# Defold 1.2.175 BETA

**URL:** <https://forum.defold.com/t/defold-1-2-175-beta/66679>\
**Category:** Release notes\
**Created:** [October 26, 2020, 12:37pm UTC](https://forum.defold.com/t/defold-1-2-175-beta/66679 "2020-10-26T12:37:51Z")\
**Posts on this page:** 1\
**Showing post:** 16

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**Author:** ![britzl](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/britzl/32/23_2.png) [@britzl](https://forum.defold.com/u/britzl)\
**Post date:** [October 27, 2020, 6:19pm UTC](https://forum.defold.com/t/defold-1-2-175-beta/66679/16 "2020-10-27T18:19:04Z")

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> [@totebo](#):
>
> I can confirm this is an issue introduced in the v1.2.175 beta. I rolled back to v1.2.174 and the icon looks as it should.

This is a bit unfortunate, and perhaps poorly documented BUT [Apple seems to have started requiring a 1024x1024 application icon to be bundled with the IPA](https://forum.defold.com/t/1024-x-1024-icon-asset-missing-for-ios-solved/65592/22) (at least for new applications?).

The only way such an icon can be included is through a stupid proprietary asset format Assets.car file. And the only way you can create an Assets.car file is through Xcode and an intermediary \*.xcasset file. This is the same problem as we have with launch screen storyboards.

So, you need an Assets.car file specified in game.project and you need to specify the icon names (because they will be added to your Info.plist and where they are used to reference the actual files in the Asset.car file).

The process is documented here:

> **[Creating an icon asset catalog - Defold development for the iOS platform](https://defold.com/manuals/ios/#creating-an-icon-asset-catalog)**
>
> Bundling a game for iOS is available only on Mac version of the Defold Editor. | This manual explains how to build and run games and apps on iOS devices in Defold.

Are you using a custom info.plist btw?

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