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Question by $$anonymous$$ · Jun 03, 2017 at 02:42 PM · splash-screen

How can I set the duration of a custom splash screen?

I am using Unity Pro, so I have all Splash Screen Tools available. I have a full screen image which I want to use as my splash screen. I want my splash screen to remain on the screen for n seconds. I want the splash screen to be cropped if it is not a perfect fit to the device's screen size.

The following settings give me the desired results, however the splash screen only stays up briefly, and does not allow me to choose the duration:

alt text

These settings allow for me to set the duration, however the splash screen is just an icon in the middle, and won't "Scale to fill (cropped)", like in the settings above:

alt text

I can use a blank image as my logo and add a background image, but it becomes all blurry.

I have tried other variations in the settings, but the above 2 are the closest I have come. I have tried removing the splash screen, and creating an empty Scene on launch with just the full-size cropped image, but this causes a delay to launch the app with a bad white flicker. I have tried using the static splash screen settings in addition to the blank starting scene, but this causes the screen to go black momentarily.

How can I use a full-screen cropped Splash Screen for a set duration?

settings0.png (22.0 kB)
settings1.png (41.8 kB)
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Answer by nahuel93 · Mar 20, 2019 at 03:04 PM

Just in case someone is still looking for a solution (and stumbles upon this post as I did while googling), here is a custom Splash script I created:

 using UnityEngine;
 using UnityEngine.UI;
 
 [RequireComponent(typeof(Image))]
 public class Splash : MonoBehaviour
 {
     [SerializeField][Range(2, 10)] private float _secondsToDestroy;
     [SerializeField][Range(0, 2)] private float _secondsOfFading;
     [SerializeField][Range(1,2)] private float _zoomFactor;
     
     private Image _splash;
     private float _timeAccumulator;
     private float _zoomPerSecond;
     private static bool _alreadyDestroyed;
 
     private void Start()
     {
         if (_alreadyDestroyed)
             Destroy(gameObject);
 
         _splash = GetComponent<Image>();
         _zoomPerSecond = (_zoomFactor - 1) / _secondsToDestroy;
     }
 
     private void Update ()
     {
         _timeAccumulator += Time.deltaTime;
         transform.localScale *= 1 + _zoomPerSecond * Time.deltaTime;
         if (_timeAccumulator > _secondsToDestroy - _secondsOfFading)
             _splash.CrossFadeAlpha(0, _secondsToDestroy - _timeAccumulator, false);
         
         if (!(_timeAccumulator > _secondsToDestroy)) return;
         
         _alreadyDestroyed = true;
         Destroy(gameObject);
     }
 }

Attach this to an image expanded to fit the whole screen and you're good to go. I added a simple zoom animation just to let the user know the game is loading (and didn't hang).

If you set zoomFactor to 1 then the animation won't be seen.

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Answer by MrJamieMcC · Jun 03, 2017 at 03:11 PM

You could add a simple script which calculates a time and then when that time has reached just change the scene?

Under the canvas scaler component there is an option to scale the ui correctly. I think its called scale ui with screen size or something

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