I googled a bit and ended up doing my splash-screen delay this way in the LevelManager script:
public float timeInSplash = 7.0f;
void Start()
{
string currentScene = SceneManager.GetActiveScene().name;
if (currentScene == "Splash" ) {
StartCoroutine(Splash());
}
}
IEnumerator Splash()
{
print("Before wait:" + Time.time);
yield return new WaitForSeconds(timeInSplash);
print("After wait:" + Time.time);
LoadNextLevel();
}
Not really sure of the pro’s and cons of this vs using Invoke.
Seems to work well. 7 seconds seems quite long, but I added some nice fade-in animations for the Splash screen.