Quest System Keyboard Input Box is gone on the new GameActivity entry point Unity 6
Hello, We are encountering a significant issue with system keyboard on Meta Quest builds using Unity 6. The Problem Forced Entry Point: Unity 6 now defaults to the GameActivity application entry point. When we attempt to use the older Activity entry point (required for the previous keyboard system), the application crashes on startup, forcing us to use GameActivity. Missing Input Box: The GameActivity entry point uses the GameActivity Jetpack library, which has removed the on-screen input box that traditionally appears above the system keyboard. For mobile apps, this is a clean design, but in Meta Quest VR, this causes a major UX problem. The UX Issue on Meta Quest Since the Quest system keyboard is visually separate and detached from the in-game UI, users lose all visual confirmation of what they are typing. The visible input box on the system keyboard is necessary in VR to show the user the text they are actively entering. The Constraint Migrating our entire project to a custom virtual keyboard is not feasible due to the complexity of supporting multiple languages and character sets. Our Question Is there an official or known way to restore the input box feature on the system keyboard, as it existed with the old "Activity" entry point, while still using the required GameActivity in Unity 6? Any guidance on modifying the GameActivity bridge or another low-level fix would be greatly appreciated. Thank you!97Views0likes2CommentsTransferring games from horizon worlds to horizon store
I’m not exactly sure how to explain myself, but can a game created in the horizon worlds desktop editor be converted to be released as a commercial game on the horizon store. The world I’m currently developing is starting to outgrow its horizon worlds target and might be better as a full game. I hope that is a clear question26Views0likes2CommentsNetwork Interface Meta Quest 3
Hello all together, i am currently working on a project: I would like to develop an app in Unreal Engine 5 and deploy this as android app. For this project i would like to communicate via a websocket to the metaquest from an external device. For the usecase both wired or wireless is ok, but wireless would be possible. Is this possible in general and how? Do I have to deploy Node.js on the Meta Quest additionally? Thanks for help! Best regards, Freddy[Concept] The Real Life (RPG) – Verified Real-World XP System for Meta Quest & Ray-Ban Glasses
Hello Meta Developers & Reality Labs Team, I’d like to share an independent XR concept called “The Real Life (RPG)” – a system that verifies real-world actions (reading, mindfulness, learning, encounters) as XP points through eye-tracking / voice analysis / AR context awareness. It encourages people to grow through reality – not escape from it – by merging self-development with augmented reality. The project supports Ray-Ban Meta Glasses (no eye-tracking, voice fallback) and Quest Pro (eye-tracking). → Full concept PDF attached by Kontakt Would love to connect with Reality Labs Partnerships or Developer Relations to explore a pilot integration. Best regards, Philipp M.39Views0likes1Comment