09-19-2021 07:41 AM
The Keyboard overlay doesn't come up any more after the v33 OS update. Is this something the needs fixing in a system update or are there some new settings/manifest entries that are needed from this version?
12-07-2021 02:27 PM
Quest 2 and this is happening to all our clients as they keep writing us concerned
12-07-2021 02:34 PM
Hi Ayfel, what version of the Oculus SDK were you using? Also - do you have a link to your app?
12-07-2021 02:38 PM - edited 12-07-2021 02:40 PM
This is the app https://www.oculus.com/experiences/quest/4965092343561838/ as you can see the login only works on first launch after restarting the headset (I sent more details in a ticket). As for the Oculus SDK we are using the 1.55.1 VR plugin in the Unity integration.
I included pictures of logcat in the ticket I submitted btw in case that's helpful
12-07-2021 02:44 PM
Are there any requirements for minimum versions of unity used to build the app or the sdk? There was no communication about developers needing to do anything for this to be resolved after the update but we would happily release a new version if it meant fixing the problem.
12-07-2021 03:18 PM
Same here.
12-07-2021 03:34 PM
Hi wojwen, do you have a link to your app we can test?
12-07-2021 03:36 PM
Unfortunately no, it's still in development and not uploaded anywhere.
12-07-2021 03:36 PM - edited 12-07-2021 03:36 PM
Hey developers! If you're still affected by the keyboard issue after updating to v35, can you reply to this with a link to your app? Also, let us know what version of Unity + the integration version you are using. Thanks.
12-07-2021 05:59 PM - edited 12-07-2021 06:00 PM
Hey all - I just wanted to share a workaround one of our support engineers found:
For Unity Engine, if you use this syntax:
keyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);
it'll work on Android mobile devices but not in the Oculus Quest.
However, if you use the syntax:
keyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.ASCIICapable);
or:
TouchScreenKeyboard.Open("", TouchScreenKeyboardType.PhonePad);
then it should work with the Quest.
Please make sure your headset is updated to v35. Thank you!
12-08-2021 12:32 AM - edited 12-08-2021 12:32 AM
Is there a similar workaround for Unreal? We're running 4.27.