Has no effect, on screen mobile keyboard shows up regardless.
tested on 2017.1 (android)
Has no effect, on screen mobile keyboard shows up regardless.
tested on 2017.1 (android)
I believe this is an issue on Android where you cannot hide the mobile keyboard.
well the workaround is not to call âTouchScreenKeyboard.Openâ if âshouldHideMobileInputâ is true⌠as âTouchScreenKeyboard.hideInput = shouldHideMobileInputâ is not working from what Iâm finding.
Were you able to test this on your end?
I am traveling for most of the day today but Iâll try to take a look when I get to my destination.
yes that adjustment worked, donât suppose you plan to make a much more customizable virtual onscreen keyboard for unity?
I just found the device OS one to be a bit overkill in screenspace taken up for the input required.
This still does not work in the free version of TMPro, running on Android/Unity5.6.
This is not a limitation of TMP but a limitation with regards to features available to TMP. The Unity mobile team is working on improving their API to provide more functionality so that such features can be supported on all platforms.
Is this fixed now?
ok⌠just tested⌠no it still does not .<{â!â}{!$ing work âŚhow long will this take⌠even setting the input field to read only and disable mobile keyboard⌠on the tmp input component⌠and the mobile keyboard pops up⌠this is just stupid and I canât believe it has been a over year since reported.
I am working on the Input Field right now but like I said before this isnât specific to TMP but to the Android API available via the Input class.
This âshouldHideMobileInputâ from what I am told is only supposed to hide the part of the virtual keyboard where you can edit the input. Ie. it is not supposed to hide the virtual keyboard or prevent it from showing up which as what I thought this property was supposed to do in the first place.
The following "android:windowSoftInputMode=âstateAlwaysHiddenâ can also be added to an AndroidManifest.xml but it doesnât appear to prevent the virtual keyboard from showing up either.
I have brought this up again to the mobile team to see if there is an ETA on if / when this functionality can be supported.
In the meantime and like I said, I am working on the Input Field so maybe I can come up with some alternative way to get around this. Just to confirm, you want to complete suppress / prevent the virtual keyboard from showing up not just the single line above the virtual keyboard that allows inline editing of the text.
Yes complete suppression, am doing my custom virtual keyboard for it, just the android one you have very little control over layout and its positioning which is pretty annoyingâŚalmost think unity should do a custom keyboard that can be customized a lot more than the default built in os keyboard.
How are you feeding the character input from your virtual keyboard to the Input Field? Ie. by updating the text on the Input Field or creating / simulating KeyDown events and calling ProcessEvent()?
P.S. Did some testing and should be able to control the handling of showing the virtual keyboard by the Input Field itself.
Update - This will need further testing but ⌠assuming all goes well.
How are you feeding the character input from your virtual keyboard to the Input Field?
yeh I feed the virtual button inputs into an event that just adds the characteriinput field
âIe. by updating the text on the Input Field or creating / simulating KeyDown events and calling ProcessEvent()?â
You have a code example on that, my next plan was to capture actual desktop keyboard input and have the virtual ugui keyboard visually show keypress on the buttons.
Is this version in a package I can test with now?
This will be available in the next package release which should be available in the next 7 to 10 days (sort of influx due to holidays).
I have the exact same problem, but on ios. Will it work for this platform too ?
Iâm also interested in an example of how to simulate key down events.
What is the difference between âhide mobile inputâ and âhide mobile keyboardâ seems like it should be the same thing no?
Hide mobile input hides the single text field (red box as seen blow) above the virtual keyboard. This allows key input but in the game screen Input Field.
Hide mobile keyboard will hide the entire virtual keyboard.
Hide mobile input should be working as expected on iOS. This new hide mobile keyboard option should also work on all mobile platforms.
The following would simulate a key input.
Event e = new Event();
e.character = 'e';
e.keyCode = KeyCode.E;
e.type = EventType.KeyDown;
m_InputFieldComponent.ProcessEvent(e);
m_InputFieldComponent.ForceLabelUpdate();
Thank you, itâs really interesting.
But I will stick to my own solution, because it does not manage the caret position.
will it be out this week?