Hope this message can reach someone from Unity team.
I am currently using Unity 2018.4 LTS (v19). When I build my app with XR (Virtual Reality Supported) enabled, the static splash image does not work, it shows a black screen on the device. My VR SDKs enabled are None and Cardboard. To solve it, I just had to disable XR, but my app now has a VR feature, so it is not a solution.
It this issue already known, does a workaround exist?
And tried disabling XR because in the comments there are a: “never mind - i actually solved this by disabling the XR in build settings, i had enabled it by accident earlier for another build.” So it seems to happen with other versions of Unity too.
It has been marked as Won’t Fix because the regular Splash Image can still be overridden. Is there any particular reason you’re not using the regular one?
Because I just wanted a static image as a launch screen that shows immediately at the start of the app. It has been like this for 8 years already. I had no intention to change it (even if forced by Apple new rules for iOs). The static splash screen has always served me good enough, while the Unity’s splash screen with a blurred image background makes no sense to me. Actually, for me the regular one was always the static one, otherwise it would be a simple scene to load the main scene. But I’ve always believed that the static image would be shown faster than a simple scene, always believing that the lower layer was implemented in a logic way.
@fcloss might’ve misunderstood your issue. Is there a black screen instead of a static splash and then the app loads into whatever scene it was built or it doesn’t load ever into a scene there’s a constant black screen?