I have Unity personal so I have to show the splash screen (that is customizable in the latest versions of Unity) but I noted a weird behavior of it.In my older games my first scene show up right after the splash screen ended but now in my project the first scene seems to start loading only after the Unity splash screen ends.In fact after the splash screen a white screen show up until the scene is loaded.I've tried to set the splash screen time to 30 seconds, to give the game enough time to load, but nothing happened, after it, whether it lasts 2 or 30 seconds, the white screen still show up before the first scene and this is quite annoying because my first scene is quite big and it takes up to 10 seconds to load.My question is, is it possible to fade out the Unity splash screen only when the first scene is ready?I hope to have explained myself well and thank you!
According to the documentation for Unity 2017.1:
The Unity Splash Screen is uniform across all platforms. It displays
promptly, displaying while the first Scene loads asynchronously in the
background. This is different to your own introductory screens or
animations which can take time to appear; this is due to Unity having
to load the entire engine and first Scene before displaying them.
So with Unity 2017 you should get the desired behaviour. Since you tagged "Unity5", I think that you might not be using the most recent version. You should try to update to Unity 2017. Other than that there is nothing you can do since your license forces you do keep this splash screen
Edit
Seeing your comment, it seems that your scene is just really long to load. Longer thant the splash screen.
First thing: if this is an empty scene, it should be faster. Maybe your device is just too old. Is it quicker on the Editor on your computer? If it is an empty scene and it is that slow on a modern computer, you should contact Unity support.
If the scene is indeed big and long to load, you have two options:
You can try to improve your loading time. Use the profiler in Unity to identify the parts of yor code that are slow. Have a good look at your Start and Awake methods. If something is really long, you can try to load it step by step in a coroutine
You can add a first scene that is empty, just containing an image or text saying "loading" and this scene immediately loads your main scene. This won't improve perfs but will let users have a waiting screen instead of a blank one
Related
I've made a new 2D Unity Project in v2020.3.25f1 and set Fullscreen Mode to "Maximized Window".
When I build the app the whole screen is filled:
But when I exit full screen, reopen the app and switch back to full screen I get this:
Is this a bug? Is it caused by MacOS? It's driving me insane. ;(
Unity saves the last resolution you left the application at. If you left it at 800x600, next time you launch it it will be 800x600.
When you exit fullscreen, it makes the app another aspect ratio. When you re-launch it, it re-launches at the weird aspect ratio.
Solution Idea 1
You could enable resizable window, that will most likely be a quick solution.
Solution Idea 2
You could also force the game to be a certain resolution when the game starts.
Screen.SetResolution(WIDTH, HEIGHT, IS_FULLSCREEN);
So in your case, it would be (assuming your screen is 1080p)
Screen.SetResolution(1920, 1080, true);
I'm using 2020.3.15f2 at my project. Not regularly, but sometimes game freezes visually on mobile phone. I mean that moment is always on the scene even you change to different scene. You can click everywhere, also ads are coming too. There is no sign of error on profiler or XCode.
I've tried canvas with screen space camera, and I'm just rendering a changing text with a camera. It still doesn't change. So rendering is not the main problem here I guess. I did'nt find any release notes about it. Do you know what is the issue or what is the version with fix to that problem?
So, I made my game for Android device and I've got a menu, store, info scene and a main scene. The main scene is where I play the game. But when I hit start on the menu it loads the "MainScene" and all I can see is the GUI but nothing else. I can collect items but the scene is just black (except the GUI).
I tested out with a web player and everything was fine then changed to Android and after I installed it (several times) I looked at the black screen.
How to fix this?
(I'm using Unity 4.6.1)
Can't comment, not enough rep.
Anyway, there are lot of things that can cause a black screen to happen on Android. Here are a few to look at -
Be sure your camera is not getting deactivated (in your case maybe not).
Are you using any plugin that is using alpha channel or stencil buffer?
Any other plugin that may causing this, disable them to check.
Is your 24/32 bit buffer ticked/not on build settings?
Double check your camera settings, lighting.
Stripping level to disable and rendering path on build settings etc.
Check the game on another device.
Provide more info about the scene here
There's definitely something on that specific scene.
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
Displaying splash screen for longer than default seconds
I am developing a simple game from an open source xcode project.
I am a complete beginner in xcode, and I don't know anything.
The splash screen lasts while the game is loading, but the game is so simple that the splash sscreen stays on the screen about half a second.
I don't want that, I would like it to stay for about 5 seconds.
Thanks.
You should no delay the splash screen, since it's not splash screen. it's place holder for the app while is it loading.
If you read the Apple HIG you will read that delaying it is not allowed.
If you think that following these guidelines will result in a plain,
boring launch image, you’re right. Remember, the launch image is not
meant to provide an opportunity for artistic expression; it is solely
intended to enhance the user’s perception of your app as quick to
launch and immediately ready for use.
Duplicate of: Displaying splash screen for longer than default seconds
You don't need the splashscreen to last longer. You need to make a UIViewController which shows the splashscreen a little longer. You can also show the user what your app is doing (the loading stuff) then, which fits better in the Apple way of thinking.
Render same loading screen from code at launch till ur loading completes.
I've implemented video play functionality within my app, and everything is working perfectly, except for this one issue. Whenever the fullscreen toggle button is tapped, or if you double-tap the screen, this of course is meant to toggle the video from being played in it's natural wide screen state (black is seen above and below the video) to a zoomed state, where the video takes up the entire screen of 480x320. For me, the video adjusts slightly in size, but doesn't come close to taking up the entire screen. This works correctly in almost every app I can think of that plays videos, such as Fandango, YouTube, etc.
In this zoomed mode, of course you're losing part of the picture, because it's actually off the screen, since the only way to render a 2.40:1 image on the full screen while still maintaining aspect ratio is to zoom. Again, every other app I can think of works this way, but it's not working for me.
So, I have tried everything I can think of to get this full screen zoomed feature to work, but no luck.
Any ideas?
After some testing, it appears that this is due to the format/encoding of the video itself. I don't know specficis, however. I just know that depending on which video is being played, this feature may or may not work.