Not really sure what’s going on, it loads the custom load I have but the script doesn’t run to animate it.
I could just stuff it in ReplicatedFirst, but that loads too late. I was trying to get something in the game that’d be the first thing the player saw, with an animated hint text.
I believe teleport screens are static (aka don’t run localscripts), I can’t remember a single time a game had an animated one. I’m guessing the only way the default one works is because it’s using some C++ code.
Pretty sure this used to be documented but now it’s not but this has always been the case, code can’t be run in a loading screen. It is, as said above, purely static.
This is wrong though, the default screen is a CoreScript written in Luau. It’s LoadingScript specifically.
I suppose that means that there’s no default teleport gui(the default loading screen is animated)? Weird, I always thought the default teleport screen and the default loading screen used the same gui.
Technically speaking that’s correct, the loading screen doubles as a teleport overlay (loading meaning replication specifically, not any assets). You’ll notice that if you have a custom teleport screen then the CoreGui loading screen never shows. Only exception to this rule is the Start Place which is hardcoded to wait 5 seconds before removing itself if either there’s a non-zero number of children in ReplicatedFirst or you call ReplicatedFirst:RemoveDefaultLoadingScreen.