Search Issue Tracker
By Design
Votes
0
Found in
2018.2.17f1
2018.3.2f1
2019.1.0a1
Issue ID
1110519
Regression
No
[iOS] App takes longer to load when Show Splash Screen is enabled
How to reproduce:
1. Open the attached project
2. Go to Menu -> File -> Built settings -> Player settings -> enable Show Splash Screen
3. Build for iOS and deploy the Xcode project to the iOS device
4. Close the app and open it again
Expected: Show Splash Screen does not change the app loading time
Actual: App takes 5s longer to load
Reproduced on: 2018.3.2f1, 2019.1.0a14, 2019.2.0a1
Note: Could not test Android and earlier Unity versions because the project crashes
Tested with:
iPhone XS Max (iOS 12.0)
iPhone 6S Plus (iOS 11.4.1)
iPhone 5s (iOS 9.3.3)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note (2019.3.X):
The attached project is unusable for me (not buildable or fails to import, at least with local build of Unity).
From looking at the code, the first scene is loaded while showing Unity splash screen, but application main loop starts executing after the splash screen is over (correct behavior, we don't scene behavior running while still showing splash screen).
If first scene MonoBehaviours are heavy in their Start() methods, then loading will be slower with splash screen, but that's users fault.
Unless we get a working project that is light on Awake()/Start() but otherwise taking longer to load scene than Unity splash duration, I consider this by design.