├── GAME
├── GAME.sln
├── GAME.v12.suo
└── GAME
│ ├── App.config
│ ├── Form1.Designer.cs
│ ├── Form1.cs
│ ├── Form1.resx
│ ├── GAME.csproj
│ ├── Program.cs
│ ├── Properties
│ ├── AssemblyInfo.cs
│ ├── Resources.Designer.cs
│ ├── Resources.resx
│ ├── Settings.Designer.cs
│ └── Settings.settings
│ ├── Resources
│ ├── HomePlanet.jpg
│ ├── btn.png
│ ├── btn_go.png
│ ├── btn_play.png
│ └── btn_quit_over.png
│ ├── bin
│ ├── Debug
│ │ ├── GAME.exe
│ │ ├── GAME.exe.config
│ │ ├── GAME.pdb
│ │ ├── GAME.vshost.exe
│ │ ├── GAME.vshost.exe.config
│ │ └── GAME.vshost.exe.manifest
│ ├── Read me!
│ └── Release
│ │ ├── GAME.exe
│ │ ├── GAME.exe.config
│ │ ├── GAME.pdb
│ │ ├── GAME.vshost.exe
│ │ ├── GAME.vshost.exe.config
│ │ └── GAME.vshost.exe.manifest
│ └── obj
│ ├── Debug
│ ├── DesignTimeResolveAssemblyReferences.cache
│ ├── DesignTimeResolveAssemblyReferencesInput.cache
│ ├── GAME.Form1.resources
│ ├── GAME.Properties.Resources.resources
│ ├── GAME.csproj.FileListAbsolute.txt
│ ├── GAME.csproj.GenerateResource.Cache
│ ├── GAME.csprojResolveAssemblyReference.cache
│ ├── GAME.exe
│ ├── GAME.pdb
│ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
│ └── Release
│ ├── DesignTimeResolveAssemblyReferences.cache
│ ├── DesignTimeResolveAssemblyReferencesInput.cache
│ ├── GAME.Form1.resources
│ ├── GAME.Properties.Resources.resources
│ ├── GAME.csproj.FileListAbsolute.txt
│ ├── GAME.csproj.GenerateResource.Cache
│ ├── GAME.csprojResolveAssemblyReference.cache
│ ├── GAME.exe
│ ├── GAME.pdb
│ ├── TempPE
│ └── Properties.Resources.Designer.cs.dll
│ ├── TemporaryGeneratedFile_036C0B5B-1481-4323-8D20-8F5ADCB23D92.cs
│ ├── TemporaryGeneratedFile_5937a670-0e60-4077-877b-f7221da3dda1.cs
│ └── TemporaryGeneratedFile_E7A71F73-0F8D-4B9B-B56E-8E70B10BC5D3.cs
├── License Text
├── README.md
├── ReadMe!!!.txt
└── Unity3D Script
└── window.js
/GAME/GAME.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 2013
4 | VisualStudioVersion = 12.0.31101.0
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GAME", "GAME\GAME.csproj", "{564511F6-BE7F-4073-B181-ACCDB8015156}"
7 | EndProject
8 | Global
9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
10 | Debug|Any CPU = Debug|Any CPU
11 | Release|Any CPU = Release|Any CPU
12 | EndGlobalSection
13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
14 | {564511F6-BE7F-4073-B181-ACCDB8015156}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
15 | {564511F6-BE7F-4073-B181-ACCDB8015156}.Debug|Any CPU.Build.0 = Debug|Any CPU
16 | {564511F6-BE7F-4073-B181-ACCDB8015156}.Release|Any CPU.ActiveCfg = Release|Any CPU
17 | {564511F6-BE7F-4073-B181-ACCDB8015156}.Release|Any CPU.Build.0 = Release|Any CPU
18 | EndGlobalSection
19 | GlobalSection(SolutionProperties) = preSolution
20 | HideSolutionNode = FALSE
21 | EndGlobalSection
22 | EndGlobal
23 |
--------------------------------------------------------------------------------
/GAME/GAME.v12.suo:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME.v12.suo
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/GAME/GAME/App.config:
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1 |
2 |
3 |
4 |
5 |
6 |
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/GAME/GAME/Form1.Designer.cs:
--------------------------------------------------------------------------------
1 | namespace GAME
2 | {
3 | partial class Form1
4 | {
5 | ///
6 | /// Required designer variable.
7 | ///
8 | private System.ComponentModel.IContainer components = null;
9 |
10 | ///
11 | /// Clean up any resources being used.
12 | ///
13 | /// true if managed resources should be disposed; otherwise, false.
14 | protected override void Dispose(bool disposing)
15 | {
16 | if (disposing && (components != null))
17 | {
18 | components.Dispose();
19 | }
20 | base.Dispose(disposing);
21 | }
22 |
23 | #region Windows Form Designer generated code
24 |
25 | ///
26 | /// Required method for Designer support - do not modify
27 | /// the contents of this method with the code editor.
28 | ///
29 | private void InitializeComponent()
30 | {
31 | this.components = new System.ComponentModel.Container();
32 | this.pictureBox1 = new System.Windows.Forms.PictureBox();
33 | this.timer1 = new System.Windows.Forms.Timer(this.components);
34 | ((System.ComponentModel.ISupportInitialize)(this.pictureBox1)).BeginInit();
35 | this.SuspendLayout();
36 | //
37 | // pictureBox1
38 | //
39 | this.pictureBox1.BackgroundImage = global::GAME.Properties.Resources.HomePlanet;
40 | this.pictureBox1.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Stretch;
41 | this.pictureBox1.Dock = System.Windows.Forms.DockStyle.Fill;
42 | this.pictureBox1.Location = new System.Drawing.Point(0, 0);
43 | this.pictureBox1.Name = "pictureBox1";
44 | this.pictureBox1.Size = new System.Drawing.Size(671, 284);
45 | this.pictureBox1.TabIndex = 3;
46 | this.pictureBox1.TabStop = false;
47 | //
48 | // timer1
49 | //
50 | this.timer1.Enabled = true;
51 | this.timer1.Interval = 7000;
52 | this.timer1.Tick += new System.EventHandler(this.timer1_Tick);
53 | //
54 | // Form1
55 | //
56 | this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
57 | this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
58 | this.BackColor = System.Drawing.Color.Black;
59 | this.ClientSize = new System.Drawing.Size(671, 284);
60 | this.ControlBox = false;
61 | this.Controls.Add(this.pictureBox1);
62 | this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
63 | this.MaximizeBox = false;
64 | this.MinimizeBox = false;
65 | this.Name = "Form1";
66 | this.ShowIcon = false;
67 | this.ShowInTaskbar = false;
68 | this.SizeGripStyle = System.Windows.Forms.SizeGripStyle.Hide;
69 | this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
70 | this.Text = " ";
71 | this.Load += new System.EventHandler(this.Form1_Load);
72 | ((System.ComponentModel.ISupportInitialize)(this.pictureBox1)).EndInit();
73 | this.ResumeLayout(false);
74 |
75 | }
76 |
77 | #endregion
78 |
79 | private System.Windows.Forms.PictureBox pictureBox1;
80 | private System.Windows.Forms.Timer timer1;
81 | }
82 | }
83 |
84 |
--------------------------------------------------------------------------------
/GAME/GAME/Form1.cs:
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1 | //--------------------------------------------------------------------------------------//
2 | // don't forget to put Unity script in to start scene ideally into an empty game object
3 | //--------------------------------------------------------------------------------------//
4 |
5 | //--------------------------------------------------------------------------------------//
6 | // this is public domain source code by Domi Rosenberger
7 | //--------------------------------------------------------------------------------------//
8 |
9 | using System;
10 | using System.Collections.Generic;
11 | using System.ComponentModel;
12 | using System.Data;
13 | using System.Drawing;
14 | using System.Linq;
15 | using System.Text;
16 | using System.Threading.Tasks;
17 | using System.Windows.Forms;
18 | using System.Diagnostics;
19 |
20 | namespace GAME
21 | {
22 | public partial class Form1 : Form
23 | {
24 | public Form1()
25 | {
26 | InitializeComponent();
27 | }
28 |
29 | //--------------------------------------------------------------------------------------//
30 | // launch game from sub-folder
31 | //--------------------------------------------------------------------------------------//
32 | private void Form1_Load(object sender, EventArgs e)
33 | {
34 | Process ExternalProcess = new Process();
35 | ExternalProcess.StartInfo.FileName = (@"Game\Unity.exe");
36 | ExternalProcess.StartInfo.WindowStyle = ProcessWindowStyle.Minimized;
37 | ExternalProcess.Start();
38 | }
39 |
40 | //--------------------------------------------------------------------------------------//
41 | // wait a while to have enough time for the game to launch, then close the splash screen
42 | //--------------------------------------------------------------------------------------//
43 | private void timer1_Tick(object sender, EventArgs e)
44 | {
45 | Application.Exit();
46 | }
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/GAME/GAME/Form1.resx:
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104 |
105 |
106 |
107 |
108 |
109 | text/microsoft-resx
110 |
111 |
112 | 2.0
113 |
114 |
115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
119 |
120 |
121 | 17, 17
122 |
123 |
124 | 49
125 |
126 |
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/GAME/GAME/GAME.csproj:
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1 |
2 |
3 |
4 |
5 | Debug
6 | AnyCPU
7 | {564511F6-BE7F-4073-B181-ACCDB8015156}
8 | WinExe
9 | Properties
10 | GAME
11 | GAME
12 | v4.5
13 | 512
14 |
15 |
16 | AnyCPU
17 | true
18 | full
19 | false
20 | bin\Debug\
21 | DEBUG;TRACE
22 | prompt
23 | 4
24 |
25 |
26 | AnyCPU
27 | pdbonly
28 | true
29 | bin\Release\
30 | TRACE
31 | prompt
32 | 4
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 | Form
49 |
50 |
51 | Form1.cs
52 |
53 |
54 |
55 |
56 | Form1.cs
57 |
58 |
59 | ResXFileCodeGenerator
60 | Resources.Designer.cs
61 | Designer
62 |
63 |
64 | True
65 | Resources.resx
66 | True
67 |
68 |
69 | SettingsSingleFileGenerator
70 | Settings.Designer.cs
71 |
72 |
73 | True
74 | Settings.settings
75 | True
76 |
77 |
78 |
79 |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
90 |
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95 |
96 |
97 |
104 |
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/GAME/GAME/Program.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Threading.Tasks;
5 | using System.Windows.Forms;
6 |
7 | namespace GAME
8 | {
9 | static class Program
10 | {
11 | ///
12 | /// The main entry point for the application.
13 | ///
14 | [STAThread]
15 | static void Main()
16 | {
17 | Application.EnableVisualStyles();
18 | Application.SetCompatibleTextRenderingDefault(false);
19 | Application.Run(new Form1());
20 | }
21 | }
22 | }
23 |
--------------------------------------------------------------------------------
/GAME/GAME/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("GAME")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("GAME")]
13 | [assembly: AssemblyCopyright("Copyright © 2015")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("5f9eb20e-e407-4495-bf4a-a8bf66454028")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
--------------------------------------------------------------------------------
/GAME/GAME/Properties/Resources.Designer.cs:
--------------------------------------------------------------------------------
1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.34209
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace GAME.Properties {
12 | using System;
13 |
14 |
15 | ///
16 | /// A strongly-typed resource class, for looking up localized strings, etc.
17 | ///
18 | // This class was auto-generated by the StronglyTypedResourceBuilder
19 | // class via a tool like ResGen or Visual Studio.
20 | // To add or remove a member, edit your .ResX file then rerun ResGen
21 | // with the /str option, or rebuild your VS project.
22 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
23 | [global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
24 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
25 | internal class Resources {
26 |
27 | private static global::System.Resources.ResourceManager resourceMan;
28 |
29 | private static global::System.Globalization.CultureInfo resourceCulture;
30 |
31 | [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
32 | internal Resources() {
33 | }
34 |
35 | ///
36 | /// Returns the cached ResourceManager instance used by this class.
37 | ///
38 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
39 | internal static global::System.Resources.ResourceManager ResourceManager {
40 | get {
41 | if (object.ReferenceEquals(resourceMan, null)) {
42 | global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("GAME.Properties.Resources", typeof(Resources).Assembly);
43 | resourceMan = temp;
44 | }
45 | return resourceMan;
46 | }
47 | }
48 |
49 | ///
50 | /// Overrides the current thread's CurrentUICulture property for all
51 | /// resource lookups using this strongly typed resource class.
52 | ///
53 | [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
54 | internal static global::System.Globalization.CultureInfo Culture {
55 | get {
56 | return resourceCulture;
57 | }
58 | set {
59 | resourceCulture = value;
60 | }
61 | }
62 |
63 | ///
64 | /// Looks up a localized resource of type System.Drawing.Bitmap.
65 | ///
66 | internal static System.Drawing.Bitmap btn {
67 | get {
68 | object obj = ResourceManager.GetObject("btn", resourceCulture);
69 | return ((System.Drawing.Bitmap)(obj));
70 | }
71 | }
72 |
73 | ///
74 | /// Looks up a localized resource of type System.Drawing.Bitmap.
75 | ///
76 | internal static System.Drawing.Bitmap btn_go {
77 | get {
78 | object obj = ResourceManager.GetObject("btn_go", resourceCulture);
79 | return ((System.Drawing.Bitmap)(obj));
80 | }
81 | }
82 |
83 | ///
84 | /// Looks up a localized resource of type System.Drawing.Bitmap.
85 | ///
86 | internal static System.Drawing.Bitmap btn_play {
87 | get {
88 | object obj = ResourceManager.GetObject("btn_play", resourceCulture);
89 | return ((System.Drawing.Bitmap)(obj));
90 | }
91 | }
92 |
93 | ///
94 | /// Looks up a localized resource of type System.Drawing.Bitmap.
95 | ///
96 | internal static System.Drawing.Bitmap btn_quit_over {
97 | get {
98 | object obj = ResourceManager.GetObject("btn_quit_over", resourceCulture);
99 | return ((System.Drawing.Bitmap)(obj));
100 | }
101 | }
102 |
103 | ///
104 | /// Looks up a localized resource of type System.Drawing.Bitmap.
105 | ///
106 | internal static System.Drawing.Bitmap HomePlanet {
107 | get {
108 | object obj = ResourceManager.GetObject("HomePlanet", resourceCulture);
109 | return ((System.Drawing.Bitmap)(obj));
110 | }
111 | }
112 | }
113 | }
114 |
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/GAME/GAME/Properties/Resources.resx:
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108 |
109 | text/microsoft-resx
110 |
111 |
112 | 2.0
113 |
114 |
115 | System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
116 |
117 |
118 | System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089
119 |
120 |
121 |
122 | ..\Resources\btn_play.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
123 |
124 |
125 | ..\Resources\btn_go.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
126 |
127 |
128 | ..\Resources\btn_quit_over.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
129 |
130 |
131 | ..\Resources\btn.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
132 |
133 |
134 | ..\Resources\HomePlanet.jpg;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a
135 |
136 |
--------------------------------------------------------------------------------
/GAME/GAME/Properties/Settings.Designer.cs:
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1 | //------------------------------------------------------------------------------
2 | //
3 | // This code was generated by a tool.
4 | // Runtime Version:4.0.30319.34209
5 | //
6 | // Changes to this file may cause incorrect behavior and will be lost if
7 | // the code is regenerated.
8 | //
9 | //------------------------------------------------------------------------------
10 |
11 | namespace GAME.Properties
12 | {
13 |
14 |
15 | [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
16 | [global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
17 | internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
18 | {
19 |
20 | private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
21 |
22 | public static Settings Default
23 | {
24 | get
25 | {
26 | return defaultInstance;
27 | }
28 | }
29 | }
30 | }
31 |
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/GAME/GAME/Properties/Settings.settings:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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/GAME/GAME/Resources/HomePlanet.jpg:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/Resources/HomePlanet.jpg
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/GAME/GAME/Resources/btn.png:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/Resources/btn.png
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/GAME/GAME/Resources/btn_go.png:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/Resources/btn_go.png
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/GAME/GAME/Resources/btn_play.png:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/Resources/btn_play.png
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/GAME/GAME/Resources/btn_quit_over.png:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/Resources/btn_quit_over.png
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/GAME/GAME/bin/Debug/GAME.exe:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/bin/Debug/GAME.exe
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/GAME/GAME/bin/Debug/GAME.exe.config:
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5 |
6 |
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/GAME/GAME/bin/Debug/GAME.pdb:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/bin/Debug/GAME.pdb
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/GAME/GAME/bin/Debug/GAME.vshost.exe:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/bin/Debug/GAME.vshost.exe
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/GAME/GAME/bin/Debug/GAME.vshost.exe.config:
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/GAME/GAME/bin/Debug/GAME.vshost.exe.manifest:
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11 |
12 |
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/GAME/GAME/bin/Read me!:
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1 | You should add your own signature to the assembly.
2 |
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/GAME/GAME/bin/Release/GAME.exe:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/bin/Release/GAME.exe
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/GAME/GAME/bin/Release/GAME.exe.config:
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4 |
5 |
6 |
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/GAME/GAME/bin/Release/GAME.pdb:
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https://raw.githubusercontent.com/domi109/Unity3dSplashScreen/0db2339a00d989cea5ed8498ad4e4d9d0caf9687/GAME/GAME/bin/Release/GAME.pdb
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/License Text:
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1 | This is free and unencumbered software released into the public domain.
2 |
3 | Anyone is free to copy, modify, publish, use, compile, sell, or
4 | distribute this software, either in source code form or as a compiled
5 | binary, for any purpose, commercial or non-commercial, and by any
6 | means.
7 |
8 | In jurisdictions that recognize copyright laws, the author or authors
9 | of this software dedicate any and all copyright interest in the
10 | software to the public domain. We make this dedication for the benefit
11 | of the public at large and to the detriment of our heirs and
12 | successors. We intend this dedication to be an overt act of
13 | relinquishment in perpetuity of all present and future rights to this
14 | software under copyright law.
15 |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 | OTHER DEALINGS IN THE SOFTWARE.
23 |
24 | For more information, please refer to
25 |
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/README.md:
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1 | # UnitySplash
2 | Unity3D version 5 Personal Edition game launcher with your own professional splash screen
3 |
4 | The purpose of this git repositary is, to force Unity Technologies rebranding the ridiculous splash screen from Personal Edition to something else; like, Powered by Unity. Personal Edition sounds like the games are developed with a non-commercial (personal) evaluation version.
5 |
6 | This game launcher will not remove the mandatory Unity3D splash screen, however, the way Unity3D coded the splash screen gives us an advantage not having to show it without actually removing it.
7 |
8 | The basics are like this:
9 |
10 | The game launcher will execute the Unity3D game minimized. The startup scene (usually your Unity3D game menu) will have a script attached which is included here, to maximize the game window. The Unity splash screen does not allow any coding, so we use this trick. The result will be that when the Unity splash screen is finished the game menu will show up giving the impression that there was no Unity3D Personal Edition splash screen.
11 |
12 | The structure is: Game folder, game launcher, sub folder for Unity game. Everything is customizable.
13 |
14 | Please share this with your friends and promote it everywhere. It’s free software under public domain license and you never will have to pay for it here on github. If you got this game launcher from somewhere else having to pay money for it then I take no responsibility for it that you get your money back, instead inform your friends that this software is free available here, but you are allowed to charge money for it, of cause according to the PD-license.
15 |
16 | Setup guide:
17 |
18 | Your Unity game has a unique name, so you need to change the code inside Visual Studio to reflect that. Look for the following line of code and change it:
19 |
20 | ExternalProcess.StartInfo.FileName = (@"Game\Unity.exe"); // Unity.exe = game name
21 |
22 | change Unity.exe to whatever your game name is.
23 |
24 | You may also add buttons to the game launcher like Quit and start game etc.. You can do this in the designer by also adding a different picture and URL links and what not.
25 |
26 | Have fun with a more professional look and feel for your Unity games.
27 |
28 | released under public domain by Domi Rosenberger
29 |
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/ReadMe!!!.txt:
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1 | window Unity script must be placed in the startup scene / level.
2 | Place this script on empty game object.
3 | All done!
4 |
5 | enjoy Unity 3D
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/Unity3D Script/window.js:
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1 | import System;
2 | import System.Runtime.InteropServices;
3 |
4 | @DllImportAttribute("user32.dll")
5 | public static function ShowWindow(hwnd:IntPtr,nCmdShow:int):boolean{};
6 |
7 | @DllImportAttribute("user32.dll")
8 | public static function GetForegroundWindow ():IntPtr{};
9 |
10 | @DllImportAttribute("user32.dll")
11 | public static function GetActiveWindow ():IntPtr{};
12 |
13 | function OnGUI ()
14 | {
15 | ShowWindow(GetActiveWindow(),1);
16 | }
17 |
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