How to wait for Unity Splash Screen?

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));
	}
}