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The scene is already playing during splash screen
I have a little animation in my first scene. And the splash screen covers my animation for around 1 second in my iphone5. Is it the problem of Unity or iOS? I want my animation start when it's visible. What is the best way to do that? instead of just wait for 1 second.
What version of Unity are you using? I saw someone else describe a similar bug against 5.0
Wait 1 second is not so bad?
Is this problem just on iOS or does it extend to Android?
I'm having the same problem on windows phone 8.1. I added a blank buffer scene with a script that had an IENumerator of a 4 second delay before loading my actual start scene
Answer by meat5000 · Jul 04, 2015 at 09:04 AM
Ok I did a few tests based on this (on Android)
It appears that the Splash screen will show for as long as the Awake method is being executed.
When a script hits Start() the splash ends.
To avoid your animations being lost simply avoid running anything from Awake() which is important to the experience and intead run then from Start().
I tested this using Audio clips from Awake and Start and also by whacking a large delay in Awake().
You will find that if you stall Awake the splash screen goes on and on.
In a more advanced way, iOS calls a bunch of callbacks when started and when ready and else. I don't remember which is called but it is one of those onApplicationReady. So Objective-C could send a message back to Unity to indicate the splash is done.
Then yours would appear to be the only true solution on the interweb. It would be good if you complete a full solution and post it up. You'll be loved forever @fafase
(Not that you arent already)