title: Xcode 6 - xcassets for universal image support
body: <p>Currently working on a universal SpriteKit project. I'll be supporting the following devices:</p>
  
  <p>iPhone 4/s,
  iPhone 5/c/s,
  iPhone 6,
  iPhone 6+</p>
  
  <p>iPad non-ret,
  iPad retina</p>
  
  <p><img src="https://i.stack.imgur.com/M5fk9.png" alt="enter image description here"></p>
  
  <p>I am confused on the iPhone part. I already have 4 versions for my background sprite for the 4 different screen resolutions of the iPhones. But which goes to which?</p>
  
  <p>I know the 3x is for the 6+, and I think the 5/c/s goes to the Retina 4 2x, but I do not know where the iPhone4/s, and 6 go. Anyone know? </p>
  
  <p>Side note, when I create a Launch Image inside my xcassets file, I am shown these options, which basically has all the device I am supporting. Just wondering why this is not also the case when creating an Image Set <img src="https://i.stack.imgur.com/8Q7UR.png" alt="enter image description here"></p>
  
  <p>Also how do you guys approach creating images/sprites for a universal application? Now that the new iPhone 6, and 6 plus are out, I have 2 more resolutions to support which is still confusing for me as I'm still a beginner.</p>