Unity 5.2.0p1 iOS Launch Image - Wrong Size

Everything was fine until I upgraded to 5.2.

I had 2 appropriately sized splash screens for iPad portrait(768x1024, 1536x2048) selected in the player settings, and the splash screen showed up correctly. Now, the splash screen shows up grainy and stretched like the wrong image is being used.

I noticed the splash screens I chose are now under “Legacy Launch Images”, but I’ve chosen “Default” for launch screen type.

Shouldn’t the old behaviour be preserved, or is there some new requirement?
Is anyone else having this problem?

Unity 5.2.0p1
iOS 8
iPad Air

Thanks

bump

I also noticed this in 5.2.1. Did you file a bug report?

I was messing around with this stuff yesterday. You need to choose option ‘None’ to use the legacy images. The manual says “The behavior is as if only launch images are used.

I was trying to use the new ‘Image with background’ options but they didn’t produced the expected result so I submitted a bug report (#730144). See this thread.

Well…This seems like it almost did it, but something is still wrong. When opening the app, the stretched/incorrect splash screen shows for a second, then I see a flash of the correct one show for a split second before landing on the main menu.

This happened to me with legacy images as well on my iphone 5, not sure if it’s unity issue or xcode. Decided to provide proper launch image XIB as majority users have already updated to ios8-9 and they should see xibs instead of legacy images.

Just a note that if someone is playing around and testing changes with the different launch settings. A gotchya is that you can change the setting to ‘None’ so that it works in the legacy mode. But if you have previously built using the default setting and installed this on a device. The default launch assets can be cached. The result is that you see a flash of the wrong sized and incorrectly rotated launch image, and then it quickly changes to the legacy launch images. To fix it I just had to delete the installed app. Could be handy for anyone trying different settings to delete the app in between tests so they’re not getting tainted results.

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I have my various “legacy” launch screens defined, including 6 Plus and iPad… but when I build, the iPad shows the iPhone splash screen zoomed WAY up. Part of the same bug?

Or are there docs anywhere for the new splash screen options? I haven’t found much.

That sounds like the same bug. We used the None option to the legacy images… however… we just discovered a new bug while using the none option. Seems to only happen on iOS 9.0.1 - the default image appears and is then followed by a ghosted version of the same image thats rotated and 90 degrees and overlaid. I don’t know why, but this problem goes away on 9.0.2 - using 5.2.0f1 or the 5.2.1p2 patch make no difference. Using xcode 7.0 or 7.0.1 didn’t seem to make any difference either… iPhones on 9.0.1 - specifically an i5, and i6 and i6S+ were tested and show the bug to occur.

We are aware about iOS 9 and iPad splashscreen issue when Launch Screens type of splashscreen is used. Switching to None should work around this issue.
I tried to reproduce @yakandco issue on iPhone6+ with iOS 9.0.1 and iPhone Launch Screen option set None and everything worked just fine.
Maybe it was some left-over of previous deployment? Could you please try to replace your Xcode project from scratch when building from Unity. Also please remove old deployment of app from device, before re-trying to re-deploy it from Xcode.
Thanks!

Thanks for the suggestions Mantas and for trying to replicate the issue - unfortunately we’ve already tried all of that. I know what you mean how the launch content can be cached and taint a build - I’ve had this issue on and off for years working with iOS, but I’m not sure that’s our issue. We never use the append option anymore as it seemed to break a few months back and have adopted to always replace. We’ve also deleted the app in between each deployment and are restarting the devices before installing. I’ve tried creating an adhoc build on one machine, installing it from another, and it doesn’t matter what we do we’ve got this bug happening for devices running 9.0.1 - if we try any of the builds created on 9.0.2 they don’t have the issue. I even wondered whether xcode was still caching assets somehow and tried forcing a clean on a project before replacing it. So bizarre… I might try a completely fresh project to see if there’s some residual setting or something about our project that triggers it.

Please let us know it that makes any difference.
Thanks!

The 10/3 patch seems to have helped in my case–except when running on iOS 7.

With the launch screen being an image-and-background (relative, 100%), plus the legacy images set:

  • iOS 9 is fine

  • iOS 8 is fine

  • iOS 7: iPad (iPad 2 specifically) shows the correct iPad launch screen, THEN a flash of the iPHONE launch screen (stretched and ugly). The flash is not a leftover: this iPad never displayed the iPhone launch screen before.

Please submit a bug report.
Thanks!

We’ve just tried out the latest patch version 5.2.1p3 and the launch screen images have gotten worse. Since 5.2 we’ve experienced inconsistent results on the launch screen images for iOS devices. For a time we had narrowed the bug down to only affecting devices running 9.0.1 only (when using 5.2.1p2). Now since this latest patch this bug is happening on every single device we try from iOS7 to 9, iPads to iPhones. The launch image displays correctly to start with, then your 2nd stage launch image displays rotated 90 degrees. I noticed this new note in the release notes:

(none) - iOS: Pick 2-nd stage splash screens from asset catalogs when possible.

I thought perhaps that your code was choosing the wrong portrait images for the 2nd stage, but I’ve tried to force rotate the portrait images so that they would counter rotate when the bug occurs, however the bug persists which suggests the landscape image is just being displayed incorrectly. I’ve deleted the app in between installs. I’ve been using the replace option. I’ve been hitting clean all build targets, restarting the devices. Nothing helps.

We have to submit a final build any day now and if this isn’t fixed ASAP we’re going to have no choice but to go out with our launch this bug making two years of hard work look like complete amateurs. If you have any suggestions on how we could get around this bug without having to wait for a new patch version we’d very much appreciate - is there a view controller I can hack - Im guessing this area is too sticky to mess with given the unity pro splash screen checks (we do have a pro license though if it helps our case for a hack).

I’m in the process of submitting a bug report with a completely new bare bones project (I’ll post the case number when i get it). I’d hoped their was something about our project that was triggering it, but it’s happening in this new project as well. Simply build to a device and the problem occurs. Im using xcode 7.0, last week when we had issues with the previous patch versions we’d tried xcode 7.0.1 but the results were the same. We have to use the None/Legacy option because we must support back to iOS7.

Do the launch screen images work for anyone on any device with the latest patch version using the None option?

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Second stage splash (the one that shows up when Unity Engine finally starts) doesn’t work here on any device with the 5.2.1p3
I ended up disabling the whole second stage and showing black screen instead. :confused:

Please reach me via PM once you have your case number.
Thanks!

Thanks again Mantas will do.

A temporary fix might be to include one 2208 x 2208 splash screen. I am experiencing the same issue with splash screens being blurry or stretched.

I am fighting with the new splash screens since last week.
Now it is generally working as it should.
One strange thing that might make you think that something is wrong is that iOS does cache the splash screen. So if you ran the apps before with different splash selected then it will keep showing just after app is started.
To clean the cache just restart your iOS device.