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| | | m_Name: VersionConfig |
| | | m_EditorClassIdentifier: |
| | | m_AppId: test |
| | | m_SpID: |
| | | m_SpID: test |
| | | m_VersionAuthority: 0 |
| | | m_Version: 1.0.0 |
| | | m_ClientPackageFlag: aaa |
| | | m_Version: 1.105.1 |
| | | m_ClientPackageFlag: 2021 |
| | | m_Branch: 1 |
| | | m_AssetAccess: 3 |
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| | | m_ProductName: "\u9547\u9B54\u8BC0" |
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| | | m_KeystorePassword: thesecondworld2018 |
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| | | m_ProductName: "Tru Ti\xEAn Quy\u1EBFt" |
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| | | m_KeystoreFileName: ald_game |
| | | m_KeystorePassword: aldgame688 |
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| | |
| | | ## 在游戏启动时取消 unity logo |
| | | |
| | | - #### 使用方法 |
| | | |
| | | - ##### 将 SkipUnityLogo 这个文件夹放在 Assets 下的任意路径 |
| | | |
| | | - ##### 在编辑器上方的工具栏 EditorTools/SkipUnityLogo 下,有两个我做的快速设置启动画面的选项 |
| | | |
| | | - 设置启动画面为黑色背景 ------ 适用于你自定义的 Logo 是纯白的 |
| | | - 设置启动画面为白色背景 ------ 适用于你自定义的 Logo 是纯黑的 |
| | | |
| | | - ##### 附带了我从 UnityChan 的包里提取的启动画面场景,可以用来测试一下 |
| | | 1. 在 File-> BuildSetting 里把 <b>SplashScreen_Dark(对应黑色背景启动画面)</b>或者 <b>SplashScreen_Light(对应白色背景启动画面)</b>拖进去设置为第一个(右边索引为 0) |
| | | 2. Build 打包出去,enjoy! |
| | | |
| | | - #### 原理 |
| | | - 在 2019.2 以后的版本,unity 官方“好心”的在脚本 api 中加入了能停止绘制启动画面的方法和枚举: |
| | | - 在 UnityEngine.Rendering 下面的 SplashScreen 类,有一个 Stop 方法 |
| | | - `public static void Stop(Rendering.SplashScreen.StopBehavior stopBehavior);` |
| | | 只要传入这个枚举,就可以立即停止渲染 unity 启动 logo |
| | | - `SplashScreen.StopBehavior.StopImmediate` |
| | | <br/> |
| | | - 这样还不行,还是会有启动 logo(<b>如果你写的这个类继承了 MonoBehavior,并挂在第一个场景的任意 GameObject 上也不行,因为想要执行这个脚本,就必须得先加载包含这个 GameObject 的场景,而启动画面是在场景加载前渲染的,所以行不通</b>),原因在于它根本不会被执行,所以还需要在你写的方法调用 Stop() 前加上:`RuntimeInitializeOnLoadMethodAttribute` 这个特性, |
| | | 用它另一个重载,能接收 RuntimeInitializeLoadType 枚举参数的这个:<br/>`RuntimeInitializeOnLoadMethodAttribute ( RuntimeInitializeLoadType loadType )`<br/> |
| | | 它有一个枚举叫`RuntimeInitializeLoadType.BeforeSplashScreen`,把这个传进去就可以了<br/> |
| | | 即: `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]` |
| | | <br/> |
| | | - 已经实现了跳过启动 logo,但是效果还不够好,现在运行打包好的程序你会发现画面会灰一下,原因在于: |
| | | - 调用 stop()它实际上是直接跳到渲染完启动 logo 的最后一帧,而且在 ProjectSettings->Player->SplashImage 选项卡下,它默认使用的是设置好的背景颜色(Background Color),就算你调成了纯黑(或纯白),不透明度(Overlay Opacity)它不让你调到 50%以下,所以才会出现这种情况。 |
| | | - 解决办法:虽然不透明度有限制,但是它有背景图片(BackgroudImage)的选项,所以最简单的办法就是,去 ps 里做一张很小的图片遮罩,填充纯黑(或纯白),然后放在 BackgroudImage 上 把不透明度调成 1,完全盖住下面的颜色,就解决了 |
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| | |
| | | using System.Collections;
|
| | | using System.Collections.Generic;
|
| | | using UnityEditor;
|
| | | using UnityEngine;
|
| | |
|
| | | #if UNITY_EDITOR
|
| | | public class SplashScreenSetting : MonoBehaviour
|
| | | {
|
| | |
|
| | | const string BlackMenuPath = "EditorTools/SkipUnityLogo/设置启动画面为黑色背景 ";
|
| | | const string WhiteMenuPath = "EditorTools/SkipUnityLogo/设置启动画面为白色背景";
|
| | | [MenuItem(BlackMenuPath)]
|
| | | static void BlackSplashScreen()
|
| | | {
|
| | | Sprite background = AssetDatabase.LoadAssetAtPath("Assets/SkipUnityLogo/img/BlackSplashScreenMask.png", typeof(Sprite)) as Sprite;
|
| | | PlayerSettings.SplashScreen.background = background;
|
| | | PlayerSettings.SplashScreen.unityLogoStyle = PlayerSettings.SplashScreen.UnityLogoStyle.LightOnDark;
|
| | | PlayerSettings.SplashScreen.animationMode = PlayerSettings.SplashScreen.AnimationMode.Static;
|
| | | PlayerSettings.SplashScreen.overlayOpacity = 1;
|
| | | PlayerSettings.SplashScreen.drawMode = PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow;
|
| | | PlayerSettings.SplashScreen.blurBackgroundImage = false;
|
| | | print("黑色游戏启动画面已设置完成");
|
| | | }
|
| | |
|
| | | [MenuItem(WhiteMenuPath)]
|
| | | static void WhiteSplashScreen()
|
| | | {
|
| | | Sprite background = AssetDatabase.LoadAssetAtPath("Assets/SkipUnityLogo/img/WhiteSplashScreenMask.png", typeof(Sprite)) as Sprite;
|
| | | PlayerSettings.SplashScreen.background = background;
|
| | | PlayerSettings.SplashScreen.unityLogoStyle = PlayerSettings.SplashScreen.UnityLogoStyle.DarkOnLight;
|
| | | PlayerSettings.SplashScreen.animationMode = PlayerSettings.SplashScreen.AnimationMode.Static;
|
| | | PlayerSettings.SplashScreen.overlayOpacity = 1;
|
| | | PlayerSettings.SplashScreen.drawMode = PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow;
|
| | | PlayerSettings.SplashScreen.blurBackgroundImage = false;
|
| | | print("白色游戏启动画面已设置完成");
|
| | | }
|
| | | }
|
| | | #endif |
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| New file |
| | |
| | | using System.Collections;
|
| | | using System.Collections.Generic;
|
| | | using System.Threading.Tasks;
|
| | | using UnityEngine;
|
| | | using UnityEngine.Rendering;
|
| | | using UnityEngine.Scripting;
|
| | |
|
| | |
|
| | | [Preserve]
|
| | | public class SkipUnityLogo
|
| | | {
|
| | | [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
|
| | | private static void CancelSplashScreen()
|
| | | {
|
| | | Task.Run(()=>SplashScreen.Stop(SplashScreen.StopBehavior.StopImmediate));
|
| | | }
|
| | | } |
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| | |
| | | using UnityEngine;
|
| | | using UnityEngine.SceneManagement;
|
| | | using System.Collections;
|
| | |
|
| | | namespace UnityChan
|
| | | {
|
| | | [ExecuteInEditMode]
|
| | | public class SplashScreen : MonoBehaviour
|
| | | {
|
| | | void NextLevel()
|
| | | {
|
| | | var activeScene = SceneManager.GetActiveScene();
|
| | | SceneManager.LoadScene(activeScene.buildIndex + 1);
|
| | | }
|
| | | }
|
| | | } |
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