Xcode Storyboard option for Splash Screens (Launch Screens) in iOS build

but I get a build error later on Xcode 12 telling me to uncheck that same checkbox.
I do not see this localy, you should bug report with small repro project attached

So the problem is on Unity’s side? I mean, what’s the correct setup of that checkbox in the launchscreen file? I maybe should have mentioned I’m using the workspace file in Xcode instead of the default project file since Firebase libraries force me to do so. Not sure if has something to do.

In Unity Player Settings, go to the Splash Image section, then click to turn on Use Storyboard for Launch Screen. Then you should use the Custom Storyboard option below that to select the LaunchScreen.storyboard you have created, as shown in the video at the start of this thread.

Use Build (not Build&Run) to create the Xcode project, then open the Workspace file that is created for your game.

Thats exactly how I did it, however the video doesn’t say anything about this option:

As I said, if I don’t check it Unity complains with:

And if I check it (which seems to be the logical option) Xcode says:

Which is solved by disabling the ‘Use as launch screen’ checkbox as they say here:
https://stackoverflow.com/questions/37764156/launch-screens-may-not-set-custom-classnames/37769167

Thanks for your answers I hope now I explained myself better.
PS: I ever use Build&Run

After many hours of trying to figure out some weird scaling issues with the launch screen image when using the settings “Image and background (relative size)” and “Image and background (constant size)”, I discover this!

This solution works perfectly. Thanks!
Tested with Unity 2020.3.6 and Xcode 12.2.

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Thanks a ton for this post! I am getting a second or 2 of background color before my splash image shows on iPad only. On iPhone it works like a charm. Is this the status quo or is there something I can do to fix. I have “initial view controller” and “Use as launch screen” checked. Unity 2020.3.17