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Question by Ilkzz · Feb 21, 2014 at 04:48 PM · iossplash

Splash Screen not showing on iOS Device

I created a custom splash screen for testing.

After the default Unity splash screen, I wanted the app to run mine and then go into the main menu. However, after the Unity screen, it goes straight into the main menu without showing my screen at all. It works when playing in Unity.

What can be the cause of this?

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avatar image Graham-Dunnett ♦♦ · Feb 21, 2014 at 04:48 PM 0
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I assume your splash screen is a scene? $$anonymous$$aybe you did not set this scene as the first one to play when the game starts? This is a build option.

avatar image Ilkzz · Feb 21, 2014 at 05:10 PM 0
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Yes this is correct. The first scene is my slash and second is my menu.

Both are ticked, splash at level 0 and menu at 1

avatar image DerWoDaSo · Feb 21, 2014 at 05:17 PM 0
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How do you trigger the scene change?

avatar image Ilkzz · Feb 21, 2014 at 05:21 PM 0
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@DerWoDaSo

Simply by using Application.LoadLevel()

I think it might be best to attach my script...

 using UnityEngine;
 using System.Collections;
 
 public class Splash : $$anonymous$$onoBehaviour {
 
     public Texture2D[] tex; // Holds all the splashscreens
     public float faderSpeed;// sets the fading speed
     private float fader;    // holds the actual fade value
     private Texture2D splash; // holds the currently displayed splash.
     
     IEnumerator Start()
     {
         for(int i=0; i<tex.Length;i++)
         {
             yield return StartCoroutine(FadeSplash(tex[i]));
 
         }
         splash = null;
         LoadLevel();
 
     }
     
     IEnumerator FadeSplash(Texture2D pSplash)
     {
         // Set to initial state and assign image
         fader = 0;
         splash = pSplash;
         
         // Fade in
         while(fader<1)
         {
             yield return null;
             fader += Time.deltaTime * faderSpeed;
         }
         fader = 1;
         
         // $$anonymous$$eep displayed for # seconds
         yield return new WaitForSeconds(1.5f);
         
         // Fade out
         while(fader>0)
         {
             yield return null;
             fader -= Time.deltaTime * faderSpeed;
         }
         fader = 0;
     }
     
     void OnGUI()
     {
         if(splash!=null)
         {
             GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, fader);
             GUI.DrawTexture(new Rect(700,110,1000,1000),splash);
             GUI.color = new Color(0,0,0,1);
         }
 
     }
     void LoadLevel ()
     {
         Application.LoadLevel(1);
     }
 }
 
avatar image Ilkzz · Feb 21, 2014 at 05:55 PM 0
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Ok, I found out it is the code as I tried another one. What can I do to improve this?

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