# Support for new iOS launch images, better loading image scaling

**URL:** https://forum.castle-engine.io/t/support-for-new-ios-launch-images-better-loading-image-scaling/418
**Category:** News
**Created:** [September 10, 2021, 11:05pm UTC](https://forum.castle-engine.io/t/support-for-new-ios-launch-images-better-loading-image-scaling/418 "2021-09-10T23:05:22Z")
**Posts on this page:** 1
**Page:** 1

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### Author: ![michalis](https://forum.castle-engine.io/user_avatar/forum.castle-engine.io/michalis/32/3_2.png) [@michalis](https://forum.castle-engine.io/u/michalis)
#### Post date: [September 10, 2021, 11:05pm UTC](https://forum.castle-engine.io/t/support-for-new-ios-launch-images-better-loading-image-scaling/418/1 "2021-09-10T23:05:22Z")

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| [![Castle Game Engine launching](https://castle-engine.io/wp/wp-content/uploads/2021/09/cge_launching-200x200.png)](https://castle-engine.io/wp/wp-content/uploads/2021/09/cge_launching.png "Castle Game Engine launching") |

1. We support a new way to define _launch images_ on iOS. _Launch images_ are something displayed by the iOS when the application is, well, launching. They are displayed immediately when you click the application, before any CGE code (even Objective-C code) has been run. Their point is to communicate to the user _“the application is launching, please wait”_, so that the (usually very short) delay when the application launches is not a problem (user will not look confused at the screen, wondering whether (s)he clicked the screen OK etc.).

2. In a related department, we have made it more flexible how our CGE “loading” image is displayed. This is the image displayed by CGE while the `Application.OnInitialize` is being executed. (So it happens _after_ launch images, in case of iOS.)
