Phase 6 updates

Phase 6 ยท

Splash screen with the Tassix logo

  • A windowed player (development or packaged) opens its window first: the render thread draws the splash on its own (every 16 ms while no game frame comes) while the main thread starts .NET or the NativeAOT library and loads the scripts and the scene or project; game frames start once the logos are done, so the first frame's delta starts there, and the background fades out over them.
  • Image: docs/branding/tassix-stacked-dark-bg.svg, embedded in the player and rasterized with resvg (MIT/Apache-2.0) at 40% of the window's height, centered on #111114. The Tassix logo fades in, holds until loading is done and at least 1.5 s from its first frame on screen (setting up the GPU doesn't count), and fades out.
  • A Unity project's splash settings (ProjectSettings.asset): "Show Splash Screen" off turns it off; its logos (sprites found by GUID, decoded by the importer; Unity's own logo left out) follow for their durations, on the project's background color (the Tassix logo keeps its dark one).
  • --no-splash; game.json's splash (show, background, min_duration), which cargo xtask package writes with its defaults (--no-splash there too). Headless runs, screenshots, benchmarks, conformance and the MCP server never show it.
  • UnityEngine.Rendering.SplashScreen: isFinished (false while it shows; recorded true without a window), Begin, Draw (shows it again from its start over the running game), Stop (StopImmediate, FadeOut).
  • Checked: a GPU test of a splash frame (background corner, the icon's colors at the center), timeline tests (hold until loaded, minimum time, project logos, stop), and windowed runs: TurboTrack2D's project logo follows the Tassix logo; the packaged Coin Dash shows it for 1.5 s.
  • Next: a window icon from tassix-icon.svg; the project logos' draw mode (all at once) and animation.