Same problem, but I don’t think we could access it via pathForResource:, except below:
UIImage* image = [UIImage imageNamed:@"name-in-asset-catalog"];
It has been clearly documented:
Each set in an asset catalog has a name. You can use that name to
programmatically load any individual image contained in the set. To
load an image, call the UIImage:imageNamed: method, passing the name
of the set that contains the image.
I found that in the package of complied app, a file named “Assets.car” came out, and I think it’s the entire images sets in my project, and should have been zipped or something.
Refer to Apple’s documentation:
Xcode 5 provides different functionality for asset catalogs depending
on the deployment target for your project:
- For all projects, individual images can be loaded using set names.
- For projects with a deployment target of iOS 7, Xcode compiles your asset
catalogs into a runtime binary file format that reduces the download
time for your app.
So that’s it.
I’m also looking for a way that doesn’t use imageNamed:, I don’t want runtime to cache my images.