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Option to disable the Boot Splash on specific platforms #1175

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

Option to disable the Boot Splash on specific platforms #1175

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

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@andy-noisyduck
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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
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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.

@naithar
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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.

@sylv256
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sylv256 commented Jul 13, 2020

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

@naithar
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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
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Duplicate of #3144?

@YuriSizov
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Duplicate of #3144?

Not exactly, from the looks of it.

@zaddok
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zaddok commented Sep 9, 2024

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.

@Calinou
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Calinou commented Sep 18, 2024

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 master.

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