Android icon getting cut off [React Native] - android

I just published my first App on Google Play, and everything seems good, except for the main icon. For some reason it keeps getting cut off on the edges. I have sized it to be 512x512 pixels in Photopea, and have tried making it smaller several times (the actual graphic within the 512x512 space), but nothing seems to make a difference.
How can I fix this? Please let me know if any details are needed. I am using Expo and have tried both expo publish and re-bundling and updating the app.
Thanks!

I realise that this is an old question but I had the same issue and this question was among first results.
The problem is because your icon is near the edges of the image and it is being cut off by android.
The solution is following:
It is recommended that you use a 1024x1024 png file,
leaving at least the outer 1/6 transparent on each side.

Related

React Native / Android: Show high resolution image

I'm working on an app that shows the floor plan of a trade fair. This is a high resolution (3500x4600), but fairly low file size (400kb) PNG image. I have a little component that allows to pan / zoom it.
Now it all works just fine on iOS, but on Android I just cannot get it to work. If I just try to load it in the normal RN (0.56) Image component I get a blank screen. I'm testing on an HTC One M8, which is not exactly brand new, but also not super low end (2 GB Ram). Funnily enough, if I convert it to a 2,6 MB jpg with the same dimensions, it will show up, though the quality is so bad, you cannot read any of the labels.
There are some mostly older github issues on this (like here and here), but none of those solutions (android:largeHeap="true") work for me.
I tried using react-native-svg, but it has the same problem (I guess it eventually gets rasterized?).
I also tried using react-native-fast-image, which uses Glide under the hood instead of Facebook's Fresco, but (you guessed it), it also doesn't work. If I just load the image, it will get downsampled (worse than the jpg). I tried to get Glide to stop doing that (using override), but then I get a blank screen again.
I found this library, which I guess does exactly what I want, but I'd have to wrap it for RN use... which would be quite a bit of work.
Anyone have an idea?

How to handle different screen resolutions for mobile phones in Unreal Engine? Specifically UI

I have looked around but, I am unable to find an answer to my question. Basically, I am creating a phone app. The only problem I seem to be having is with the menu UI. Basically, it is set to a 1080x1920 resolution, which is probably the most common one out there. However, it is not the only one. How do I handle multiple screen resolutions? Do I need to make like separate widgets for each resolutions and load in the correct one based on that? Or is there some other way that I am just not aware of. I am sure that others have come across this same problem too.
The reason I bring this up is because I have loaded the app onto a phone that is not 1080x1920 and the UI doesn't fit inside of it. I have tried messing with different settings on the UI but, nothing seems to fix it. Any help would be greatly appreciated.
There were two problems that were happening. The first reason why the UI wasn't scaling properly was because I was using a Size Box instead of just a plain Canvas Panel. It didn't matter what I did, the Size box would remain the same. Changing that would solve the first problem. The second problem that was happening was that because of the size box it forced my anchors to be centered instead of stretched. Once I replaced the Size Boxes with Canvas Panels I was able to make my panel anchors stretch to fill the screen.
I hope this helps anyone else that comes across this problem.

Android notification - which image assets for developers

By material design guidelines, this is what a notification looks like on Android M and Android N:
Now, what are the image assets needed for the developer to implement it this way? I haven't found any specific size requirements either, but based on screenshots, the large icon/avatar is 40px in 1.0x mdpi resolution.
Let's say this is the layout of the notification for Android M:
What I thought was needed was the icon as seen in (1) which then gets masked to a circle by code and then the small icon is added using a different image. But I have been told that it's not possible and an image similar to (3) is needed. But that doesn't sound right since it wouldn't be aligned properly with the notifications that don't include the small app icon and since it looks different in Android N, it wouldn't work either.
So the question is, which images (and what size are these) does a developer need to make it look like the image from the design guidelines? I assume that a different image (the small icon) for M and N is needed as well?
Thank you.
/e just to clarify, I am asking as a designer, not a developer, otherwise I would try it myself

In Android Studio poor ImageButton quality

Ok I am creating an android app I have it all done the problem is a company wants me to use their logo on the ImageButton in the app. The problem is no matter what quality the image starts at and it doesn't matter if it is a 9 patch or just a png the image looks very pixelated unless it is very tiny which then means you can't see it when you run the app. I have looked and looked and every thing I have come across so far doesn't help.
Here is an example I am just using a pic off my computer as an example this ^^^^^ is the orignial.
Here is after hard to tell with out enlarging the picture it has to do with stretching to fit the background of the app or image button.

What is the "Feature Graphic" for Android apps?

I simply cannot find any documentation on what I'm supposed to include in my Feature Graphic. The only info listed is:
1024w x 500h
24 bit PNG or JPEG (no alpha)
Will be downsized to mini or micro
But what content should it include? Thanks for any help.
EDIT: Google announced the web version of the Android Market earlier today. It appears that the "feature graphic" is used (in a smaller size) for the top features (see large images near the top: http://market.android.com/) and at the top of individual app pages.
The little I found was this:
Use a safe frame of 924x400 (50 pixel
of safe padding on each side). All
the important content of the graphic
should be within this safe frame.
Pixels outside of this safe frame may
be cropped for stylistic purposes.
If incorporating text, use large font
sizes, and keep the graphic simple,
as this graphic may be scaled down
from its original size.
This graphic may be displayed alone
without the app icon.
Based on the size and name alone, I guess that it's most likely to be used for your app if it is featured and the large size is so that it looks good on the tablets that are coming out.
You can add app icon, app title, tagline, photo that represents the idea behind app, etc...
Look at attached images for better idea.
The feature graphic is no longer optional.
See this Google image search for many examples.
android-market-featured-image discusses content do's and don'ts.
It's that flashy image on the top of the (new) market, for when your app is featured there. I didn't bother with it for my app :)

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