how to detect Splash Screen has ended (iOS)

my ios game works perfectly from a unity 4 build but in the new unity 5 build the splash screen stays on even after my first scene has started or another way of looking at it is that the scene starts before splash screen has ended.
this is most noticeable when the first scene starts with an animation and every time splash screen ends I can see the animation is half way through. I even tried putting an empty scene before my first scene and that empty scene (with a script that changes scenes on update) finishes and the next scene starts before splash screen ends
now I would say this is a unity 5 bug (5.0.1is the version I used) unless I have fiddled with some secret setting that I am not aware of, but I can think of a number of work arounds but the most accurate one would require a way to check if splash screen is still active or detecting the end of it.
Is there a way through unity or at least xcode to figure out splash screen states (detect has ended) ?

If it is a bug you should list it on the issue tracker.
I never experienced this issue but like samra2494 told you already: unity splashscreen skipping first scene! IPHONE - Unity Answers
you could use that method inside a couroutine start in your scene to yield and wait before continueing to load everything.
Or you could place an empty scene, like you already mentioned, and put the script with the courinte inside that scene.

    IEnumerator Start()
    {
        while (Application.isShowingSplashScreen)
        {
            yield return null;
        }
        SceneManager.LoadScene("YouScene");
    }

This will wait until the splash is finished and load the nexxt scene after that.