Nevermind, there is no answer for this question. It's like ask why people watch things like football, when they don't win anything with that...
Why there are loading screens?
Before you answer this question, consider READING it.
When a loading screen appear on a game, while something like a screen with some hints appear, in the background the game loads all of it's assets and render all objects in a scene, etc... But from what i've seen, Unity doesn't need this. So why there are loading screens in Unity games?
I've noticed that the dev's computer render the game by itself, and as far as i can tell, when you pass the game to other computer, the game is already full rendered, and you can play without any loading screen.
So what is the point of making a loading screen in a Unity game? Does this thing is removed or something when you make a setup for it?
I have made lots of builds from lots of projects and i didn't even tried to make a loading scene. I think this thing applies only for games that ramdomly spawn things...
If you don't need one don't use one. But there are various types of "setting things up" that might take a noticeable amount of time, and it's better to make the user aware of what's going on than risk them thinking the app has frozen or crashed. As well as just setting the scene up (whether it's randomly or not), this could include stuff like loading or downloading data from a disk or the network.
Almost impossible the thing about setting things up, as the dev's computer automatically render EVERYTHING, including special effects.
About the data being downloaded, it is unlikely that things like this would happen, as in every $$anonymous$$$$anonymous$$O you are forced to download and install the data before playing, and there isn't anything that the computer might download on background while you play. Also, as far as i know there is only ONE $$anonymous$$$$anonymous$$O made in Unity and everything is auto-updated.
The only thing that i completely agree is the part of the crash, but it depends on the game. Scenes take from 2 to 6 seconds to load depending on the game, and would only take more time if the user played in a "weak" computer, wich is unlikely, as every game has it's own system requirements. Actually, quite the opposite happens, as users will think "Oh, this game doesn't need to load, it's eternal, nice!!"
Still no point in making a loading screen.
I have published unity apps that really needed to give the user loading feedback, because various things (including loading or downloading asset bundles for scenes and instantiating prefabs containing the scene) could take too long to leave the user hanging.
You may be right that some games use loading screens when they don't need to. But I can assure you that it's wrong to conclude that no games need to.
Answer by Bunny83 · Oct 02, 2016 at 12:16 AM
First of all you should differentiate between loading screens and splash screens. A splash screen is only shown at the launch of a program and does not necessarily represent a loading screen. Unfortunately the wiki article about the Splash screen simplifies its purpose to a loading screen. However there are some comments which actually complain about that.
As others have said in the comments above, if your game loads quick, there's no reason to include a loading screen (at least when you tested the game on a low-end PC after a reboot so no caching speeding up). However there are other reasons for splash screens. The main purpose is to show a copyright / company logo on startup. Unity specifically shows its own company logo so the user knows that this game was made with the Unity engine.
A lot games which show splash screens actually don't perform any background loading while the splash screen or intro video plays. In most cases loading will start after the splash screen or has finished before. This is usually done to ensure the intro video plays smooth, I can name tons of games which do this: Homeworld, Quake3, Halflife, C&C, ... Some even allow to skip the company logo either by pressing a key or by specifing command line parameters.
You can remove the splashscreen for builds but only when you have a pro license of Unity. If you use a (free) personal license you are not allowed to remove the splash screen in a built version of your game. The removing of the splashscreen is a Unity pro (and plus?) feature. So if you want to get rid of it, you have to obtain a proper license.
And... where that answer fits my question?
You know, i literally wrote "CONSIDER READING IT" and you didn't do that? Dude, i know what is a splash screen. Actually, almost everyone knows that and knows what are it's purposes. I am talking about a loading screen. I am talking about why do games have a loading screen when they don't need. This is a question about the purposes of making a loading screen when you don't need one, not why Unity wants everyone to see that you are a beginner when they start your game.
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