Hi there,
I can see only black screen after starting the game on an iPad or iPhone.
I also tried an empty scene. I do not see Unity logo at the beginning.
Everything worked in Beta13.
Thanks.
Works on Android without any problem. Only on iOS there is a black screen.
I hit the same problem. It worked when I changed the build settings from open GL 3.0 to Metal. It seems to run a little slower than b13 on open GL 3.0, but it looks a little better.
I am now having the same problem on iOS. Setting to GL2,3, or Metal makes no difference.
The app launches and remains on a black screen (no unity logo shown). The app is running fine as a debug in the output from the update is constantly updating.
Anyone have any ideas or is this a beta 14 defect?
PS. May be worth mentioning - using 6+ iPhone (8.1.1)
Surely it is not just ng and myself with this problem?
Can anyone confirm the same issue?
Hi,
the default splashscreen has been changed to black image in beta 14. From notes:
This means, that you can now set your own splash screen regardless of your license. This also means you must do it, as we no longer provide the default Unity splash screen image.
Hi,
I set my own splash screen and it shows on device but after it I can see only black screen.
The first scene doesnât load right after splashscreen? Or it first shows splashscreen, then shows blackscreen, and then finally loads? Do you have iOS free or pro?
It first shows splashscreen but after that screen is black. It doesnt load the scene.
I have iOS Pro.
Sounds like a bug. Could you report it with a repro attached?
I have iOS Free and Unity Pro.
I donât get the unity splash screen, though I get the grey background colour. The screen then just shows a black screen after that.
Adding debug output to the main update loop shows that the game is running itâs update cycle, though it is not working (music is not playing, and touches appear to not register, etc). This was fine in Beta 13 though (as far as I can recall)
Further testing (to match ng-pixels), I assigned a splash image. Now the splash image does indeed show, but then returns to a black screen thereafter. Was hoping the lack of the splash screen would be an attributing factor - sadly it is not.
Newly created project in beta 14 works fine. My project were created in beta 13 or 12.
So, something is not updating when a project from 13 is opened in 14?
Sadly, with a project near completion, creating a new project is perhaps not an option?
Have you tried just build, then manually open in xcode and compile? If i was you i would manually make checks in xcode
Yes, done that
Ok, I have found a solution (of sorts)
The issue that causes the âblack screenâ is Rotation. In build settings, setting the default orientation from âauto rotationâ to a fixed rotation will cause the issue.
Downside is that when I set it to Auto rotation (even if I omit Portrait) results in the image shown on the iPhone being much larger than it should be with much of what should be visible located off-screen. bugger!
So, if I allow auto-rotation of the app - it works, but with wrong sized app resolution. If i set device rotation from âAuto rotationâ to any of Portrait, Portrait Upside Down, Landscape Right, or Landscape Left - I get the black screenâŚ
iOS 8 is a major pain code wise relating to the new calls for rotation. We have struggled with an issue on a current game that needs updating to iOS 8 (game using home-spun engine) where rotation breaks occasionally. So, my guess is that this is iOS8 specific.
I am using an iPhone 6+ for testing BTW.
Any help here would be great. ng-pixels, can you replicate this or does the suggestion here help?
ps. Rotating the device when set to Auto Rotation with Landscape ticked results in an intermittent unity crash at the following Assert⌠rotDeg is not a 90degree value.
ScreenOrientation OrientationAfterTransform(ScreenOrientation curOrient, CGAffineTransform transform)
{
int rotDeg = (int)(::atan2f(transform.b, transform.a) * (180 / M_PI));
assert(rotDeg == 0 || rotDeg == 90 || rotDeg == -90 || rotDeg == 180)
if(rotDeg == 0)
{
return curOrient;
}
else if(rotDeg == 180)
{
if(curOrient == portrait) return portraitUpsideDown;
else if(curOrient == portraitUpsideDown) return portrait;
else if(curOrient == landscapeRight) return landscapeLeft;
else if(curOrient == landscapeLeft) return landscapeRight;
}
else if(rotDeg == 90)
{
if(curOrient == portrait) return landscapeLeft;
else if(curOrient == portraitUpsideDown) return landscapeRight;
else if(curOrient == landscapeRight) return portrait;
else if(curOrient == landscapeLeft) return portraitUpsideDown;
}
else if(rotDeg == -90)
{
if(curOrient == portrait) return landscapeRight;
else if(curOrient == portraitUpsideDown) return landscapeLeft;
else if(curOrient == landscapeRight) return portraitUpsideDown;
else if(curOrient == landscapeLeft) return portrait;
}
::printf("rotation unhandled: %d\n", rotDeg);
return curOrient;
}
Yes, fixed rotation causes the issue.
Thanks!!!
You need to have graphic API set to Automatic. Setting to GL2 or GL3 results in a black screen also.
My main problem now is that everything is rendered bigger than expected. The top left of the screen is in the correct place, but the right and down extents are drawn out of the screen area.
So, rather odd? What device are you using for testing NG?
Screen width and height is reporting correctly "1920:1080"
Also of note, the UI touch responses respond to where the buttons SHOULD be and not where they are displayed?