I'm trying to add an input field on my HoloLens (1st gen) app and when I click on the field the keyboard appears but then disappears.
The problem
My input field is an Unity UI input field and when I click using a finger tap on the input field I can hear a click sound and the keyboard appears but disappears right after.
What I've tried
According to the documentation, using Unity UI input field or TextMeshPro input field should allow me to use the keyboard in order to fill the input.
Any solution on how to fix this behaviour ?
I have also had same problem. Not only on the Hololens 1 but also on the Hololens 2.
I was using Unity 2021 versions but then rolled back to Unity 2019 version. It seemed to solve the problem of keyboard disappearing suddenly. You can also get more related information about the unity versions and MRTK keyboard here Keyboard disappearing all of a sudden.According to the link , certain 2020 or 2019 Unity version seems to have this issue fixed,but for me, Unity 2020 versions did not solve the issue.
On other hand,there is also one other issue with keyboard; when typed on the keyboard the cursor position did not seem to properly move with text and sometimes the text would get jumbled up. However, it was only around 20% of the time, so i went ahead with it.
Hope this helps.
Using TextMeshPro Input Field solved the problem
Related
Description -
I have a settings panel in my scene which appears if I click the settings button on my toolbar. By repeating this, I noticed one bug → The dot of all toggled toggles moves further and further. The dot of an untoggled toggle stays in the right position. Did someone fix that bug in the script interactable or did a workaround?
Screenshot
How to reproduce -
I used the toggles that were given by the example package. Place one that is already toggled and one not toggled and start play mode. Activate and deactivate the script Interactable on your toggle and you should see this behavior
My specsUnity 2019.2.8fMRTK v2.0
-- Edit --
Confirmed that this issue has been fixed in Mrtk v2.1.
Thanks for the report! I will ask one of our UX developers to investigate.
This will be tracked on our GitHub site as issue #6241.
This seems to be a problem with the library.
Since it only happens when you enable and disable the script, it possibly gets the X position on start() and then uses that to change the position of the circle.
This should be fixed in the latest MRTK verison (2.1)
https://github.com/microsoft/MixedRealityToolkit-Unity/releases/tag/v2.1.0
Please try out
I'm just now learning how to use Unity to mess around in SteamVR. Every time I press the play button to test out my scene, I get this annoying popup. The tutorial I'm following doesn't have this problem. How can I get the popup to go away for good? I always "Accept" it and it tells me "I made the right choice" but then it just comes back next time. And... it pops up randomly as well...
Go to Assets/SteamVR/Editor/SteamVR_Settings.cs and change recommended_ShowUnitySplashScreen to true. You'll have to do this each time you update the SteamVR Unity Asset, until they fix it to check which edition you're using.
The location changed. I found the bool recommended_ShowUnitySplashScreen in Assets\SteamVR\Editor\SteamVR_UnitySettingsWindow.cs.
When selecting a textfield in iOS5 a weird arrow moves from the top left to bottom right of the screen when the keyboard appears. This only happens in iOS5 on the device and the simulator. When running with iOS4 it works as expected.
It only happens the first time the app runs, when i dismiss the keyboard and select the textfield again the arrow isnt visible. I have to restart the app to see it again.
Notes:
Ive posted a video to display what i'm getting http://youtu.be/4Ju2-wQ3hVY
I've tried stripping out other classes and creating a new blank nib with a textbox only but the problem still persists within my project. Creating a new project with xcode 4.3, the problem isnt visible. I've also tried with zombies enabled and didnt get any errors.
Are there new project / build settings that might conflict with the older versions?
This arrow looks like bug to me. I suggest you to file a bug report to Apple and post your issue to http://devforums.apple.com, where maybe issue will be notice by Apple employees and you may get more details on this.
I created a game using unity iphone.there are six characters in my game,first you click one character,the character was selected, and then you click a target position,the selected character will move to your target position. this function work well in the unity3d iphone engine. however when i build an exe file for it, although the exe file can be opened in window xp, I can only selected the character,the rest operation can't work.I don't know what cause this problem, can you give me some advise.
My build step is below:
In Unity…
Select “File” from the top menu.
Select “Build Settings”
Select “PC & Mac Standalone” under the platforms column (lower left)
On the combo box labelled “Target Platform” select “Windows”
Click “Switch Platform” button (lower left, 1st button).
When all the assets have been reconverted to suit the new platform, you’ll be ready to click the build button (lower right).
Thanks in advance.
You'd need to be more clear on your problem.
First of, did you added Input controls for Mouse control? If not, go to Input settings and add it. There you can basically define which input events (mouse, keyboard, joystick, touchscreen) are mapped to what actions.
For example, if you want mouse and keyboard movement, you have to add Horizontal and Vertical axis twice. Once for mouse input, one for keyboard input. I guess it's same for iPhone, since it's touchscreen you probably have to add some kind of axis or code which will handle it correctly. Can't tell much more, as I don't have iPhone neither the unity license for it.
Second off, your question would be more appropiate to be asked at http://answers.unity3d.com/, which is unity's official Stockexchange version for asking/answering questions and there are only unity developers there.
I have been experiencing a strange issue in Flex Builder 3 where certain dialogs such as the Add New Project wizard and the SVN Commit dialog are completely empty save for the title area.
I'm running Flex Builder v3.0 (build 3.02.2.214193) on the Windows 7 RC. I have tried completely uninstalling and reinstalling Flex Builder to no avail. I don't think it's Windows 7 causing the issues because it was working a couple of months ago with no problems. Even more strange is that I have not installed any additional plugins or made any configuration changes to Flex Builder between the time before these problems began and now.
Has anyone else encountered this problem, and if so, know of any solutions?
Here are a couple of screenshots to illustrate the behaviour.
alt text http://www.colincochrane.com/image.axd?picture=2009%2f9%2fdialog2.PNG
alt text http://www.colincochrane.com/image.axd?picture=2009%2f9%2femptydialog.png
You are probably running Logitech SetPoint. Try killing all setpoint processes. (you don't even have to restart flex). It worked for me :-S
According to this Adobe forums post, there are multiple causes:
SetPoint (as indicated by Scheea)
Wacom Tablet drivers
In addition, comments suggest the following:
UltraMon
These seem to suggest that the cause is any program which monitors keystrokes or mouse movement.
Workaround: In the new wizard dialog above, note the question mark on the bottom left (the help button). When you click on the help button a help panel is added to the dialog on the right separated from the main dialog by a splitter. When you drag the splitter the rest of the dialog appears. You may need to scroll to a position where you can see all of its contents, but it should become usable. Resizing the dialog alone was not sufficient for me.
In addition, I couldn't fully use the mouse to select elements so I had to type into the filter field in order for the correct projects to show up.
I had the issue with Window7 x64 Ultimate with FB3 Pro and shutting down Set Point seems to have fixed the issue.
For me it was Set Point and Display Fusion (allows you to set up multiple background images as wallpaper on multiple monitors). Took a lot of hair pulling to figure this out.