Virtual Keyboard - Oculus GO
Hello!
We are implementing a virtual keyboard for the oculus go using Unity's Native UI system (UGUI). We've modified OVRInputModule to support the Oculus GO controller and we are able to interact with UGUI elements.
Our problem is, whenever you click an input field it shows a native android input field, which in VR, looks like a white bar at the bottom of the user's view.
What is the recommended approach on how to 1) not have the native android input field show up, and 2) have the input field behave as it would in a desktop VR application.
We are implementing a virtual keyboard for the oculus go using Unity's Native UI system (UGUI). We've modified OVRInputModule to support the Oculus GO controller and we are able to interact with UGUI elements.
Our problem is, whenever you click an input field it shows a native android input field, which in VR, looks like a white bar at the bottom of the user's view.
What is the recommended approach on how to 1) not have the native android input field show up, and 2) have the input field behave as it would in a desktop VR application.
