--- id: app-splash_hide name: App.splash_hide category: app kind: namespace-method tokens: App.splash_hide sig: App.splash_hide() -> void tip: Dismiss the boot splash. order: 1 ns: App member: splash_hide --- Dismisses the boot splash. Safe to call when there is no splash, and safe to call twice. A bundled game shows a splash while it starts: `ludic bundle` records `app splash` from the manifest into the bundle, and the runtime puts it on screen before `main` runs, out of the asset pack. Nothing takes it down on its own, because nothing else knows when the game has a first frame worth showing - a splash that disappears while the terrain is still loading leaves the same black gap it was there to cover. So the game says when: ```ludic skip program MyGame { entry { load_the_world() # the slow part the splash is covering open_the_window() draw_one_frame() App.splash_hide() # ...and only now } } ``` Headless there is no splash and no window, and the call lowers to nothing. See also: shipping a game.