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?
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.
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.