oculus system keyboard not working using bluetooth keyboard
I try to develop application in quest 3 using unity engine, but when I use system keyboard in oculus it just work for virtual keyboard. When I click input field the virtual keyboard shows up, but when I try to type with my bluetooth keyboard that connected to my quest, it won't work for typing any more. any help?773Views2likes1CommentHow 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.3.3KViews0likes4CommentsCannot 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.1.6KViews1like2CommentsBug Report: Accumulation of Black Passthrough Quads due to OVRTrackedKeyboard
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly. Its in OVRTrackedKeyboard.cs Script, function : LoadKeyboardMesh() variable : passthroughQuad_617Views0likes0CommentsXR Tracked Keyboard not being tracked in Unity Scene
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported" "d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99" "[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:959)" "[OVRPlugin] Failed to create a passthrough layer with error -1 (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:220)" "Invalid state passed into TrackedKeyboardVisibilityChanged ErrorExtensionFailed UnityEngine.Debug:LogWarning (object) OVRTrackedKeyboardHands:TrackedKeyboardVisibilityChanged (OVRTrackedKeyboard/TrackedKeyboardVisibilityChangedEvent) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Scripts/OVRTrackedKeyboard/OVRTrackedKeyboardHands.cs:528)" "d3d11: failed to create 2D texture shader resource view id=1930 [D3D error was 80070057]" I have tried to redo the whole thing in case I missed a step. I have also tried not having passthrough enabled but that throws other errors. I had to add a Surface projected Pt Plane for the passthrough object to stop throwing errors. I followed this tutorial for this Surface Projected Passthrough Tutorial: Unity | Oculus Developers I am finding it hard to try and troubleshoot this issue as everytime I add print statements in the code, when it refreshes, it redownloads metas original code so I am unable to modify it. I was wondering if anyone had any similar issues or any advice on how to tackle this. I have tried to publish my app so i can see if the issue is simply fixed by deploying it but that can take up to a week for it to be approved. So in the mean time if anyone has any ideas on how to go about this, i will be very grateful. I am willing to try anything at this point :))770Views1like0CommentsCreating Tracked keyboard-like items
Hello everyone! TLDR: I am not a programmer! I am hoping to chat with someone about creating a tracked "keyboard" and ask how difficult it is to do. I am a Lighting Designer. One way I wish to use VR is to pre-vis my shows. The workflow I am imagining is using Immersed or other similar programs to have huge screens showing my virtual environment while I listen to music and program my lighting shows. The issue is I can't see my lighting console in VR/AR space. Since I can see my tracked keyboard, I was thinking it should be possible to track the lighting console too. So, anyone know how to do that or how hard it is? Thanks! Bobby546Views0likes0Comments