Long delay before Splash Screen on first launch

Hi everyone,

When running the exe file after building the game(Windows Standalone), it takes about 12–14 seconds before the splash screen appears. During this time, there is no feedback, which has caused confusion among our test users. This delay disappears after the first launch, and subsequent launches works fine.

According to the Player.log file, it seems the issue is caused by the DLL load time.

Player.log (first launch)

Begin MonoManager ReloadAssembly  
- Loaded All Assemblies, in 14.155 seconds  
- Finished resetting the current domain, in 0.002 seconds

Player.log (second launch)

Begin MonoManager ReloadAssembly  
- Loaded All Assemblies, in 0.239 seconds  
- Finished resetting the current domain, in 0.002 seconds  

I’m not sure how to address this issue. Any guidance or suggestions would be greatly appreciated!

Additional Informations:

Thank you

Occurs on multiple systems? Do these systems have something in common ie the same antivirus?

Did you try various player settings, such as il2cpp vs mono builds, dev vs release vs master builds?

Check if this happens in a new build. If not, start stripping a copy of your project down by pulling things out so you can narrow down potential candidates.

2 Likes

Hello,

As you suggested, I tried several methods, and disabling Windows Defender’s Real-Time Protection solved the issue.

I double-checked on both my desktop and laptop, and what used to take 12 seconds now takes only 0.3 seconds, while tasks that took over 30 seconds are now completed in roughly 0.5 seconds.

Thanks to your help, I was able to identify the cause. Appreciate your help!

1 Like

Strange though, it’s normally the 3rd party antiviruses that cause such issues. First time I hear of Defender getting triggered by a Unity build.

Disabling real-time protection is not a solution since you can expect the issue to occur to end users too. This still warrants investigation, perhaps there’s a particular DLL or other code that Defender thinks worthy of analyzing and the delay may be due to Defender sending this data to the cloud for analysis.

And you should not disable protection altogether but rather exclude the build path from scans.

Thanks for the additional answers.

As you said, the issue is not completely resolved.

I think it is triggered by a modified FireBase library that we are currently using or something. I am not sure what exactly triggered the Windows Defender scan.

If I have time, I will try to remove the suspect network code and build.

I’ll follow up when I have more information about this issue.

Thank you.