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Game flashes to white and desktop while changing scenes
Hi,
Our publisher's QA team has been encountering a weird bug that we can't recreate (due to lack of machines). Every time our game loads a new scene, the game flashes to all white and then shows the desktop for a short amount of time. Sometimes these even causes some images to look corrupted.
Although I do think that the desktop flashing part could be a bug on their recording software since they only mentioned the white flash up until now.
Some additional notes:
This only happens in Mac and is completely fine on our PC build.
I have already set the background of the scenes to black.
We are using an empty scene in between scenes to clear up memory space.
Was reported to occur on the following machines:
MacBook Pro / 10.5.8 OS / ATI Radeon X1600 (Image corruption was reported to happen on this)
iMac / 10.6.8 OS / Nvidia GeForce 9400
iMac / 10.5.8 OS / ATI Radeon HD 2400
They also said that it didn't occur on the following machines:
Mac Mini / 10.7.3 OS / Intel HD 3000
Mac Mini / 10.5.8 OS / Intel GMA 950
I know this isn't much info, but this is all I have for now. I will update this as soon as I get more info from our publisher.
I hope someone else has encountered this problem since I've been lost on this for a while now.
Thanks in advance!
Answer by gigaherz · May 03, 2012 at 10:57 AM
Check if you are changing the QualitySettings values during the scene changes. We had a similar issue and it turned out to be changign the antiAliasing level on a script's Start() method
Answer by Statement · Mar 27, 2012 at 03:04 PM
Make sure you have a camera in the scene at all times - your empty scene needs one.
Forgot to mention, but we already have a camera in the scene. We also have a script attached to this camera which does the cleanup. It's just a simple code which calls Resources.UnloadUnusedAssets() and GC.Collect(0) at the start.
This helped me when using Scene$$anonymous$$anager.LoadScene(). I was waiting for a new player to spawn in the scene that was loaded by LoadScene() but because the new scene didn't have a camera until the player spawned it had graphical glitches. So I put a dummy camera in the new scene until the network player loaded then deleted the dummy camera and used the camera that was attached to the spawned network player. Thanks for the idea.
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