Priyank.Jain2 Posted February 13, 2017 Share Posted February 13, 2017 How can we hide Unigine splash (powered by Unigine 2). Link to comment
silent Posted February 13, 2017 Share Posted February 13, 2017 Priyank, You need to change World (and maybe in some cases System) splash screen. Please, refer to the Splash class methods documentation here: https://developer.unigine.com/en/docs/2.4/api/library/engine/class.splash The best choice is to put this code in SystemLogic (in case of C++/C# application) or by modifying system script (unigine.cpp - UnigineScript) in init() after systemInit(). Note, that even if you will disable splash (pass NULL to setWorld() / setSystem) it will render black screen with LOADING text, so it's better to use some blank textures instead. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Priyank.Jain2 Posted February 13, 2017 Author Share Posted February 13, 2017 Please correct me if I am wrong. By SystemLogic you mean AppSystemLogic::init(), this way we have to change the Unigine source every time we upgrade to new version After systemInit() you mean before Unigine::Engine::init Link to comment
silent Posted February 13, 2017 Share Posted February 13, 2017 By SystemLogic you mean AppSystemLogic::init(), this way we have to change the Unigine source every time we upgrade to new version That's the sources of your project, so it will be no need to change it every upgrade. After systemInit() you mean before Unigine::Engine::init In unigine.cpp inside your <Project>/data/<project_name>/unigine.cpp inside init() after systemInit(). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
Priyank.Jain2 Posted February 14, 2017 Author Share Posted February 14, 2017 Yes we are doing the same thing in our system_script. The only difference is we are loading the world after we setup splash and hence the issue( although this use to work with Unigine 1). will check https://developer.unigine.com/forum/topic/3781-solved-does-splash-still-work-in-22/and see if the same resolution works for me. Link to comment
Priyank.Jain2 Posted February 15, 2017 Author Share Posted February 15, 2017 The issue was basically USE_CUSTOM_SPLASH define is not created if we build the engine using "build.py", although in SConstruct file splash is set to 1 BoolVariable('splash','Custom splash',1), and looks like passing --features=splash in as extra options may enable that. Is this expected? I thought values given in SConstruct will override the parameter value. Link to comment
silent Posted February 15, 2017 Share Posted February 15, 2017 Hi Priyank, All flags are enabled by default if you will rebuild engine via Visual Studio. By default in build.py this feature is disabled and invocation of build.py will overwrite Sconstruct flag (1 -> 0). You have to explicitly specify features that you need in build. Please, keep in mind that you don't have to use '=' sign to specify features that you want (it will not work with multiple features): build.py --features splash microprofile //correct build.py --features=splash microprofile //will only enable splash feature More likely that behavior will be changed in future.Sorry for the inconvenience caused. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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