Forum Discussion
Pascal-Teooh
4 years agoExplorer
Issues with the Keyboard overlay
We're using the Keyboard overlay with Unity 2020.3.14 / Oculus XR Plugin 1.10.0pre2 / XR Plugin 4.0.7. We have two related issues: When pressing the keyboard close button (bottom-right) the key...
- 4 years ago
Ok, so after a lot more digging, the keyboard close button bug is an issue with Unity's TouchScreenKeyboard implementation.
The status property of this doesn't change when pressing the keyboard close button. You'd expect this to change to Canceled or LostFocus or even Done, but it just doesn't change from Visible.
Both the Unity UI & TMP Input field code rely on this property and so explains why they both fail / do nothing in the same way.
The Java code for Unity's TouchScreenKeyboard native implementation for Android isn't easily available / readable / replaceable but luckily I had already developed our own replacement for this in our standard Android app. For some reason I thought this wouldn't work on Quest, but the Quest keyboard is actually a standard Input Method Editor so works with my implementation too 🙂
To be fair to Unity, detecting the Android keyboard closing is not as simple as it sounds, but after lots of failed attempts, I've got a working solution by polling InputMethodManager.isActive passing in the EditText field as the view.
Pascal-Teooh
4 years agoExplorer
Ok, so after a lot more digging, the keyboard close button bug is an issue with Unity's TouchScreenKeyboard implementation.
The status property of this doesn't change when pressing the keyboard close button. You'd expect this to change to Canceled or LostFocus or even Done, but it just doesn't change from Visible.
Both the Unity UI & TMP Input field code rely on this property and so explains why they both fail / do nothing in the same way.
The Java code for Unity's TouchScreenKeyboard native implementation for Android isn't easily available / readable / replaceable but luckily I had already developed our own replacement for this in our standard Android app. For some reason I thought this wouldn't work on Quest, but the Quest keyboard is actually a standard Input Method Editor so works with my implementation too 🙂
To be fair to Unity, detecting the Android keyboard closing is not as simple as it sounds, but after lots of failed attempts, I've got a working solution by polling InputMethodManager.isActive passing in the EditText field as the view.
- Ayfel4 years agoExpert Protege
Is there a simple way to do this? In the latest implementation of the keyboard in v35 there are instances (only some occasions, not all the time) when pressing the checkmark or the hide keyboard button on the overlay keyboard will fail to return input to the application which leaves it effectively hanging as the users cannot do anything except go out to the oculus home and return to the application
- abebkoFV2 years agoExplorer
Any tips on how to actually solve this?
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