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Why is my splash screen logo stretched?

Discussion in 'Editor & General Support' started by Jukuon, May 1, 2017.

  1. Jukuon

    Jukuon

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    I am using unity 5.6. I added a logo to in Player Settings for Android. The logo is always stretched unproportionately in Unity Editor or Android device.

    My game is in 1080x1920 resolution and I've tried making the logo with that size with transparent background, also tried creating a square or the suggested 320x480 but the problem is always there.

    How do I fix this? Thanks.
     
  2. Jukuon

    Jukuon

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    No one at all? Anyone?
     
  3. Jukuon

    Jukuon

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    No love for newbie unity user.

    Anyway, I finally figured it out. In the Inspector tab. make sure under the

    Sprite Mode > Mesh Type is set to Full Rect

    Other settings should
    Texture Type: Sprite (2D and UI)
    Sprite Mode: Single

    Advance
    Alpha Is Transparency: Checked
     
  4. thexdd

    thexdd

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    Ah, thank you mate. That is a really helpful information. Was having troubles with this too.
     
    dougantor, JuratePasekaite and Maloke like this.
  5. AlphaGTR

    AlphaGTR

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    Helpful posts
     
    matttrainer likes this.
  6. Kirox94

    Kirox94

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    I had this problem too, but I solved setting the mesh type to Full Rect. Ty Jukuon! :)
     
    dougantor and matttrainer like this.
  7. jbergs

    jbergs

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    Yup, same problem. Checked Full Rect fixed it. Thanks!
     
  8. LOLinc

    LOLinc

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    Thank you!
    (this really should be part of the official unity splash-screen documentation)
     
  9. karl_jones

    karl_jones

    Unity Technologies

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    https://docs.unity3d.com/Manual/class-PlayerSettingsSplashScreen.html

    You dont have to be in Full rect mode however any changes to the border will be ignored as the splash screen does not support 9 slice mode.
     
    senkal_ likes this.
  10. LOLinc

    LOLinc

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    karl_jones likes this.
  11. statmom

    statmom

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    This is awesome! I was spending a lot of time trying to figure this out - only need to change sprite image to Full Rect Mode. Thanks!
     
  12. Serve

    Serve

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    Thanks Jukuon, exactly what I needed!
     
  13. yoonitee

    yoonitee

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  14. nicolasbulchak

    nicolasbulchak

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    Thank you so much for figuring this out. Was driving me crazy
     
  15. Abdulrazek

    Abdulrazek

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    Thank you so much this was very helpful
     
    karl_jones likes this.
  16. tarnumius

    tarnumius

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    Thank you!
     
  17. Kaldrin

    Kaldrin

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    Thanks a loooot :eek:
     
  18. MoMughal

    MoMughal

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    Thanks a lot mate :)
     
  19. jennagoldberg

    jennagoldberg

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    This was very helpful, thank you!
     
  20. karl_jones

    karl_jones

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    Im working on some changes at the moment so tight mesh sprites will work and you will even be able to use vector sprites :D
    Probably be a 2019.1 feature.
     
    JuratePasekaite and Adswars like this.
  21. naderlabbad309

    naderlabbad309

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    ............................................................................................thank you
     
  22. enigmagame

    enigmagame

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    Hi,
    on Unity 2017.4.15f1 I've the same issue, no matter if the sprite is configured with Mesh Type as Full Rect.
    Using the preview feature in the Splash Image panel the logo appears stretched.
    How is the proper way to fix it?
     
  23. karl_jones

    karl_jones

    Unity Technologies

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    Try adjusting the logo bounds in the sprite editor. https://docs.unity3d.com/Manual/class-PlayerSettingsSplashScreen.html
     
  24. enigmagame

    enigmagame

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    Hi karl_jones,
    I've already read that manual page but I don't understand what do you mean with "adjusting the logo bounds" the image is already correctly sized. If I touch the bounds the image will be cutted, not resized.
     
  25. karl_jones

    karl_jones

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    Can you share the image so I can try it myself?
     
  26. enigmagame

    enigmagame

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    Sure,
    here you can find a resized version of the FMOD logo.
     
  27. fluffyfrogstudios

    fluffyfrogstudios

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    Champion. thanks :)
     
  28. Horus_Sungod42

    Horus_Sungod42

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  29. karl_jones

    karl_jones

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    If you are using 2019.2+ you can now use tight mesh sprites and vector sprites in the splash screen as logos :D
     
    Horus_Sungod42 likes this.
  30. Dotberrys

    Dotberrys

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    Hi,

    Any way to resize the logo on the splash screen? It looks way too big with the default settings. I tried to adjust the resolution of the logo but it still appears in the same big size. Any help would be appreciated.
     
  31. karl_jones

    karl_jones

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    You could try adjusting the bounds in the sprite editor.
     
  32. vladutstefan27

    vladutstefan27

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    Thank you kindly!
     
  33. LilGames

    LilGames

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    I've read through this thread and none seem to address how to display an image UNSCALED in the splash logo sequence. Adjusting bounds does nothing. Say I want to display a 600x400px logo in a 1920x1080 screen, how do I keep the logo at the size it's supposed to be instead of it scaling/stretching?
     
  34. karl_jones

    karl_jones

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    Thats not supported. The logo is always scaled to fill a portion of the screen.
    You could show a custom scene after the splash with your logo how you want it to be.
     
    LilGames and Joe-Censored like this.
  35. LilGames

    LilGames

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    Well that clarifies things. Thank you.
     
  36. Gillissie

    Gillissie

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    Another tip: I noticed that the first splash logo doesn't fade in properly, due to launch lagginess. Put a solid colored sprite (same color as the background) as the first logo, so it takes the brunt of the launch lagginess. Then your actual logo will fade in nicely as it's supposed to. Would be nice if this workaround wasn't necessary.
     
    LilGames likes this.
  37. MaceB

    MaceB

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    Can you please provide more explanation how to do this?
     
  38. karl_jones

    karl_jones

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    What are you trying to do?
     
  39. LilGames

    LilGames

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    Despite my reply above, I once again am mired in this splash screen logo obtuseness. Can you not tell us what AREA of the screen Unity fills with the selected logo? I just still cant figure out what SIZE to make my logos so they fit.

    Unity 2018.4.1f1

    *EDIT* I took a screen shot of a full 1920x1080 "logo", screen capped it and brought it into Photoshop so I could "measure" what size it got squished down to. Looks liked about 1164x658 (on a 1920x1080 screen). Weird value... So I cropped my logo to fit that width. Seems to work.

    But really.. there's no actual numbers, percentage or ratios Unity can give us in the manual or in this thread?
     
    Last edited: Nov 15, 2019
  40. karl_jones

    karl_jones

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    Ill look into improving the documentation for this.
    Here is a simplified script to show how the logo area is calculated:
    Code (csharp):
    1.  
    2. using UnityEngine;
    3.  
    4. public class ShowSplash : MonoBehaviour
    5. {
    6.     public float logoFullScreenScale = 0.8f;
    7.     public float unityLogoHeightScale = 0.21f;
    8.     public bool withUnityLogo = false;
    9.  
    10.     void OnGUI()
    11.     {
    12.         var windowSz = new Rect(0, 0, Screen.width, Screen.height);
    13.         float minSideLength = Mathf.Min(Screen.width, Screen.height);
    14.         var forgroundRect = new Rect(
    15.             windowSz.x + (windowSz.width - minSideLength) * 0.25f,
    16.             windowSz.y + (windowSz.height - minSideLength) * 0.25f,
    17.             (windowSz.width + minSideLength) * 0.5f,
    18.             (windowSz.height + minSideLength) * 0.5f);
    19.  
    20.         if (withUnityLogo)
    21.         {
    22.             var companyLogoRect = new Rect(
    23.                 windowSz.x + (windowSz.width - minSideLength) * 0.25f,
    24.                 0,
    25.                 (windowSz.width + minSideLength) * 0.5f,
    26.                 windowSz.height * 0.5f);
    27.             var center = companyLogoRect.center;
    28.             companyLogoRect.size *= logoFullScreenScale;
    29.             companyLogoRect.center = center;
    30.             GUI.DrawTexture(companyLogoRect, Texture2D.whiteTexture);
    31.         }
    32.         else
    33.         {
    34.             GUI.DrawTexture(forgroundRect, Texture2D.whiteTexture);
    35.         }
    36.     }
    37. }
    The white rect in the script is the safe area for the logo, we then scale the logo to fit inside this rect.
     
    LilGames and NgCa like this.
  41. NgCa

    NgCa

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    yeah exactly what i'm locking for. :cool:
     
    karl_jones likes this.
  42. MTalhaAli

    MTalhaAli

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    thanks
    plz upload more helpful posts
     
  43. RahulUnni

    RahulUnni

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    Thank you Jukuon. really helpfull
     
  44. FuegoHD

    FuegoHD

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    Amazing how 1 post can help so many ppl for so many years to come.
     
  45. AV8-Tech

    AV8-Tech

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    For such a simple and commonplace requirement, I'm perplexed as to why the splash screen doesn't have the ability to just size and position the image you want to display. Anyway, I found a workaround; create the image in something like Illustrator, make it a smaller size than your artboard and when you export, check "use artboards". This creates a transparent area around the image and thus reduces its overall size on the splash screen.

    It should be this complicated
     
  46. yonek_idreams

    yonek_idreams

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    I see you talking about the 'safe area', as we see the image is being stretched to fit the safe area. We have a problem with it as our splash screen design is requiring to stretch full screen on iPhone X. Could you guys add a option for this in the splash screen setup?
     
  47. hybridshivam

    hybridshivam

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    Thank you It works!!!!!
     
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