# Splash Screen the branded boot splash and a reusable loading screen. ```{raw} html ▶ Run in browser ``` **Tags:** `ui` `splash` `loading` `branding` Every windowed SimVX game boots with the engine's branded splash: a fade in from black, the SIMVX wordmark over a faint centre-lit grid, a segmented gradient progress bar, then a fade back to black once the first frame is ready (a one-second minimum stops sub-second flicker on fast hardware). This demo runs with that default, then lets you re-trigger the same `SplashScreen` control as an in-game loading screen driven by a real 0..1 progress source: the pattern for heavy scene transitions. ## What it demonstrates - The default boot splash (`App(splash=None)`): automatic on windowed runs; configure via `App(splash=..., splash_min_time=..., unbranded=...)`. - Reusing `SplashScreen` for scene transitions: bind `progress` to any `() -> float` or an object with a `.progress` attribute (an asset `BatchHandle` works as-is). - `skippable=True`: once loading completes, any key or click skips the hold. - The `finished` signal driving teardown (`splash.destroy`). Controls: L / Click / Tap - Simulate loading a level behind a SplashScreen Escape - Quit ## Source ```{literalinclude} ../../examples/features/ui/splash_screen.py :language: python :linenos: ```