Keyboard in 1.5

correct me if I’m wrong, but am I not supposed to see a keyboard in the Editor when I do iPhoneKeyboard.Open(“blah”); ? Because I don’t…

I’d imagine you wouldn’t see it in the editor actually, as it’s on the Xcode side of things, isn’t it? Assuming that’s the case, I suppose it raises some questions about the best work flow for building the keyboard into a project…

The keyboard is a default part of the iPhone OS that is not included in the Unity editor. I’d assume that was the case anyway.

No, the keyboard comes only up on the device. There is no substitute in the editor for it.

I have to say I’m quite disappointed about this - with unity being all about usability and ease of use… :frowning:

Having to test something that only happens on the device is a huge pain… I’ve been using the Enhancement Pack for Keyboard Functionality and was looking forward to being able to test in the editor… It shouldn’t be too hard to do really, just display an image of the keyboard and let me type on the keyboard - press enter to close the keyboard… something like that…

Hmm, but isn’t what Unity remote is (also) for?

But might be coming maybe in a future update that the editor emulates the keyboard overlay, who knows. At least a good idea from you that you should submit as feature request.

Unity Remote shows only what the computer is showing. Nothing is running on the device except streaming video.

–Eric

Potentially but that means extension of the remote, as the remote must learn to do more than just render the editor screen as UIKit functionality can and never will be emulateable through the editor and never will show up there and I wouldn’t accept any fake up there.

Neither for Keyboard nor for Movie

Valid points, so feature request to ReJ for the editor! :slight_smile:

… Hmm…

I just hit ‘buid’n’go’, and in about 20 seconds its running on the device.

Isn’t this what everyone does?

(point of fact - i don’t even know where the remote one is, haven’t even tried it)

Having to use B&G is a minor inconvenience IMHO in return for having access to the keyboard. I’m well satisfied, especially since it’s a free upgrade.

@JTBentley - Using Remote is a big help for me personally, you really should check it out. If you’re tweaking, say, some touch settings it’s a huge time saver. I’m sorry, I can’t remember what all is involved with setting it up (slack I know) but some of the other fine folks here can point you in the right direction I’m sure.

I’m probably too set in my ways now :stuck_out_tongue:

No, everyone uses Unity Remote…it’s instantaneous, which is infinitely better than 20 seconds. Doing builds is for when you need to do actual performance testing or other things that only work on the device. But 90% of the time I use Unity Remote because it’s a lot more convenient.

–Eric

There’s a quick tutorial about setting up the remote on the wiki…

One thing to keep in mind is that the remote renders the editor screen and sends back the input.

Its no replacement for testing on the device as neither the visuals are the iphone ones, nor is the performance the iphone one

The remote is fantastic, it’s save us a few times from having to build and wait. Unfortunately I’m stuck in a set of units with high wireless noise :frowning: It drops the remote frequently and freezes unity anywhere from a few seconds to permanently, which requires a force-quit. I still use it for quick tests, but try to limit those to prevent unity freezing (which is a PITA) but from my understanding it’s beyond unity’s control so no big deal.

I have noticed the remote is not ideal for play testing and balancing (at least in our game), it’s much preferable to build and play the game several times while writing out a list of fixes to do for the next build. The remote requires you concentrate on the mac’s monitor and remember the button locations, which increases the game’s difficulty.

We are considering moving our office setup right next to the router during weekend cram sessions to both allow a smoother remote and use the aircon as it’s heating up in this Aussie winter.

Unity Remote has its issues, but really, this is crazy talk. :wink:

yes, testing on the device is necessary. but definitely not when trying to get basic functionality working - in that case it’s just very very tedious and annoying.
And once you have a bigger project, it takes a lot longer than 20 sec to get it running and to get to the point in the game that you need to test…

c’mon people, coding kb functionality in the Editor would take a lot of time and effort, wouldn’t it be better to spend that time coding cooler and more important things lie networking or opengles 2.0? :wink:

In the editor it would be useless and really a lot of annoying work.
But a chance to expand the editor - remote communication so the remote actually opens the kb?
That should be pretty straight forward, shouldn’t it?
And it would do what it needs to do.

User can’t really do that as the editor to remote and remote to editor communication at the time is not expandable (that would indeed be a superb thing if it ever, even with iPhone 2.0, happened, so iphone only addons could be integrated into the remote for testing like Scoreloop / in app sdk / …)