08-11-2020 03:15 AM
I tried with the TouchScreenKeyboard.Open as well.
if (menuName == "ClickUsername")
{
this.GetComponent().ActivateInputField();
this.GetComponent().Select();
transform.GetChild(1).GetComponent().text = "inside";
transform.GetChild(2).GetComponent().text = "inside";
//overlayKeyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);
}
08-11-2020 03:19 AM
08-11-2020 09:56 AM
08-11-2020 08:09 PM
09-25-2020 12:20 AM
09-28-2020 06:00 AM
11-18-2020 12:50 AM
11-18-2020 08:47 AM
03-01-2021 08:47 AM
You are configured as rift, and it's need to be android(quest),
it's not available for rift, only 3rd-party solution available.
05-25-2022 11:54 AM
Are you adding oculus.software.overlay_keyboard feature to AndroidManifest.xml directly after a build, or via an xml file in the Unity project? I'd be interested to know how to automate this functionality being added to a build w/o manually editing an xml file after every build.