I've been using the Weelco VR Keyboard asset to do text input for operations like signing up and logging in to my company's app. After getting persistent and logical feature requests for a caret, mid-string editing, and character limits etc, I discovered InputField Component in Unity's stock UI tool set. Specifically I'm using the TextMeshPro variant, but in general I'm just wondering if anyone has been successfully working with a similar tech stack. I'm up against mashing together the TextMeshPro Input Field, with the Weelco VR Keyboard(s) and Auth system, and a custom reticle/laser pointer/event execution system. So I've got lots of little quirks to squash in my retrofit, like:
the text selection behavior disabling when my reticle leaves the canvas
I cannot see the caret
I can't click into the string and edit it arbitrarily from the center
Anyone else built a login for your Gear/Go app that connects to some sort of account backend? What'd you use?
Hey, we are facing the exact same Problem on Oculus Quest and Go... We really need it for Login functionality. It's a hassle to delete whole email adresse and enter it again when theres a typo/mistake in the middle. Caret and mid-string editing working with mouse in editor but not possible in VR 😕 Did anybody find a solution to this?
AFAIK Oculus has basically punted on this issue and deferred to Unity, which makes no sense because this exposes an unstable hole in their API that allows for lower-level Android stuff that you'd otherwise never ever see come up on an Oculus Go to become visible in the viewport and break basic operating system functionality. So we're stuck using crappy Unity Assets I'm afraid.