Our team is working on an educational title that will be used in a class room setting. For the convenience of the teacher we have two ways to enter the game :
Start the .exe, here we want to show the unity splash, our own splash and navigate to a theme selection, we call this the long path and it will be used for free exploration moments throughout the year.
Click a link in a browser, our application starts and the correct game immediately loads, this is the short path and will be used as part of a lesson.
We have a pro license and in order to make path 2 work we supress the Unity Splash screen, so the short path works. We have a credit where credit is due mentality though so we’d really like to show a Unity Splash when taking the long path.
So :
Is there a way to change if the Unity Splash should be shown at runtime?
If not, are we allowed to create our own Unity Splash and show that to the user?
I think the most straight forwards way to do this is to create different builds through different build scripts. Instead of selecting build from the menu, set up an editor script that sets the correct build settings, and builds the game.
For your long path, you’ll have the splash screen turned on, and have a menu scene as the first one in the build settings. For the short path, you’ll have the splash screen turned off and the level you want to jump into as the first one in the build settings.
There’s an API available to set the splash screen settings from script.
If you don’t want to or can’t make different builds, I don’t think there’s any problems with removing the splash screen, and then putting a thing showing “made with Unity” back in there. In that case you’d probably use command line args to turn that off in the short path.
Baste’s is the correct way, but the easy way is just create a Unity splash screen scene and display the made with Unity image as a UI texture. I’d then run this scene during the long path and don’t run this scene during the short path.
The different build approach doesn’t really apply for us I think.
Our user will have one version of the application that needs to be able to go into any number of games with certain settings, but also has to be able to support the long path.
We do this by making the long path our default and hooking up a URL protocol at install that allows us to create specific links in browser that give the application the correct startup params to go to the correct game with the correct settings.
The information Joe-Censored linked us to was exactly the confirmation we needed to know that we’re allowed to do what we intended. I should Google a bit more thoroughly next time I guess.