Chromebook mouse detection

Now that Android apps are (starting to be) supported on Chromebooks, I’m attempting to add mouse/keyboard support to my game.

However, I’m finding that mouse input doesn’t actually work. At least on my Acer Chromebook 14 with bluetooth mouse connected, “Input.mousePresent” returns false, and Input.mousePosition doesn’t change.

The same build running on a regular Android tablet with the same mouse connected returns true and Input.mousePosition works.

So I’m guessing that ChromeOS is not passing through raw mouse data to Android, and instead is emulating touchscreen presses with mouse clicks. This theory is supported by the fact that “Input.touchSupported” returns true, even though the Chromebook does not have a touch screen.

Has anyone found a workaround for this? A way to access raw mouse position data on a Chromebook?

Thanks,

-Scott

First you’ll need a manifest, you’ll have to create one if unity is creating it for you: Unity - Manual: Android App Manifest

Then try setting this in your manifest:

That should disable the “compatibility mode”: Input compatibility on large screens  |  Android Developers

I haven’t been able to get this to work in the emulator, so I’m interested if this works on an actual chromebook.

Hi!
Chromebooks (as well as emulators) are not supported by Unity.

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Chromebooks support running Android apps “natively” using the ARC (Android Runtime for Chrome). This is not a third party emulator.

Yet, official stance - Unity doesn’t support it (mainly if I am not mistaken because it’s not an ARM architecture). You can submit a request here https://feedback.unity3d.com to get people’s attention.

What is the best way to bring it up now that feedback is dead?

is this still the case in 2020?

Chrome OS is now supported, see - Unity Blog