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System Splash Screen Overlaps My App's Splash Screen

eVInteractive
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We implemented the System Splash feature and it works well, but I am able to render before the System Splash has faded out.  The docs say it goes away with the first rendered frame from the game, but this isn't the behavior I'm seeing.  They overlap for a second or more.

 

The first rendering I do is from a very lightweight scene that is specifically designed to put up a splash screen as quickly as possible.  Also, there may be some synchronous operations going on during the first few frames of my app's splash screen.

 

Does anybody at Oculus have ideas for me here?  Is there a way I can query for when the System Splash has faded out?

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