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Question by Rabadash8820 · Feb 07, 2021 at 07:21 PM · iosstartupsplash-screenstartcoroutine

Splash screen only shows on iOS when connected over USB

I have an iOS development build of my game. For some reason, the splash screen with my company logo is not showing; the iOS launch screen appears, but then my first scene (an almost-empty loading screen) appears. However, if I connect the iPhone to Unity over USB and view console output, then the splash screen does appear (after iOS launch image, before first scene). I have no idea why USB would affect anything... See my splash/launch screen settings below. I am using Unity 2020.1.8f1, building with Xcode 12.2.0 in Cloud Build, and testing on an iOS 13.5 device.

iOS splash screen settings

I should also mention that my first scene (the loading screen) loads another scene after a couple seconds, using the following script. Could something about the StartCoroutine in Start be causing the splash screen not to show?

Thanks in advance for your help!

 public class AsyncSceneLoader : MonoBehaviour
 {
     private WaitForSeconds _waitForSeconds;
     private AsyncOperation _loadOperation;
 
     public float WaitForSeconds = 2f;
     public string SceneNameToLoad = "bootstrapping";
 
     private IEnumerator Start()
     {
         if (WaitForSeconds > 0f)
             yield return (_waitForSeconds = _waitForSeconds ?? new WaitForSeconds(WaitForSeconds));
 
         StartCoroutine(loadScene());
     }
 
     private IEnumerator loadScene()
     {
         Debug.Log($"Loading scene '{SceneNameToLoad}' in the background...", context: this);
 
         var loadSceneParams = new LoadSceneParameters(LoadSceneMode.Single, LocalPhysicsMode.None);
         _loadOperation = SceneManager.LoadSceneAsync(SceneNameToLoad, loadSceneParams);
 
         while (!_loadOperation.isDone)
             yield return null;
 
         Debug.Log($"Loading of scene '{SceneNameToLoad}' is complete!", context: this);
     }
 }


ios-splash-screen-settings.png (58.2 kB)
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