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jgallant
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Create your own timer, and attach it to the scene that is doing the image presentation. This is something that is very simple to do.

float delay = 3;


public Update()
{
    delay -= Time.deltaTime;
    if (delay <= 0)
        LoadLevel("NextLevelToLoad");
}

EDIT

Apparently mobile runs the Update() of the first loaded scene while the splash is running? I haven't personally confirmed this, but it is plausible.

If that is the case, possibly try tapping into OnPreRender to initiate your timer.

Code would be:

float delay = 3;
bool timerEnabled;

public Update()
{
    if (timerEnabled)
    {
        delay -= Time.deltaTime;
        if (delay <= 0)
            LoadLevel("NextLevelToLoad");
    }
}

void OnPreRender()
{
    timerEnabled = true;
}

Create your own timer, and attach it to the scene that is doing the image presentation. This is something that is very simple to do.

float delay = 3;


public Update()
{
    delay -= Time.deltaTime;
    if (delay <= 0)
        LoadLevel("NextLevelToLoad");
}

Create your own timer, and attach it to the scene that is doing the image presentation. This is something that is very simple to do.

float delay = 3;


public Update()
{
    delay -= Time.deltaTime;
    if (delay <= 0)
        LoadLevel("NextLevelToLoad");
}

EDIT

Apparently mobile runs the Update() of the first loaded scene while the splash is running? I haven't personally confirmed this, but it is plausible.

If that is the case, possibly try tapping into OnPreRender to initiate your timer.

Code would be:

float delay = 3;
bool timerEnabled;

public Update()
{
    if (timerEnabled)
    {
        delay -= Time.deltaTime;
        if (delay <= 0)
            LoadLevel("NextLevelToLoad");
    }
}

void OnPreRender()
{
    timerEnabled = true;
}
Source Link
jgallant
  • 8.5k
  • 7
  • 35
  • 46

Create your own timer, and attach it to the scene that is doing the image presentation. This is something that is very simple to do.

float delay = 3;


public Update()
{
    delay -= Time.deltaTime;
    if (delay <= 0)
        LoadLevel("NextLevelToLoad");
}