Unity 5.5. splash screen doesn't show up on iOS - ios

I'm working at a new version of my Game implemented with Unity. With Unity 5.4 it correctly shows the Unity Splash Screen... now that I've moved to Unity 5.5 the splash screen just doesn't show up and after a couple of seconds the game starts with the initial Scene. I see they have released the new splash screen tool... should I have to change anything to have the Unity Logo again?!
(I cannot release without the logo since I'm using the Personal edition).

It is a known bug for now. It seems that the fix won't be available until Unity 5.5.1p1 according to this post.

Related

Splash screen in IOS does not display

Using Delphi 10.4.1 with the latest patches. iOS 14.2 SDK using XCode 12.x (latest in app store).
MacOS Big Sur (if it matters)
The splash screen works perfectly in Android.
However, in iOS, it does not work. I created a new project... splash shows
in Android but there is a 1-3 seconds show of a white screen then the simple
app appears (it's a template app from Delphi Wizard).
I have googled but it seems people hardly has this problem.
I set the background
of the IOS splash to different bright colours to see if the splash indeed comes out in these
colours but it didn't show these bright backgrounds, or the standard FM splash screen.
For the Android, there's a checkbox to say [x] Show splash but there is nothing
for IOS. So I assume that IOS does not need a setting to show the splash screen?
This happens whether I use the default FireMonkey splash screens, or provide my own
(in the same dimensions)
Please advise.

Application launched to a pink screen and a blank screen after built on Xcode and tested on Testflight

I am creating a mobile game application using Unity software. I have already successfully uploaded it onto Google Playstore and there was totally no issues.
However, when I built my game on my MacBook using Xcode, there seems to be a major issue.
Everything was built successfully and after I tested the app on TestFlight, these are the issues that were occurring:
Upon launch, screen was in a magenta/pink color
Took few seconds to load then screen changed to a somewhat grey color
Background music was playing
I clicked certain buttons on the blank screen and it could bring me to the play mode (as I roughly know where the buttons are)
So the main issue is that nothing is showing on my screen but codes wise should be working fine.
I have tried resetting the graphics setting in unity and removed all storyboard related as I am not using any storyboards for launchscreen. I am using Xcode 11.1 and tested on my iPhone X on the latest iOS 13.2
When I first submitted for Apple to review, it was rejected by saying that upon launch there was a blank screen and no information on how to resolve it was given to me
This pink usually is caused by wrong shaders, especially if you are using asset bundle to load assets at runtime, you need to build different copies of asset bundles for different platforms and load the corresponding one.
It's recommended to build an empty project to test your environment, such like different version of Unity Editor, different rendering API settings and so on.
This is due to missing shaders in graphics settings of your project. reset shaders and your game will work fine, i found this effective in my case
Edit/ProjectSettings/Graphics. And Right Click at the top of the inspector page for built-in shaders and choose reset it should fix it for you automatically.

Vuforia in AR view shows black screen in iOS device

i am trying to use Vuforia SDK to build an AR application using Unity. The application i build is working fine on the Android device. Whereas the same code is giving me a black screen in AR view when i build for iOS.
The version of Unity used for developing the code is 2017.4.1f1 and Xcode version is 10.1. Can some one help me to understand the reason for this;
I have also followed the steps provided in the below video link.
https://www.youtube.com/watch?v=3roMSonIG5c
If your application is not using ARkit, you can just downgrade the unity version to 5.6.6 and install the older version of vuforia, the camera black out problem can be solve. This issue is due to vuforia problem.
Finally i could resolve this issue after migrating it to Unity 2018.2.16. In addition to that pl. ensure that
a. Vuforia ticked in the XR settings in the player settings,
b. AR camera in the inspector is set as main camera

Unity3d always shuts down when launching on iOS

I have a weird bug with my game on iOS platform.
When I build it from xCode it works great no matter how many times I run it. When I leave that build on iPhone 6s for one day it can't be opened anymore. When I click on icon it only shows black screen and then returns to home screen. If I double click menu button, the game is in active tasks and I can see that the game was loaded. But it cant be opened. Its like its always minimised or that graphics are failing.
I am using Unity 5.3.4f1 and graphic api is set to OpenGLES 2.0.
Has anyone else run to a problem like this?
Any suggestions or fix?
Edit:
So after testing it turns out it only happens with build from xCode and not with version that is on app store. So I guess it has something to do with provisioning profiles or similar.

Camera stuck on reload in Google cardboard + unity app

I am developing a simple VR app for iOS using the Google Cardboard SDK with the latest version of Unity. When I build the app and run it from XCode on my iPhone, it works fine, and the camera tracks as it should. However, if I relaunch the application, the camera becomes stuck and does not respond to movement of the phone. The app is not frozen, however, as I can still interact with the screen.
Interestingly, the camera becomes unstuck if I tap the settings gear icon in the bottom center of the screen, and then hit the back button. It also becomes unstuck if I simply hit the home button and then reopen the app (without relaunching it).
Has anyone faced a similar problem and know how to overcome it?
Thanks so much!
It seems that installing the Cardboard SDK into Unity added an extra "Cardboard" Game Object. My problem was fixed when I deleted that object.

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