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Question by luniac · May 22, 2015 at 12:24 PM · iphonesplashscreen

unity splashscreen skipping first scene! IPHONE

Im running a game build on the iphone and the uniuty splash screen plays and then loads my SECOND scene.

I have my own custom splash screen in my first scene.

Why does it do that!?!?

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Answer by samra2494 · Mar 30, 2016 at 01:05 PM

you can use this line on code at the first line of your update function if(Application.isShowingSplashScreen) { return; //call your spash screen animation //the you scene... } go through this link http://docs.unity3d.com/ScriptReference/Application-isShowingSplashScreen.html

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avatar image luniac · Mar 31, 2016 at 02:45 AM 0
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damn can't they have a function to check when splash screen is finished?

thanks though, at least you can work with the function you provided.

avatar image moh05 · Nov 17, 2016 at 09:58 AM 0
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Hello,

Im facing the same problem, sometimes it loads the second screen, other times it just stuck there.

any solution for that?

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Answer by digzou · May 22, 2015 at 03:09 PM

I am also doing what you are. And what was happening with me is that my splash scene was loading and then loading the next scene before the unity splash scene dissapeared. I solved it by increasing the value of "waitForInSeconds" variable. This is my script.

 using UnityEngine;
 using System.Collections;
 
 public class SplashScene : MonoBehaviour
 {
 
     public int waitForInSeconds = 1;
     public string loadSceneName;
 
     public float fadeFactor;
     public UnityEngine.UI.Image splashImage;
     private Color _tempColor;
 
     void Start ()
     {
 
         if (splashImage == null)
             splashImage = GameObject.Find ("xxx_image").GetComponent<UnityEngine.UI.Image> ();
 
         //Set to invisible, for the fade in.
         _tempColor = splashImage.color;
         _tempColor.a = 0.0f;
         splashImage.color = _tempColor;
 
 
         if (loadSceneName == "" || loadSceneName == null)
             loadSceneName = "xxx_scene";                    //If null, find this scene.
 
 
         //If already fade in complete, load scene, after x time. Just to be safe.
         if (splashImage.color.a >= 0.9f)
             StartCoroutine (loadGame (waitForInSeconds, loadSceneName));
     }
 
     void Update ()
     {
 
         //Fade in and load scene.
         if (splashImage.color.a >= 0.9f)
             StartCoroutine (loadGame (waitForInSeconds, loadSceneName));
         else
             fadeImage ();
     }
 
     
     IEnumerator loadGame (float waitFor, string sceneName)
     {
         yield return new WaitForSeconds (waitFor);
         Application.LoadLevel (sceneName);
     }
 
     public void fadeImage ()
     {
 
         _tempColor = splashImage.color;
         
         if (_tempColor.a < 1.0f) {
             _tempColor.a += fadeFactor;
             splashImage.color = _tempColor;
         }    
     }
 
 }
 

Hope it helps. :)

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