Hello, we’re encountering an issue in our project where it’s having a hard time correctly working with an iPad’s Smart Keyboard.
If we never set shouldHideSoftKeyboard
to anything, the TMPRO inputs can detect and use the keyboard input correctly. Or, if we only set it to false
, it works correctly.
But if we start detecting whether the keyboard is attached, or not, and switch it back and forth from true
to false
, it stops detecting keyboard input.
After updating to the 3.2.0 preview version, it now accepts one character input, and then stops. So it seems like they fixed it, but only for 1 frame or 1 input.
Maybe it has something to do with this “fix” we saw in this new version:
- Minor TMP_InputField UI improvement where “Hide Mobile Input” property will be disabled when “Hide Soft Keyboard” property is disabled. Case #1388243
*** Preview 3 Release of Version 2.2.0 and 3.2.0 Now Available! ***
Or maybe we’re just not using it quite right. We can’t find any documentation for shouldHideSoftKeyboard.
Very strange. If you have any tips about how we might be able to fix this, that would be superb.
Thanks!
private void UpdateControlType()
{
if (MobileCheck())
{
if (GameManagers.currentControl == GameManagers.CurrentControlType.Physical_Keyboard)
{
shouldHideSoftKeyboard = false;
}
else
{
shouldHideSoftKeyboard = true;
}
}
}