Custom loading screen's and images

When using custom loading screens with TeleportService, things like frames and textlabels seem to be remain solid and unchanged during the teleport process. But ImageLabels seemingly have to reload, causing a flickering effect. This is pretty undesirable, especially if you’re using an image background.

Is there a way to avoid this effect or is this just an inevitable consequence of switching between places? I’m pretty sure I’ve seen other people manage to get around this.

I’ve tried both supplying the UI as an argument of the :Teleport() method, and by setting it with :SetTeleportGui()

I know this may be a bad solution, but you could put two image labels, and the second one loads in the first time the first one flickers, causing them to basically switch, making the flicker not noticeable.

I see now that the images are failing the load initially and then load a few seconds later.
Any way to avoid this?

I found the solution and figured I’d leave it here for anyone else with the same issue.

The asset id’s of the pictures were their asset manager equivalents, or gameassetid’s, and since the game you’re going to hasn’t yet loaded those references in, it waits until it finds them. I fixed it by just replacing them with their actual image Id’s. Guess that’s my fault, but hope someone else finds this useful.