AppCallbacks Initialized returns too soon

I’m using an extended splash screen (C#, XAML) with Unity 4.3. If I remove the splash screen on the AppCallbacks Initialized event Unity isn’t ready and I see the original (small) splash screen. I could delay the extended splash screen removal by x milliseconds with a DispatcherTimer but this is hardware specific (some users will have a good experience others won’t).

How do I identify when Unity has finished loading the first scene?

Are you implementing extended splash screen yourself or using the one from Unity?
We also use Initialized event, I haven’t noticed issues with that.

Do you have the link to the sample code from Unity? I used code mentioned in the forum (codingjar.com).

When you do a clean build choosing XAML solution type, the generate template will have extended splash screen.

I’m having a similar problem, I do see the generated Extended Splash by Unity, but the splash still removes itself too soon. Or as the title of the thread says the AppCallbacks.Initialized returns too soon. Then I see a black screen which last a certain amount of time depending on the architecture.

Is your first level large? I mean, it takes rather long to load?

Well I don’t think so, in fact our first level is actually a loader scene of the rest of the game, but again it depends on the architecture, x86 shows us no black screen, while ARM devices shows it for 2-3 seconds.

That’s a step. Could you try to make a small project where this is issue would be reproducable and submit it with a bug report? I could check it on some slow ARM tablet and see, if I can do something there.
Thanks.

Check out the Unity porting documenation for WP8 and Windows 8.
We specifically use an ExtendedSplash screen for the loading of the game in Windows/WP8.

There is a git repo with all the source code.

Any feedback on the documentation is welcome.