Comments (3)
You are welcome.
For now, there is nothing blocking, but it might be a good idea to add a note in the readme to advise people to keep it as the very first state.
from bevy_splash_screen.
Ok. I just tried something: I inverted the Loading state and the Splashscreen state...and I don't have the bug anymore.
So I guess that the Splashscreen expects to be the first state of the app...?
I also tried to set the states in that order: Loading => Menu => Splashscreen => Playing
and I have a weird behavior as well, the Bevy logo loads from the beginning (shown over the menu) even though I haven't exited th menu state.
I think being able to insert splashscreen could be useful in some other places: announcing a new chapter / level within the game, therefore I think it makes sens that the splashscreen is not necessarily the very first state.
from bevy_splash_screen.
Hey, seriously thank you very much for the details, it is something that seriously I had not planned, the idea that this screen appears in the middle of the game I really like, I will be working to try to solve this and the other error that you reported, as you say it seems to me that it is a state issue, also I would like to have a better management of the assets by the plugin, so it is another thing that I will be working the same, again thank you very much for your detailed report
from bevy_splash_screen.
Related Issues (13)
- Skip screens with input HOT 3
- Text not tweening? HOT 2
- Make tween effects more customizable
- Allow static brands
- Compiling examples on linux HOT 6
- Inconsistent color definition HOT 5
- No way to set the position of a SplashItem with SplashType::List HOT 1
- [Feature request] Add a `hold_for` parameter to be able to customize on screen time
- Only skip one SplashScreen at a time HOT 1
- panic: overflow when subtracting durations HOT 1
- Crashes with Splash Screen and bevy_asset_loader
- bevy_tweening patch incompatible with version 0.10.0 HOT 3
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