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Option to disable the Boot Splash on specific platforms #1175
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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. |
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. |
I just want to remove the boot splash entirely. Is there any way to do this at the moment? |
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. |
Duplicate of #3144? |
Not exactly, from the looks of it. |
I was struggling with getting this working and landed here. It turns out I had a different problem, but I will mention it here in case anyone else lands here with the same problem. Using Godot 4.2.2, I was changing the project settings but they were not applying, so I was spending a lot of time trying to work out what was going on. If I diagnose it correctly, I think what was happening, is that after I changed the startup settings in the project setting window, quitting Godot completely was needed to force the setting change to start applying to the Export screen. I could be wrong though. All I know is that after I started quitting after changing a project setting, I was able to do an export that had the Godot logo removed. |
You were likely running into godotengine/godot#55145, which I can still reproduce in |
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):
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.
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