Virtual Keyboard
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard. If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.Solved1.1KViews1like2CommentsVirtual Keyboard initial position not working
Hi, thanks for help, I got a problem making a login, I'm using the virtual keyboard, so there's an option where you can change the position, if you need it near or far, I'm using the near option, i did read the documentation, but i just can't make it work And also floor tracking in the Camera, so the thing is that it just stays in the floor when I play it in my Quest 3. here are the errors. I guess the first one is the important one, the last one is something I'm doing for testing, and the others i don't really know. As i said, I'm using a Quest 3 headset1.7KViews1like5CommentsHow to Show and Hide the OVRVirtualKeyboard Building Block Prefab
I'm attempting to show and hide the OVRVirtualKeyboard Building Block Prefab in Unity 3D. Setting the gameobject to active or inactive either doesn't work, or it will produce Null Reference errors, depending on when the operation is performed. Commands are obviously controlling it from outside of unity, how to I interact with them? Is there an easy or proper way to hide and show this asset on command? I have resorted to essentially gluing it to the back of the user's head when I want to hide it, and putting it elsewhere when I don't. Any advice is appreciated, thanks in advance.3.3KViews0likes4Commentsinput Field and Virtual Keyboard unity
Hello, I'm fairly new to developing with the Meta Sdk so maybe it's an easy fix. Using The latest sdk 60.0.0 in Unity 2022.3.11f1 and Virtual Keyboard to type an Ip address into a input field. Adopted the "Virtual Keyboard" Sample Scene to my needs but it's not working properly. The Virtual Keyboard doesn't show up most of the time (only after time for whatever reason) and the input field takes a hover, but it's impossible to make it selected with a click. this should make the Virtual keyboard appear. Its not that it doesn't work at all, but somehow weird Some ideas would be appreciated. Best Chrsitian3.7KViews1like5CommentsUnity Meta XR Virtual Keyboard Interaction Not Working
Hi all, I have a problem with the virtual keyboard in Unity Meta XR. It appears to record no interactions. I've made sure my project settings comply with the rules and that all necessary packages are up to current. Has this issue been experienced by anyone else? Any ideas on how to resolve this? Thanks in advance for your help.580Views0likes0CommentsCannot disable virtual keyboard
I cannot disable virtual keyboard, even I disable require system keyboard, disabling tracked keyboard supported, disabling virtual keyboard support. even editing in android manifest and set all keyboard support required to false. after I build it, my input text still returning virtual keyboard. It frustrating me. I want to make my own keyboard but it cannot be disabled.1.6KViews1like2CommentsNew Virtual Keyboard Draw Call Issue
The new meta quest virtual keyboard has far too many draw calls out of the box. I measured 3k draw calls in just the demo scene alone, most of the draw calls are coming from the virtual keyboard. I've tried SRP and URP and both have the same amount of draw calls. Am I using this wrong? It doesn't seem like this is usable on quest in its current state.2.8KViews3likes5Comments[Unity] Virtual Keyboard feature not working
Greetings. Issue: I and my team attempted to enable Oculus overlay/virtual keyboard but failed. Related links/attempted approaches: Fix attempts by chronology: Trigger VK via Input Field in the old project's game scene Trigger VK via code in the old project's game scene Trigger VK via Input Fields/Buttons in Oculus VirtualKeyboardSample scene in the old project Trigger VK via code in Oculus VirtualKeyboardSample scene in the old project Trigger VK via previous methods, after updating Oculus Integration/OVR Trigger VK via all previous methods in the same project, but migrated in the new repo Created blank Unity project, imported/configured VR-related packages, Oculus Integration/OVR, tried to trigger VK via Oculus VirtualKeyboardSample scene Most of the attempts resulted in this error log: [OVRPlugin] [CreateVirtualKeyboard] m_XR_META_virtual_keyboard extension is not available (arvr\prjects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12543) Create failed: 'Failure_InvalidOperation'. Check for Virtual Keyboard Support. Unity version 2021.3.26f1 LTS Oculus XR Plugin version: 3.3.0 Oculus Integration versions: 54 and 55 OVRPlugin: 1.86.1 Important note: We tried to run the sample, on the same branch/commit, but on different devices/users. 2 out of 6 developers got the keyboard working as intended, others received the error log mentioned above. Seems very strange to me After all attempts, it looks like there's a problem with the OVRPlugin .dll, and not a problem from our side. Any help/suggestions/tips/solutions would be highly appreciated. Expected result: We can access Oculus Overlay/Virtual keyboard after interacting with text UI elements in VR to edit text.Solved5.4KViews1like3CommentsWhy is it only possible to type with index fingers on the virtual keyboard?
I was very surprised to discover that hand typing (direct interaction) on the virtual keyboard (OVRVirtualKeyboard) was only possible with index fingers, i.e. other fingers don't register any contact with the keyboard. Why on earth was that design choice made? If it's to mimic other input methods which use single contact points for each hand (controller, ray) or to minimise false positive touches with the other fingers because hand tracking isn't sufficiently reliable, why not at least include configuration options in the OVRVirtualKeyboard script to toggle direct interaction support for each individual finger for when tracking becomes more robust or simply if users want to use multiple fingers to type? But maybe devs at Meta code with their index fingers only. That would explain a lot about how the development experience for the Quest was designed.772Views0likes0CommentsAnybody had any luck with Unity InputField Component in World Space Canvas?
Hi all, I've been using the Weelco VR Keyboard asset to do text input for operations like signing up and logging in to my company's app. After getting persistent and logical feature requests for a caret, mid-string editing, and character limits etc, I discovered InputField Component in Unity's stock UI tool set. Specifically I'm using the TextMeshPro variant, but in general I'm just wondering if anyone has been successfully working with a similar tech stack. I'm up against mashing together the TextMeshPro Input Field, with the Weelco VR Keyboard(s) and Auth system, and a custom reticle/laser pointer/event execution system. So I've got lots of little quirks to squash in my retrofit, like: the text selection behavior disabling when my reticle leaves the canvas I cannot see the caret I can't click into the string and edit it arbitrarily from the center Anyone else built a login for your Gear/Go app that connects to some sort of account backend? What'd you use?4.5KViews0likes7Comments