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Fixed in 2017.2.0f3

Fixed in 2017.1.X, 2017.2.X



Found in


Issue ID




[WSA] Input gets queued during splash screen, played out over N frames after splash is complete

Steps to reproduce:
1. Open the attached project(
2. Open the test scene
3. Switch platform to Windows Store
4. Build for WSA Universal
5. Open VS solution
6. Deploy on local machine
7. Press escape during the splash
8. Input is ignored until splash screen is over after Editor closes

Not reproducible on the standalone build

Actual results: Input is ignored until splash screen is over after Editor closes
Expected results: Input should be ignored

Reproduced with: 5.5.4p2, 5.6.2p4, 2017.1.0p1, 2017.2.0b4, 2017.3.0a1

Comments (2)

  1. unity_oOWkIslGJHEkrQ

    Oct 23, 2020 01:33

    I know this is an old discussion, but I came across this problem while making a game and ended here.

    What I did was a quick fix but only works if you only want to ignore touch or click inputs during the splash screen. (Doesn't work for ignoring KeyCode inputs)

    Basically, what I did was I added a panel on my canvas which is supposed to "block" touch / click inputs and just SetActive it to true in the Start function and added a condition that checks if the splash screen is done. If yes SetActive it to false. It worked for me, hope it works for those who are dealing with the same problem.

  2. Pascal-Lohscheidt

    Jun 05, 2019 21:45

    Hey, I still have that issue with touch input. It basically queues the touches until the scene is loaded. So Rendering.SplashScreen.isFinished doesn´t help.
    Should I report that as a new issue?

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