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Unity Input Field with HoloLens
So I wrongly assume the Unity InputField UI element would work like it does with every other OS (PC, Android, iOS etc).
I've been trying to figure out to to bring up the Keyboard which I do when building in XAML even with Unity 5.5.1 which I thought was going to change that.
The keyboard will open only after minimizing the app and opening but when I go back to the app none of my text input is ever saved.
Am I missing some component in inspector cause the code I'm using seems to be the same as everyone else. I'd really like to avoid the tediousness that is making a UI Keyboard.
public void OnInputClicked(InputEventData eventData) { Debug.Log("Opening Keyboard for input field."); keyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default, false, false, false, false); } void Update() { if (keyboard != null && keyboard.active == false) { if (keyboard.done == true) { keyboardText = keyboard.text; Debug.Log("Text input: " + keyboardText); keyboard = null; relatedInputField.text = keyboardText; } } }
Any help would be appreciated.
Using Unity5.5.1 and the Latest Holotoolkit.
(Which I'm surprised Holotoolkit doesn't have anything for text input.)
Best Answer
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Optionsmark_grossnickle ✭✭✭
We ended up rolling out own. I think the team used this library as a jumping off point:
https://www.assetstore.unity3d.com/en/#!/content/75114(There are a bunch of keyboards in the asset store but I think that is the one they used)
Taqtile
5
Answers
We ended up rolling out own. I think the team used this library as a jumping off point:
https://www.assetstore.unity3d.com/en/#!/content/75114
(There are a bunch of keyboards in the asset store but I think that is the one they used)
Taqtile
Ended up going this route.
Thanks