Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Option to disable the Boot Splash on specific platforms #1175

Open
andy-noisyduck opened this issue Jul 8, 2020 · 6 comments
Open

Option to disable the Boot Splash on specific platforms #1175

andy-noisyduck opened this issue Jul 8, 2020 · 6 comments

Comments

@andy-noisyduck
Copy link

Describe the project you are working on:
iOS app

Describe the problem or limitation you are having in your project:
For iOS apps a launch screen is already displayed before launching the app. Having Godot's splash screen display after is not really needed, and is actually quite difficult to work with.

Currently there are 3 options (and I don't really like any of them):

  1. Set an empty Godot splash image. This was a suggestion in a previous issue, but doesn't really solve the boot problem. You just end up with a a period of nothing displaying on the screen where the second splash would have been (i.e. it goes launch image -> black splash -> game proper).
  2. Use matching Godot splash and Launch Images, to make it seem like there is only 1 splash screen. This is super fiddly to do in practice, as the position and scale of the Godot splash will depend on device resolution. I ended up taking screenshots of each boot and then setting those as the launch image for each platform. It's time consuming and fiddly.
  3. Have 2 splash screens (maybe a company logo, then a game splash). I think forcing 2 splash screen isn't great.

Describe the feature / enhancement and how it helps to overcome the problem or limitation:
An option to just disable the Godot boot screen for certain platforms would be useful. Alternatively just disable the boot screen automatically for iOS. I think iOS is the only platform that uses different launch screens anyway.

If this enhancement will not be used often, can it be worked around with a few lines of script?:
Cannot be worked around. App boot is outside developer control when writing Godot games.

Is there a reason why this should be core and not an add-on in the asset library?:
iOS support is already core and this functionality likely makes sense for the majority of iOS apps.

@andy-noisyduck
Copy link
Author

It looks like this might be solved by godotengine/godot#40173, which would at least make the launch image match the Godot splash without extra work.

@naithar
Copy link

naithar commented Jul 8, 2020

While godotengine/godot#40173 does make working with launch image simpler, Godot would still display black screen right before displaying a logo, like it's mentioned in first point.
In theory it would be possible for iOS to perform all Godot's setup routines while displaying Launch Image or Launch Screen. Or it should probably be displaying the same looking ViewController while doing it. This way didFinishLaunching would finish as fast as possible, so application wouldn't be affected by iOS's 17 seconds timeout.
But it's probably out of scope for this proposal.

@SylvKT
Copy link

SylvKT commented Jul 13, 2020

I just want to remove the boot splash entirely. Is there any way to do this at the moment?

@naithar
Copy link

naithar commented Jul 14, 2020

At this moment there is no way. But you can change engine code directly and compile iOS platform binary yourself to exclude Godot's splash screen.

@AaronRecord
Copy link

Duplicate of #3144?

@YuriSizov
Copy link
Contributor

Duplicate of #3144?

Not exactly, from the looks of it.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

7 participants