I’m having an issue where I can’t tell whether the Unity splash/loading screen on the Android player has gone away. This leads to the initial scene loading and starting while nothing is on the screen, meaning we miss the first 2-4 seconds of the first scene. I’ve tried using Application.isLoadingLevel
, but the scene finishes loading way before the loading screen disappears, meaning it still starts before.
here is a splash screen script try this one, dont know if it works with android or not.
SplashScreen.cs
using UnityEngine;
using System.Collections;
//
// SplashScreen Script
//
// Version 0.1 by Martijn Dekker
// martijn.pixelstudio@gmail.com
//
// Version 0.2 by Ferdinand Joseph Fernandez, 2010Sep7 16:45 GMT + 8
// Changes:
// * changed levelToLoad to a string, for easier usage
// * added waitTime, which adds a pause after fade in, and before fade
// out (during fade waiting)
// * added option to either automatically fade out after waitTime
// seconds (default), or wait for user input (press any key to continue)
// * added option to wait until fade out is complete before loading next
// level, instead of the default, which is to load the next level
// before fade out
//
// Version 0.3 by Ferdinand Joseph Fernandez, 2010Sep8 01:13 GMT + 8
// Changes:
// * splash screen itself is now fading without the need for a solid
// background color
// * optimized some code
//
// Version 0.4 by Ferdinand Joseph Fernandez, 2010Sep14 14:09 GMT + 8
// Changes:
// * splash screen picture can now be either centered (default) or
// stretched on the screen
//
// Version 0.5 by Ferdinand Joseph Fernandez, 2010Sep15 18:27 GMT + 8
// Changes:
// * now has option to start automatically or not. if not started
// automatically, the splash screen can be started by calling
// the StartSplash function
// * code acknowledges if the levelToLoad is blank, in that case,
// the code simply does not attempt to load a level
//
// Version 0.6 by Ferdinand Joseph Fernandez, 2010Sep29 13:43 GMT + 8
// Changes:
// * added the property "gui depth" so you can control at which depth the
// splash screen shows in
//
public class SplashScreen : MonoBehaviour
{
public int guiDepth = 0;
public string levelToLoad = ""; // this has to correspond to a level (file>build settings)
public Texture2D splashLogo; // the logo to splash;
public float fadeSpeed = 0.3f;
public float waitTime = 0.5f; // seconds to wait before fading out
public bool waitForInput = false; // if true, this acts as a "press any key to continue"
public bool startAutomatically = true;
private float timeFadingInFinished = 0.0f;
public enum SplashType
{
LoadNextLevelThenFadeOut,
FadeOutThenLoadNextLevel
}
public SplashType splashType;
private float alpha = 0.0f;
private enum FadeStatus
{
Paused,
FadeIn,
FadeWaiting,
FadeOut
}
private FadeStatus status = FadeStatus.FadeIn;
private Camera oldCam;
private GameObject oldCamGO;
private Rect splashLogoPos = new Rect();
public enum LogoPositioning
{
Centered,
Stretched
}
public LogoPositioning logoPositioning;
private bool loadingNextLevel = false;
void Start()
{
if (startAutomatically)
{
status = FadeStatus.FadeIn;
}
else
{
status = FadeStatus.Paused;
}
oldCam = Camera.main;
oldCamGO = Camera.main.gameObject;
if (logoPositioning == LogoPositioning.Centered)
{
splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f);
splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);
splashLogoPos.width = splashLogo.width;
splashLogoPos.height = splashLogo.height;
}
else
{
splashLogoPos.x = 0;
splashLogoPos.y = 0;
splashLogoPos.width = Screen.width;
splashLogoPos.height = Screen.height;
}
if (splashType == SplashType.LoadNextLevelThenFadeOut)
{
DontDestroyOnLoad(this);
DontDestroyOnLoad(Camera.main);
}
if ((Application.levelCount <= 1) || (levelToLoad == ""))
{
Debug.LogWarning("Invalid levelToLoad value.");
}
}
public void StartSplash()
{
status = FadeStatus.FadeIn;
}
void Update()
{
switch(status)
{
case FadeStatus.FadeIn:
alpha += fadeSpeed * Time.deltaTime;
break;
case FadeStatus.FadeWaiting:
if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey))
{
status = FadeStatus.FadeOut;
}
break;
case FadeStatus.FadeOut:
alpha += -fadeSpeed * Time.deltaTime;
break;
}
}
void OnGUI()
{
GUI.depth = guiDepth;
if (splashLogo != null)
{
GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha));
GUI.DrawTexture(splashLogoPos, splashLogo);
if (alpha > 1.0f)
{
status = FadeStatus.FadeWaiting;
timeFadingInFinished = Time.time;
alpha = 1.0f;
if (splashType == SplashType.LoadNextLevelThenFadeOut)
{
oldCam.depth = -1000;
loadingNextLevel = true;
if ((Application.levelCount >= 1) && (levelToLoad != ""))
{
Application.LoadLevel(levelToLoad);
}
}
}
if (alpha < 0.0f)
{
if (splashType == SplashType.FadeOutThenLoadNextLevel)
{
if ((Application.levelCount >= 1) && (levelToLoad != ""))
{
Application.LoadLevel(levelToLoad);
}
}
else
{
Destroy(oldCamGO); // somehow this doesn't work
Destroy(this);
}
}
}
}
void OnLevelWasLoaded(int lvlIdx)
{
if (loadingNextLevel)
{
Destroy(oldCam.GetComponent<AudioListener>());
Destroy(oldCam.GetComponent<GUILayer>());
}
}
void OnDrawGizmos()
{
Gizmos.color = new Color(1f, 0f, 0f, .5f);
Gizmos.DrawCube(transform.position, new Vector3(1, 1, 1));
}
}