On Oculus Go we found out they didn't give access to android keyboard (which standard android provides with), so it pops up a green "error" in lower area of headset and we solved it with our own virtual keyboard - anyway... In Quest when you click and hightlight / focus an inputfield - it turns Quest totally black and starting to "fake load" something. Anyone got a solution for this error?
UnityEngine.UI.InputField's ActivateInputFieldInternal method calls static methods from UnityEngine.TouchScreenKeyboard including 1) TouchScreenKeyboard.Open: which attempts to create a native keyboard instance and tries to render it (I believe is causing the three dots error, extern) when 2) TouchScreenKeyboard.isSupported: which is (incorrectly for Quest) true due to Application.platform of Android. Surprisingly, InputField.readOnly is not taken into account when determining if it should call Open.
InputField.shouldHideMobileInput refers to an open or closed collapsible header of sorts (available on some tablet OS) on the already open soft keyboard.
OVR's UIHelpers allows use of the InputField's caretSelection, which is the benefit versus a button.