I would appreciate if you make a tutorial on optimization for quest, my game is lagging even in an empty scene with only a xr origin and I followed a ton of tutorial on that subject.
@@aladinrezgani9003 I was struggling with the caret for ages too. The .apk is essentially a mobile app sooo you need to treat the input field like a mobile is using it! On the input fields set false for "Onfocus - select all" and "Reset On Deactivation" and then set true for "Hide soft keyboard" and "Hide mobile input". Works perfectly for me now :) Hope this helps!
@@aladinrezgani9003 "No, I still have this bug today :/ The solution I've been using is to use a native keyboard from Oculus Quest. Definitely not the best solution, though. Now I'm using the Meta XR All-in-One SDK."
unfortunately, everything work until you build an android apk, then the caret wont show and it will be always positioned at the beginning of the input field.
@@matteomarucci6035 Took me all day but I finally fixed it! The .apk is essentially a mobile app sooo you need to treat the input field like a mobile is using it! On the input fields set false for "Onfocus - select all" and "Reset On Deactivation" and then set true for "Hide soft keyboard" and "Hide mobile input". Works perfectly for me now :)
Does anyone know if this keyboard can support multiple languages? Or maybe act like a phone keyboard were a longer press on for example the 'e' key would bring up different option for that letter.
dude i have multiple input fields in my project and this mrtk keyboard only works with one... i tried tweaking the code and making some other custom scripts but in the end nothing works... helppp
Hi, how can I make the Enter button work with a "On End Edit" in InputField? It works when I press Enter button on a physical keyboard but not on VR one, thanks.
I wanted to avoid editing the MRTK source code so you can avoid clearing text by removing the link to the input field before MRTK calls onDisable. Here is the code if it helps anyone public class ShowKeyboard : MonoBehaviour { private TMP_InputField inputField;
Warum schreibst du die Scripts nie mit rein? Einer schreibt und 1000 kopieren, ist besser als wenn die 1000 von deinem Bildschirm abschreiben müssen. Denk mal darüber nach
Perfect timing! Great tutorial as always
Thank you so much!
Thank you somuch for the donation it means a lot
Thank you! Super tutorial!
Hi, I hope that you are doing well. can you tell us how to implement that using meta quest 3
uff el mejor de los mejores, felicidades por compartis tus conocimientos.
Can you poke with all the fingers?
have you tried the OVRVirtualKeyboard ? Seems like it is not working at all :(
I'm getting some conflict between the different canvases which is freezing the app. Any setting I'm missing? Thanks!!
any thoughts?
SUPER.
Two handed grab?
I would appreciate if you make a tutorial on optimization for quest, my game is lagging even in an empty scene with only a xr origin and I followed a ton of tutorial on that subject.
Package the empty scene for Android and upload it to your quest using the side quest and see if it still lags
How can we make the keyboard close when both it and the InputField go out of focus? Like when we select a dropdown or other element in the UI?
When I build for the Oculus Quest, the caret doesn't appear :/
same , did u fix it ?
@@aladinrezgani9003 I was struggling with the caret for ages too. The .apk is essentially a mobile app sooo you need to treat the input field like a mobile is using it! On the input fields set false for "Onfocus - select all" and "Reset On Deactivation" and then set true for "Hide soft keyboard" and "Hide mobile input". Works perfectly for me now :) Hope this helps!
same problem here
@@aladinrezgani9003 "No, I still have this bug today :/ The solution I've been using is to use a native keyboard from Oculus Quest. Definitely not the best solution, though.
Now I'm using the Meta XR All-in-One SDK."
Same problem in Oculus Quest 2
Let's go
unfortunately, everything work until you build an android apk, then the caret wont show and it will be always positioned at the beginning of the input field.
Same problem here! I can't find a solution. Did you manage to find a solution?
@@daisybakerdev try using the keyboard included in the new meta xr package in the block system
@@matteomarucci6035 I've had problems with that one too but I'll give it another go! Cheers for your time.
i didnt try that one in an apk tbh, it was just a possible suggestion, keep me updated if you succed! cheers@@daisybakerdev
@@matteomarucci6035 Took me all day but I finally fixed it! The .apk is essentially a mobile app sooo you need to treat the input field like a mobile is using it! On the input fields set false for "Onfocus - select all" and "Reset On Deactivation" and then set true for "Hide soft keyboard" and "Hide mobile input". Works perfectly for me now :)
Does anyone know if this keyboard can support multiple languages? Or maybe act like a phone keyboard were a longer press on for example the 'e' key would bring up different option for that letter.
Can you do it but without the rays just with hand detection !? that would be a good ideia too
same workflow, in hand traking there is poke interaction that work just the same as the one in the hands with controllers
share ovr controller that you are using
dude i have multiple input fields in my project and this mrtk keyboard only works with one... i tried tweaking the code and making some other custom scripts but in the end nothing works... helppp
I have the same problem, but it only happens on android devices for me.
Hi, how can I make the Enter button work with a "On End Edit" in InputField? It works when I press Enter button on a physical keyboard but not on VR one, thanks.
Same here :/
Same problem
did anyone get a fix for this?
I wanted to avoid editing the MRTK source code so you can avoid clearing text by removing the link to the input field before MRTK calls onDisable. Here is the code if it helps anyone
public class ShowKeyboard : MonoBehaviour
{
private TMP_InputField inputField;
void Start()
{
inputField = GetComponent();
inputField.onSelect.AddListener(_ => OpenKeyboard());
NonNativeKeyboard.Instance.OnClosed += UnlinkInputField;
}
private void OpenKeyboard()
{
NonNativeKeyboard.Instance.InputField = inputField;
NonNativeKeyboard.Instance.PresentKeyboard(inputField.text);
}
private void UnlinkInputField(object sender, EventArgs e)
{
NonNativeKeyboard.Instance.InputField = null;
}
private void OnDestroy()
{
NonNativeKeyboard.Instance.OnClosed -= UnlinkInputField;
}
}
I suggest
void OpenKeyboardForTextInput(TMP_InputField inputField)
{
TMP_InputField prev = NonNativeKeyboard.Instance.InputField;
NonNativeKeyboard.Instance.InputField = inputField;
NonNativeKeyboard.Instance.PresentKeyboard(inputField.text);
void UnlinkInputField(object sender, EventArgs e)
{
NonNativeKeyboard.Instance.InputField = prev;
}
NonNativeKeyboard.Instance.OnClosed += UnlinkInputField;
//do positioning
}
to prevent the null reference error
maybe the same for htc vive
enorme ! j’ai trouvé 0 keyboard ou app de traitement de texte sur le store 😏 ! nice accent ;) !!!
Warum schreibst du die Scripts nie mit rein? Einer schreibt und 1000 kopieren, ist besser als wenn die 1000 von deinem Bildschirm abschreiben müssen. Denk mal darüber nach