Godot Version
v4.5.stable.official [876b29033]
Question
I tried to create a custom loading screen. I’ve create a preload.tscn and set it as the Main Scene at the Project Settings.
In the Project Settings > Boot Splash I also uncheck all (Show Image, Fullsize,Use Filter - I think the last one is not important anyway), not using any image, and set the Minimum Display Time as 0.
This is the preload.gd script I use:
extends Control
@onready var progress_bar = $ProgressBar
var progress = []
func _ready():
ResourceLoader.load_threaded_request("res://scene/main_scene.tscn")
func _process(_delta):
var status = ResourceLoader.load_threaded_get_status("res://scene/main_scene.tscn", progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
var pct = progress[0] * 100
progress_bar.value = pct
ResourceLoader.THREAD_LOAD_LOADED:
var scene = ResourceLoader.load_threaded_get("res://scene/main_scene.tscn")
get_tree().change_scene_to_packed(scene)
when I run the current scene (preload), I still get a short time of grey background, and a blink of the preload (because it loads really fast), then proceed to the main scene.
But when I deploy it on the web (I export it as HTML) and tried to see how it works, it shows the grey rectangle and the loading bar (the godot logo are missing because I uncheck it obviously), but then it skipped the preload scene (or maybe it just blinking because it really fast), then proceed to the main scene.
Screenshot of the HTML exported game (grey box and the loading bar still exist)
How to fully skip the original godot boot splash, can it be done, or am i missing something?

