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September 19, 2021

Keyboard Overlay broken with v33 update

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?

    This topic has been closed for replies.

    46 replies

    New Participant
    November 13, 2021

    Same issue in the newly released v34 on Unreal (Oculus 4.27 fork - latest version). It works once, and then you can never show it again. Doesn't even work after you restart the app - You have to restart the whole device, so I'm guessing it's related to some keyboard service running in the background?

    michellaneous
    Inspiring
    November 13, 2021

    Hey there! The fix will be introduced in v35. Thanks! 

    Participant
    November 15, 2021

    michellaneous Do you mean v35 of the system or of the integration package? Also what's the ETA on that?

    michellaneous
    Inspiring
    December 7, 2021

    v35 of the system. Please update your device and let me know if the fix appears for you.

    Participant
    December 2, 2021

    I'm shocked that no one has made a bigger issue of this yet. There are a lot of productivity apps that cannot function normally without the use of the keyboard. I'm not connected enough to light a fire under anyone but in my honest opinion this is a major failure for this to be an issue for as long as it has. Even if it isn't possible somehow to hot fix this I would expect an emergency operating system update for it.

     

    Can anyone from oculus chime in on this and set some realistic expectations?

    Up and Coming
    December 3, 2021

    I just got update v35 and it is still not working. When clicking on a Unity input box sometimes the keyboard will appear (mainly after a restart of the headset) but most of the time it will simply not make the keyboard appear. In cases the keyboard appears but after closing it the controllers won't reappear in the app again. Lots of issues causing big problems with clients for now almost two months.

    Participant
    December 7, 2021

    Same here.

    michellaneous
    Inspiring
    December 7, 2021

    Hi wojwen, do you have a link to your app we can test? 

    Participant
    December 7, 2021

    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.

    michellaneous
    Inspiring
    December 7, 2021

    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. 

    michellaneous
    Inspiring
    December 8, 2021

    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!

    New Participant
    December 8, 2021

    Is there a similar workaround for Unreal? We're running 4.27.

    Participant
    December 9, 2021

    Do you think you can update your Oculus SDK V34 in your current project? Also yes, It is working on Unity 2020.3 LTS version.

     

    Make sure on your OVRCameraRig on Quest Features under General Tab, you enabled the Require System Keyboard.  https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/

     

    If you are not familiar with TouchScreenKeyboard, see the reference: 

    https://docs.unity3d.com/ScriptReference/TouchScreenKeyboard.Open.html

     

    For you to confirm that this code is working, try and test it on your android mobile devices. 

    You can call the function when you select InputField. e.g. 
    public void EnabledOverlayASCIICapable()
    {

    keyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.ASCIICapable);

    }

    Once you select the InputField/Button and trigger an event to call your Function. 

    Test on your InputField, Add an Event Trigger or create a function that will call the function to enable your keyboard overlay when your InputField is .onSelect(); 



    Up and Coming
    December 9, 2021

    We have an event system enabling the keyboard onSelect for the input field, and it still doesn't work (we have had this system for over a year and everything was working before v33). I can see it working once after restarting the headset (works once) and I See the different options keyboards (ASCII, phonepad, regular). I also updated to v34 of the SDK and still broken. We are using the TMP_InputField but that shouldn't make a difference since for opening the keyboard we are just opening OnSelect which is triggered. Another thing that happens is that after the keyboard is closed the app doesn't get back focus so the controllers are not present and the only option is to quit the application.

    Participant
    December 10, 2021

    Hi Ayfel, 

     

    Are you using other VR plugins like the XR Interaction toolkit, etc.?

     

    Please refer to the link 

    https://www.youtube.com/watch?v=Y6a3AUoUfiE

     

    using Unity Engine 2020.3 LTS 
    Oculus SDK v34
    Oculus updated system v35 

     

    The Trigger Event is much the same behavior with using Inputfield. We also tested it and it works. 

     

    Thanks

     

     

    New Participant
    December 14, 2021

    I made identical bare bones projects targeting both Android and Oculus Quest 2 that just tests the TouchScreenKeyboard.Open call without anything else in the scene. The only difference is the standard Unity camera vs OculusCameraRig. I can confirm that TouchScreenKeyboard.Open displays the keyboard as expected on Android, but not Oculus.

     

     

    using UnityEngine;
    
    public class KeyboardTest : MonoBehaviour
    {
        TouchScreenKeyboard keyboard;
        private void Start()
        {
            keyboard = TouchScreenKeyboard.Open("Keyboard", TouchScreenKeyboardType.ASCIICapable);
        }
    }

     

     

    Unity 2020.3.10

    Platform SDK 35.0

    Version 35.0.0.117.341.334653283

    Runtime Version 35.0.0.118.341.334652914

     

    AndroidOculus Quest 2

    Participant
    December 15, 2021

    Hi, Drod

     

    Have you solve the issue? 

     

    Are you using a OVRCameraRig on Quest? 

    Enable system keyboard from Unity 

    Enable Keyboard Overlay | Oculus Developers

    OVRManager surfaces the keyboard overlay project setting to easily display the system keyboard as an overlay on your app.

    1. Enable focus awareness.
    2. From the Hierarchy view, select OVRCameraRig to open settings in the Inspector view.
    3. Under OVR Manager, in the Quest Features section, select Require System Keyboard.

    I tried to redo again a process with another project and with Quest1 headset with a V34 OS(not yet updated). 


    I still did the same thing as I did before with a workaround and it is working just fine without any restart or issue with headset. 

    Here is the video for the reference: Oculus Keyboard Overlay on Quest 1 - YouTube

    Unity Engine 2020.3 

    Oculus Integration SDK V35

    Oculus Quest 1 OS V34

     

    Does the app that you are working on is using another plugins? 

    New Participant
    December 15, 2021

    Unfortunately, I already had that option enabled. It does not solve the issue for me on Oculus Quest 2 v35.

    The test app does not use any other plugins than the ones installed by the Oculus Integration package. I followed the instructions here in a blank 3D project. Once I had completed the guide, I simply added the above script to the OVRCameraRig and Built & Run.

    Up and Coming
    December 18, 2021

    Any news please? This is definitely not working as expected, I am seeing tests from Drod with the same results and we are getting grilled by clients and dont know how to escalate this any more