iPhone 6 a different storyboard?

When we had the iPhone 4 and 5 , we checked the screen size, and made 2 storyboards for each iPhone.

 //iPhone 4
    if (height == 480)
    {
        storyboard = [UIStoryboard storyboardWithName:@"StoryboardiPhone" bundle:nil];
         NSLog(@"Device has a 3.5inch Display.");
    }
    //iPhone 5
    else  if (height == 568)
    {
        storyboard = [UIStoryboard storyboardWithName:@"StoryboardiPhone5" bundle:nil];
          NSLog(@"Device has a 4inch Display.");
    }
    //iPads
    else
    {
        storyboard = [UIStoryboard storyboardWithName:@"Storyboard" bundle:nil];
        NSLog(@"Device has a iPad Display  ");

    }

Now there are 2 more iPhones, the question is, is it right to make 5 storyboards for all iPhones and iPad ? seems to me a wrong thing to do, but i couldn’t find a way to arrange the views in one device, and make it fit the all the others -and be sure that it always works great.

  • Cannot open storyboard (com.apple.InterfaceBuilder error -1.)
  • Stick UITableView header view to top when creating header in storyboard
  • Xcode 4.5 Storyboard 'Exit'
  • Changing view controller when Segmented Control changes
  • Xcode 4.2 Compilation Failed with prototype cell
  • Storyboard and autolayout: how make a circular image
  • What will be the right approach right now ?

    3 Solutions Collect From Internet About “iPhone 6 a different storyboard?”

    No, you should use AutoLayout and write the appropriate constraints and let the system resize your UI for the various sizes.

    Best approach is using AutoLayout but if you still have to use different storyboards for different screen size for some reason, following is a working code.

    if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPad) {
        //iPad
        storyBoard = [UIStoryboard storyboardWithName:@"MainStoryboard_iPad" bundle:nil];
    }else{
        if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone){
            // The iOS device = iPhone or iPod Touch
            CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
            if (iOSDeviceScreenSize.height == 480){
                // iPhone 3/4x
                storyBoard = [UIStoryboard storyboardWithName:@"MainStoryboard_iPhone3_4X" bundle:nil];
            }else if (iOSDeviceScreenSize.height == 568){
                // iPhone 5 - 5s - 4 inch
                storyBoard = [UIStoryboard storyboardWithName:@"MainStoryboard_iPhone5_5S" bundle:nil];
            }else if (iOSDeviceScreenSize.height == 667){
                // iPhone 6 4.7 inch
                storyBoard = [UIStoryboard storyboardWithName:@"MainStoryboard_iPhone6" bundle:nil];
            } else if (iOSDeviceScreenSize.height == 736){
                // iPhone 6 Plus 5.5 inch
                storyBoard = [UIStoryboard storyboardWithName:@"MainStoryboard_iPhone6Plus" bundle:nil];
            }
    
        }
    }
    

    To enable native iPhone 6 and iPhone 6 plus screen resolution add launch images

    enter image description here

    You should be designing the UI for the wAny/hAny “size class” in Interface Builder. Apply auto layout constraints to describe how the views should adapt to different size classes. If you need to, you can override some constraints for specific size classes.

    The code you had before that selected the storyboard to load based on device should be removed. It is no longer needed if you use size classes.

    There is an excellent WWDC video that introduces the adaptive UI and size classes. I would recommend watching it.