The Xcode projects generated by Worklight Studio for the iPhone and iPad environments are both created with the Universal application setting. Their codebase (Worklight-framework related) is mostly the same...
You can change the generated project from being Universal to being device-specific. This is a setting that you can tweak in Xcode.
- Note: of course, you need to use different
bundleId
s for each... - See this documentation article by Apple: https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/ConfiguringYourApp/ConfiguringYourApp.html
After doing so, the App Center management console will be able to distinguish between the iPad and iPhone app. You can then simply edit the upload entry and give it a different label. This label change only affects what you see in the management console, not the app name itself, so all is good.
- If you want to keep your app size to a minimum, then I would go for seperate environments rather than using Skins.
- This will also help by giving you more control over your users (using Direct Update, Remote Disable, etc...) in case you have an issue only in the iPhone or iPad app.
I have also confirmed that Worklight Skins do work in the iPad environment.
- Created a new Worklight project ("test") and application ("test")
- Added the iPad environment
- Added a skin ("ipad.skin")
Added a new appName.js (for Worklight 5.0.6/6.0, or main.js for Worklight 6.1) file in the
ipad.skin\js
folder with:alert ("test");
Edited
ipad\js\skinLoader.js
file to use:function getSkinName() { return "ipad.skin"; }
Built and deployed
- Opened and ran in Xcode
Result: the app opened in the iOS Simulator with an alert stating "test". Ergo, works...
Please make sure you have followed these steps.