# Loading and Splash Screens
The UNIGINE [**Initialization**](../../../code/fundamentals/execution_sequence/init.md) includes 3 types of screens shown at different steps:
- [**Boot**](#boot) screen - comes first, early in the Engine start-up, and reports the progress of the core initialization stages.
- [**Splash**](#splash) screen - a short UNIGINE logo animation played after the boot screen.
- [**Loading**](#loading) screen - shown by the Engine when loading a world, and can also be triggered manually from your own loading logic via the [LoadingScreen](../../../api/library/engine/class.loadingscreen_cpp.md) class.
### See Also
- Quick Video Guide: [How To Customize Boot Screen.](../../../videotutorials/how_to/how_to_basics/boot_screen.md)
- Quick Video Guide: [How To Disable Splash Screen.](../../../videotutorials/how_to/how_to_basics/splash_screen.md)
- Quick Video Guide: [How To Customize Loading Screens.](../../../videotutorials/how_to/how_to_cs/loading_screen.md)
## Boot Screen

*The default boot screens of UNIGINE SDK editions.*
The Boot screen comes first, early in the Engine initialization. It goes through several initialization steps, showing the loading progress.
> **Notice:** Fonts, textures, or any other resources used in the boot screen **cannot be packed into a UNG archive**.
The boot screen offers you a lot of flexibility in customization by editing the **screen** section of the `default.boot` [configuration file](../../../code/configuration_file_cpp.md):
default.boot Example | Close
```xml
1
570
400
0, 0, 0, 0
0.5, 0.33, 0.5, 0.5
16
textures/boot_screen.png
fonts/boot_screen_font.ttf
UNIGINE_COPYRIGHT
]]>
Custom message for engine initialization.
Custom message for file system initialization.
Custom message for materials initialization.
Custom message for materials pre-loading.
Custom message for properties initialization.
Custom message for static meshes initialization.
Custom message for shaders compilation.
```
The following parameters are available:
| enabled | Flag enabling the boot screen. Set to 0 to disable the boot screen completely (the Engine starts up without it). |
|---|---|
| width | Width of the boot screen window, in pixels. |
| height | Height of the boot screen window, in pixels. |
| background_color | Background color defined by a vector of four numbers in the **[0; 1]** range. |
| texture | Path to the boot screen [texture](../../../code/gui/skin/index.md#splash). |
| transform | Transformation of the boot screen texture defined by a vector of four numbers in the **[0; 1]** range: 1. Texture size multiplier. 2. Window size multiplier. 3. Horizontal position in the [0.0, 1.0] range. 4. Vertical position in the [0.0, 1.0] range. |
| threshold | Threshold for blending based on the alpha-channel. |
| font | Path to the font for text rendering. |
| text | Text of the boot screen. Can be either a plain or [rich text](../../../code/gui/ui/index.md#rich_text). A number of aliases is provided: - UNIGINE_COPYRIGHT - the UNIGINE copyright text. - UNIGINE_VERSION - the current UNIGINE version. - LOADING_PROGRESS - the loading progress going from 0 to 100. > **Notice:** Rich text should be enclosed in section. |
| messages | Custom names for the corresponding initialization stages. Can be either a plain or [rich text](../../../code/gui/ui/index.md#rich_text), for example: ```xml Initializing Engine... ]]> ``` - *engine_init* � engine initialization. - *file_system_init* � file system initialization. - *materials_init* � materials initialization. - *materials_preloading* � pre-loading of materials. - *properties_init* � properties initialization. - *static_meshes_init* � initialization of static meshes. - *shaders_compilation* � shaders compilation. |
> **Notice:** If the application window loses focus, the start-up pauses until the window is focused again. To keep the Engine running regardless of the window state, enable the [*background_update*](../../../code/console/index.md#background_update) mode in the `default.boot` [configuration file](../../../code/configuration_file_cpp.md).
## Splash Screen

*The splash screen.*
The Splash screen is a short video that plays the UNIGINE logo animation. It **appears** only when the project uses [*Release*](../../../sdk/projects/index_cpp.md#engine_build) binaries and is **skipped** for *Development* ones, so you will not see it during regular development.
### Disabling the Splash Screen
To disable the Splash screen, set the *splash_screen* parameter of the `default.boot` [configuration file](../../../code/configuration_file_cpp.md) to 0:
```xml
0
```
> **Notice:** This is available in all SDK editions **except *Community* and any evaluation builds**, where the UNIGINE logo animation is always shown.
## Loading Screen

*The Loading screen.*
Loading screens are shown by the Engine while a new world is being loaded, indicating the loading progress. You can also display a loading screen from your own code - for example, during a long custom operation - so that the application does not appear frozen.
Both the appearance of the loading screen (its texture, font, background, and positioning) and its display are controlled by the [LoadingScreen](../../../api/library/engine/class.loadingscreen_cpp.md) class.
For code examples on adding and customizing loading screens, see the [LoadingScreen](../../../api/library/engine/class.loadingscreen_cpp.md) class description.