicting modifiers or constraints
-
Test on Different Devices:
- The issue might be device-specific
- Test on both simulator and physical devices
-
Check Console Output:
- Look for any warnings or errors related to image loading
- Check for memory warnings during launch
Here’s a test version to help isolate the issue:
struct TestLaunchScreen: View {
var body: some View {
ZStack {
// Background to confirm it's rendering
Color.red.ignoresSafeArea()
VStack {
Image("launchScreen")
.resizable()
.scaledToFill()
.frame(width: UIScreen.main.bounds.width,
height: UIScreen.main.bounds.height)
.clipped()
// Text to confirm view is loading
Text("Launch Screen")
.foregroundColor(.white)
.padding()
}
}
}
}
Alternative Launch Screen Solutions
If the standard SwiftUI approach continues to cause issues, consider these alternatives:
1. Use Storyboard Launch Screen
Even in SwiftUI projects, you can use a storyboard for your launch screen:
- Create a LaunchScreen.storyboard
- Add an UIImageView with constraints to fill the screen
- In your Info.plist, add
UILaunchStoryboardName
with valueLaunchScreen
2. Use a PDF Asset
PDFs often work better for launch screens as they scale automatically:
- Create a PDF with proper dimensions
- Add it to your asset catalog
- Use it in your launch screen view:swift
Image("launchScreenPDF") .resizable() .scaledToFill() .edgesIgnoringSafeArea(.all)
3. Implement a Custom Window Scene
For more control over the launch experience:
import SwiftUI
struct AppDelegate: UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let window = UIWindow(frame: UIScreen.main.bounds)
self.window = window
// Determine which view to show
if isFirstLaunch {
window.rootViewController = UIHostingController(rootView: LaunchScreenView())
} else {
window.rootViewController = UIHostingController(rootView: ContentView())
}
window.makeKeyAndVisible()
return true
}
}
Conclusion
The black screen issue with your full-screen launch image typically stems from one of these factors: incorrect image dimensions, improper asset catalog configuration, or implementation issues in your SwiftUI view hierarchy.
Key recommendations:
- Ensure you have properly sized images for all device resolutions in your asset catalog
- Use
.scaledToFill()
with.clipped()
and.edgesIgnoringSafeArea(.all)
for a true full-screen experience - Test with a simplified launch screen to isolate the issue
- Consider alternative approaches like using a storyboard or PDF if SwiftUI continues to present challenges
Remember that launch screens should be lightweight and appear instantly. If you’re experiencing performance issues or delays, consider simplifying your launch image further or implementing a more basic approach that transitions quickly to your main app content.