Canvas is rendering after the scene in Unity on device - unity3d

I'm developping a 3D app with Unity. The app should start on a splash screen canvas, then should show the loaded scene.
Everything works well on Editor. But when I try on a real device (iphone7), the canvas displays very lately: Between Unity splash screen and my splash screen, I can see during 0.5 second the avatar as a T shape (not animated) and an empty backgound. And then my splash screen.
What I want:
Unity splashscreen > My Splashscreen > the scene fully loaded
What I see:
Unity splashscreen > the scene not completely loaded > my splash screen > the scene fully loaded
How can I tell Unity to render the Canvas earlier?
EDIT
My canvas is just in front of the camera, my 3D objects too.
I reproduced the problem on a new scene, very simplified (Image is a simple opaque background, no sprite is configured): The cube and blank bg still appear quickly before Canvas...

Move Canvas under all the rest, as the hierarchy goes from down to top!

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Unity, Vuforia AR Camera shows splash screen instead of scene view after loading scene

I am using Unity 2019.2 with its Vuforia plugin. My initial scene is just a menu without camera, from which AR scenes are loaded- These use regular Image Targets for 3D stuff as well as UIs in different screen spaces based on needs.
With the current configuration, the AR works normally under all Android devices and on two iPhones, 7 and 11, with the latest software updates. Only on the only iPad I can test on, an iPad Air 2 with the latest software updates, there is a strange bug I can find no answer to:
As soon as I load into a an AR scene from my main menu, instead of showing the camera view, it shows the splash screen again, frozen halfway through the default Dolly animation, or sometimes a black screen or weird pixelated markings (like something was extremely zoomed in). UIs that use "Screen Space - Overlay", or "Screen Space - Camera" with a non-AR camera, work fine, and the Image Targets are recognised just fine. But my 3D stuff that should be laid over the image targets just doesn't appear (it's there and active though, scripts that rely on them work). So I can say with confidence everything in the app works and the Splash Screen is just hiding my AR camera view.
I have tried to turn the Splash Screen off via script in one of the AR scenes, but that simply didn't do anything. Adding an AR or regular camera to the start menu made the whole app crash/not start up properly.
In the ARCamera, I have tried to make the Background transparent (didn't change anything) and adjusted clipping planes (neither). Turning off the Splash Screen in the Player Settings just turned the views black. Changing the Architecture to ARM64 didn't change anything, either. The XCode log doesn't say anything useful, either - the camera is working, Vuforia is working, everything is working just fine, there is just a Splash Screen in front of the iPad's camera that shouldn't be there, by all accounts.

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I'm using a Gear VR and a Samsung Galaxy S7 Edge.
Check this image to see that the user see if move their head after the splash is "frozen":
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