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    <p>Ok, here it is. kinda complicated.</p> <p>Project Settings must allow <code>P, LL &amp; LR</code></p> <p>Storyboard is a <code>UINavController</code> with a <code>UITableViewController</code> with a push bar button segue to a <code>UIViewController</code>. </p> <p>All scenes in storyboard must have inferred as orientation in simulated metrics. Just saying, cause after a while i had them all with different settings after testing so much.</p> <p>Must have a Class for <code>NavController</code>, <code>TableViewController</code> and the given <code>UIVController</code>. My app started out as Single view, then I dragged in a UITVC and finally embedded the UITVC in a UINVC. Then I connected the UIVC to the UITVC bar button item I dragged in via push segue.</p> <p>Set apps <code>window.rootvc</code> to the <code>navVC</code>, your top hierarchy vc (don't forget to set that ID in storyboards or it'll crash of course):</p> <pre><code> UIStoryboard *mainStoryboard = [UIStoryboard storyboardWithName:@"Main" bundle: nil]; UINavigationController *myNavC = (UINavigationController*)[mainStoryboard instantiateViewControllerWithIdentifier:@"MainNav"]; self.window.rootViewController = myNavC; </code></pre> <p>Tell big boss UINVC everyone can rotate:</p> <pre><code> - (BOOL)shouldAutorotate { return self.topViewController.shouldAutorotate; } - (UIInterfaceOrientationMask)supportedInterfaceOrientations { return self.topViewController.supportedInterfaceOrientations; } </code></pre> <p>Restrict tablevc so it won't rotate:</p> <pre><code> - (BOOL)shouldAutorotate { return NO; } - (UIInterfaceOrientationMask)supportedInterfaceOrientations { return (UIInterfaceOrientationMaskPortrait); } </code></pre> <p>Allow last UIVC to rotate:</p> <pre><code> - (BOOL)shouldAutorotate { return YES; } - (UIInterfaceOrientationMask)supportedInterfaceOrientations { return (UIInterfaceOrientationMaskAllButUpsideDown); } </code></pre>
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