Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Berksbook · May 06, 2012 at 05:59 PM · androidbuild and run

Build & Run Problems it Only loads my splashscreen

I am designing in the Android Platform and have run into a problem I've got NO errors showing up on the console, I have applied all the steps to see if my project game can be run into my phone in order to see it's progress by clicking the building and run. I have gone to Unity's site trouble shooting page and applied all the steps such as, creating an empty scene called "Application.LoadLevel1" as they have posted but I can't get my project to run only my splashscreen comes up and after that it stops, it just goes back to my phones front menu. CAN SOMEONE PLEASE HELP ME KNOW WHAT TO DO HERE? Perhaps I have overlooked something.

Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Graham-Dunnett ♦♦ · May 06, 2012 at 07:47 PM 0
Share

Do you get any messages from the Unity log when the game is running on the device?

avatar image Berksbook · May 06, 2012 at 08:01 PM 0
Share

@Graham Dunnett: At the build and run towards the to it says add current I have both the Application.LoadLevel 1 as index 0 and the next scene as Level 1 so I have both listed

avatar image Graham-Dunnett ♦♦ · May 06, 2012 at 08:06 PM 0
Share

Sure, but what happens in your script code after your splash screen has appeared. I assume you call LoadLevel to load your second scene. I am wondering if something bad happens when Unity loads this level. Unity should spit out some messages on the console if bad things happen. By console, I mean the log that is created when the game is running on the device. See http://unity3d.com/support/documentation/$$anonymous$$anual/Log%20Files.html if you need help with logcat. (I know you said you get no errors, but that is a bit strange.)

avatar image slgooding · May 06, 2012 at 08:09 PM 0
Share

Just to clarify, does it run properly from the editor? What about if you build it to a standalone for the desktop?

You could also install "LogCat" from the Play store and see what the Android log says. However, it may be best to actually have logging statements at the point that you call the next level, as well as in the next level to see if it actually loads after the splash screen.

avatar image Berksbook · May 06, 2012 at 08:14 PM 0
Share

No I get Compressed texture timewatch [timewatch is the name of the picture I'm using for the splashscreen]Continuation... is used as splash screen. This might compromise visual quality of the final image. Uncompressed format might be considered as better import option. UnityEditor.BuildPlayerWindow:BuildPlayerAndRun() This is all the error I'm getting. Like I mentioned up top my splash screen loads but nothing else, it's like unity is not reading anything else I have built just the splash screen

Show more comments

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by slgooding · May 06, 2012 at 07:48 PM

Are you loading multiple scenes? If so you have to be sure that they are added under the Build Settings.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Berksbook · May 06, 2012 at 08:05 PM 0
Share

@Lee Gooding Yes I have it's placed in the add current button "Build Scene" area.

avatar image
0

Answer by Berksbook · May 06, 2012 at 08:27 PM

@slgooding Well, I haven't applied any script telling it to go to the next level should I? Also, it doesn't run in the editor cause I haven't added any movement functions yet because I wanted to see if it was indeed going to run on the phone first before I added functions. What do you think I should do, try using it on another platform to check if it opens there?

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image slgooding · May 07, 2012 at 12:07 PM 0
Share

I'm pretty sure that you need to tell it what to load after the splash screen. $$anonymous$$ost of my work is all in one level, so I'm not 100% sure. I would think that if you have multiple scenes in the build then you need to tell Unity what to load, and when to load it. For example, after the splash screen runs for 5 seconds, load the next scene. I would just add a spinning box to the scene (without movement functions) as a test.

avatar image Berksbook · May 08, 2012 at 10:26 AM 0
Share

UPDATE: I went ahead and deleted my previous project cause I wasn't to far in it anyways, so I started my next project today organizing all of my folders etc.. and I have created a script to run a splash screen separately from that of the player settings area and when I run the game from the editor it goes to the splash and the splash redirects it to my next level but if I build and run to my android device only the Unity default splashcreen comes up and nothing else. What da heck could be the problem with this thing?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

7 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Build and Run doesn't install directly to Device. 2 Answers

Re-posting Build and run problem 0 Answers

Android: Material not getting added when "Build and Run" 1 Answer

Build and run for android doesn't work 2 Answers

Suddenly I can't build my game on Android Anymore :"Unable to sign the application.. 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges