Как изменить заставку unity

Add a custom unity3d splash screen to your app or game to make it stand out and add that extra bit of polish. And the icon and application config dialog!

If you’re building a Unity game, or even a business application, eventually you’ll end up doing a build.. and when you do, you want to make it look as polished as possible.  One way to add a little extra touch of shiny goodness is with custom splash screens and icons.  Adding custom Unity3d splash screens only takes a few minutes, and adding custom icons can be done in just a few minutes.  So before you release your game to itch.io or steam.. or send your completed app over to your client, make sure you spend a few minutes and make it look professional.  In this article, I’ll show you the options available, what images you need, at what sizes, and where to put them.

Splash Screens

The new Unity3d splash screen system is really flexible and easy to use.  You can easily add more images to the intro than you’d ever want.  I added 10 before I quit clicking the button.. who knows if there’s a limit.

To customize your splash screen, you need to open the “player settings” window.

Once it’s open, expand out the “Splash Image” section.

If you’re using the “Personal Edition” of Unity, the “Show Splash Screen” option can not be turned off.  This is because Unity forces the “Made with Unity” branding on games built with personal edition.

Take a look at the Logos section.  It starts off empty.

To add a screen, click the + icon.

Next you can select an image.  But the image must be a Sprite.

Image Settings

If your image is not set to a sprite, you can change that by selecting the image in your project view and changing the “Texture Type” to “Sprite (2D and UI)

You’ll also want to change the mesh type to “Full Rect“.. if you don’t and your image has transparency, it’ll be clipped on import and look stretched out when it shows in the splash screen.

What resolution should my Unity3d splash screen image be?

This depends on your target devices.  If you’re aiming at devices displaying 2560×1440 (most new phones and monitors), you can of course have your splash image match that resolution.  If you’re worried about install size though, you can always shrink it down to 1920×1080 and it’ll look just fine.  If you do go with 2560×1440 though, make sure you adjust the “Max Size” on the import settings to 4096 or your image will be re-scaled down and you’ll lose that extra resolution.

Your image can be transparent or opaque, the choice is up to you.  If you go with an opaque image, you’ll probably want to have your splash screen settings set to sequential, or it’ll look a bit weird… (we’ll get to that setting in a minute)

Draw Modes

You’re given two options for draw mode.  You can either choose “Unity Logo Below” or “All Sequential”.

In Unity Logo Below mode, your icon will take up the upper 50% of the screen and the Unity logo will be below it.  Each additional logo you add will also be shown this way.

Unity Logo Below

Sequential mode will show your logos full screen.

For the animation settings, you can choose “Static”, “Dolly”, or “Custom”

The animation that plays is your logo growing..  in Dolly mode, it’ll start off a little smaller and grow.

Static mode keeps it from animating and just sets it to it’s actual size.

Custom lets you adjust the zoom speed of the logo and the background image.

Dolly Mode

Background

You can also set a background image.  This is a full screen image that get stretched to fit.

A low res background image being scaled up to fit

The Icon

You can set your icon in the player settings.

The icon you set here is shown for the application file and in the top of your app if it’s windowed… (and on the toolbar)

App Config Dialog

The last thing you’ll want to configure is an application configuration dialog image.

If you’re forcing the game to a specific resolution, you don’t need this. But if you allow the user to select their resolution before launching, you’ll want to put something here.

The image here needs to be exactly 432 x 163.

With this set right, your app dialog will look like this.

Conclusions

Adding unity3d splash screens and icons is an easy task.  But it’s also something a lot of people skip right over.  I can’t even count the # of games and apps I’ve come across with the default icons.  Now that you know how to change them, go in and update your apps, add a little extra polish for just a couple minutes of work.

Introduction: (2) Starting to Make a Game — Making a Splash Screen in Unity3D

In this Instructable you will learn how to make a simple splash screen in Unity3D. First, we will open up Unity!

Step 1: Making the Project

Once Unity has opened I clicked on the «New» button at the top which led me to this screen. You may name it anywhere and save it anywhere but for now, I will call it something simple.

Make sure the 3D option is ticked if you’re making a 3D game. But honestly, it doesn’t really matter too much cause it just adds a Directional Light which you can just add later.For now, I will just tick the box.

Step 2: Setting Up the Canvas

So the first thing I did was I made two folders named «scenes» and «scripts».

Then I added an image by right clicking on the Hierarchy -> UI -> Image and renamed the image «Logo».

Your screen should look something like this, don’t worry if the layout is different.

Step 3: Adding the Scene and Script

Then I will save the scene in the «scenes» folder named «Splashscreen» by typing ctrl + s

Then add a C# script in the «scripts» folder named «Splashscreen» by right clicking -> Create -> C# script.

Step 4: Editing the Splashscreen Script

If you double click on the C# script, MonoDevelop or Visual Studio will open, personally I use Notepad ++ due to how fast it opens.

Then delete all the default code and copy+paste this into the script:

Splashscreen Script

IMPORTANT! I made an error

If you have any questions about how the code works comment what you want to know I will gladly help!

Step 5: Setting Up the Splashscreen Controller

So now go back into Unity, and create an empty gameobject by right clicking on the Hierarchy -> Create Empty and rename it to «Splashscreen Controller».

Now drag the «Splashscreen» script to the Splashscreen Controller.

You should now see this.

Step 6: Configuring the Splashcreen Controller

Drag the image named «Logo» to the «Splash Image» spot,

Type «Menu» in the «Next Scene» spot,

You can change the next four values to any number you want (the numbers may have decimals).

Step 7: Adding a Logo

For this simple project, I am just gonna add the blender logo, so I went onto google and downloaded that logo, however, you should use your own logo if you have one.

You have to open the folder where your logo is located then drag and drop the picture into the «Assets» folder in Unity.

Then click on your logo and at the top, change the Texture Type to «Sprite (2D and UI)».

After that at the bottom click «Apply».

Step 8: Adding a Logo

Now click on the image named «Logo» and drag your logo to the Source Image space.

Step 9: Setting Up the Camera

The last step is to change the background, click on the Main Camera and set Clear Flags to «Solid Color».

Then change the Background color to anything you want, in this case, I set it to white.

Before you do anything else make sure you save by typing: ctrl + s

If you did everything correctly then when you click on the play button at the top you will see a splash screen!

If you had any problems or if you have any questions or comments, comment them below!

Be the First to Share

Recommendations

Introduction: (2) Starting to Make a Game — Making a Splash Screen in Unity3D

In this Instructable you will learn how to make a simple splash screen in Unity3D. First, we will open up Unity!

Step 1: Making the Project

Once Unity has opened I clicked on the «New» button at the top which led me to this screen. You may name it anywhere and save it anywhere but for now, I will call it something simple.

Make sure the 3D option is ticked if you’re making a 3D game. But honestly, it doesn’t really matter too much cause it just adds a Directional Light which you can just add later.For now, I will just tick the box.

Step 2: Setting Up the Canvas

So the first thing I did was I made two folders named «scenes» and «scripts».

Then I added an image by right clicking on the Hierarchy -> UI -> Image and renamed the image «Logo».

Your screen should look something like this, don’t worry if the layout is different.

Step 3: Adding the Scene and Script

Then I will save the scene in the «scenes» folder named «Splashscreen» by typing ctrl + s

Then add a C# script in the «scripts» folder named «Splashscreen» by right clicking -> Create -> C# script.

Step 4: Editing the Splashscreen Script

If you double click on the C# script, MonoDevelop or Visual Studio will open, personally I use Notepad ++ due to how fast it opens.

Then delete all the default code and copy+paste this into the script:

Splashscreen Script

IMPORTANT! I made an error

If you have any questions about how the code works comment what you want to know I will gladly help!

Step 5: Setting Up the Splashscreen Controller

So now go back into Unity, and create an empty gameobject by right clicking on the Hierarchy -> Create Empty and rename it to «Splashscreen Controller».

Now drag the «Splashscreen» script to the Splashscreen Controller.

You should now see this.

Step 6: Configuring the Splashcreen Controller

Drag the image named «Logo» to the «Splash Image» spot,

Type «Menu» in the «Next Scene» spot,

You can change the next four values to any number you want (the numbers may have decimals).

Step 7: Adding a Logo

For this simple project, I am just gonna add the blender logo, so I went onto google and downloaded that logo, however, you should use your own logo if you have one.

You have to open the folder where your logo is located then drag and drop the picture into the «Assets» folder in Unity.

Then click on your logo and at the top, change the Texture Type to «Sprite (2D and UI)».

After that at the bottom click «Apply».

Step 8: Adding a Logo

Now click on the image named «Logo» and drag your logo to the Source Image space.

Step 9: Setting Up the Camera

The last step is to change the background, click on the Main Camera and set Clear Flags to «Solid Color».

Then change the Background color to anything you want, in this case, I set it to white.

Before you do anything else make sure you save by typing: ctrl + s

If you did everything correctly then when you click on the play button at the top you will see a splash screen!

If you had any problems or if you have any questions or comments, comment them below!

Be the First to Share

Recommendations

Если вам нужна помощь с проектом, можете обратиться с заказом в телегу по этой ссылке.

Нормальной игре без лого не обойтись. Но иногда это жутко раздражает, в современных играх парой напихивают столько различных лого и вставок, и хуже того, когда нельзя их пропустить. Непонятно, зачем разработчики заставляют нас смотреть каждый раз эти ролики. Однако, мы немного отвлеклись. Итак, наша задача сделать лого для своей игры, с возможностью его пропустить, разумеется. Заставочный экран в Unity можно сделать как из обычного изображения, так и видео файла. Мы попробуем реализовать оба варианта.

Заставка на основе картинки

Создаем новую сцену и добавляем GameObject -> UI -> Image, и переименуем картинку в BG, это будет фон. Чтобы быстро перейти к редактированию нужного элемента, нажмите на переключатель 2D в окне редактирования, затем двойной клик по нужному объекту. Продолжим, надо перекрасить наш фон в черный, установить пресет и сбросить стороны по нулям, как показано на скриншоте ниже:

Окей фон готов.

Продолжим. Дублируем фон Ctrl+D, цвет устанавливаем обратно в белый и настраиваем:

Заставочный экран / лого для игры

Параметр Height может быть разным, это не имеет значения, так как он регулируется через скрипт.

Добавляем к нашему лого Source Image, то есть, заранее нарисованную картинку логотипа (импортированную как Sprite).

Важно! Ваш рисунок должен быть с соотношением сторон 16:9, рекомендуется разрешение 1920х1080.

Добавляем к лого компонент Audio Source и аудио клип с вашей музыкальной темой заставки, уберите галочку Play On Awake.

Создаем C# скрипт SplashSprite и вешаем его на лого:

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class SplashSprite : MonoBehaviour
{
	public string startMenu = "MainMenu";
	public float fadeSpeed = 0.5f;
	private bool start;
	private Image rend;
	private AudioSource _audio;
	private RectTransform _rect;

	void Start()
	{
		start = true;
		Cursor.visible = false;

		_rect = GetComponent<RectTransform>();
		_audio = GetComponent<AudioSource>();
		rend = GetComponent<Image>();

		_rect.sizeDelta = new Vector2 (0, (Screen.width/16)*9);

		rend.color = Color.clear;
		_audio.Play ();
	}

	void Update()
	{
		if (start) 
		{
			rend.color = Color.Lerp(rend.color, Color.white, fadeSpeed * Time.deltaTime);
		}
		else
		{
			rend.color = Color.Lerp(rend.color, Color.clear, fadeSpeed * Time.deltaTime);
		}
		if (rend.color.a >= 0.95f)
		{
			if(!_audio.isPlaying) start = false;
		}
		if (rend.color.a <= 0.1f && !start || Input.anyKeyDown) 
		{
			_audio.Stop ();
			Cursor.visible = true;
			Application.LoadLevel(startMenu);
		}
	}
}

Изображение растягивается по горизонтали в зависимости от разрешения экрана. Скрипт устанавливает разрешение изображения по вертикали, относительно соотношения сторон 16:9. Иначе говоря, если у монитора разрешение соответствует такому-же соотношению сторон, то картинка будет на весь экран, если нет, то будут черные полосы сверху и снизу. По поводу аудио, имейте ввиду, что переход в затемнение и загрузка сцены startMenu, происходит только после того, когда аудио проиграется до конца.

Заставка на основе видео

Данный метод только для платформы Windows!

Вам необходимо установить

QuickTime

.

Важно!
Видео файл должен быть:
Формат .mov, .mp4 или OGG Theora (предпочтительней).
Соотношение сторон 16:9, рекомендуемое разрешение 1920х1080.

Создайте новую сцену с таким-же фоном как описано выше. Теперь, вместо дублирования, добавим элемент GameObject -> UI -> Raw Image и его нужно настроить также как и предыдущее лого. Не забудем прицепить и Audio Source с такими-же настройками.

Вешаем новый С# скрипт SplashMovie:

using UnityEngine;
using System.Collections;

public class SplashMovie : MonoBehaviour {

	public MovieTexture logoMovie;
	public string startMenu = "MainMenu";
	private AudioSource _audio;
	private RectTransform _rect;
	private bool start;

	void Start () 
	{
		start = true;
		Cursor.visible = false;

		_audio = GetComponent<AudioSource>();
		_rect = GetComponent<RectTransform>();

		_rect.sizeDelta = new Vector2 (0, (Screen.width/16)*9);

		logoMovie.Play ();
		_audio.Play ();
	}

	void Update () 
	{
		if(!logoMovie.isPlaying && start || Input.anyKeyDown)
		{
			logoMovie.Stop ();
			_audio.Stop ();
			start = false;
			Cursor.visible = true;
			Application.LoadLevel(startMenu);
		}
	}
}

Импортируйте видео файл Вашего лого и разложим всё по полочкам:

Сцена готова! :bully:

Помните, что в этом скрипте нет перехода из темного и обратно, т..е всё это должно быть в Вашем видео (музыка тоже кстати), как только проигрывание видео завершиться или будет нажата какая-нибудь клавиша, начнется загрузка следующей сцены.

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