Quick answer: Allow skipping splash screens with any input after a brief minimum, load in the background during them, and ensure they always advance to the menu.

Unskippable splash screens are fixed-timer sequences ignoring input. Here is how to fix them.

How to fix it

1. Allow skipping with input

Let players skip past logo and splash screens with any input after a brief minimum display, advancing to the next screen. Forcing players through fixed-duration logos every launch is a common annoyance.

2. Load in the background

Use the splash screens to load assets in the background, so skipping them does not just lead to a longer wait. Overlapping loading with the logos makes the startup feel fast whether or not they are skipped.

3. Always advance to the menu

Ensure the splash sequence always transitions to the main menu, even if loading is slow or input is held. Splash screens that hang because loading stalled, with no skip, leave players stuck at startup.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.