VR UIKit includes several predefined button styles.
https://lh4.googleusercontent.com/3-yYv1gSUxRXI5EIROsZraXYb3IC763tiDuXTNtx9n52kdsM5KdZCbnswljeS3xecgQpnxrojBK7111sP_HYv7qBS0YAZug12eOzEvFmgsY1p3nxSPX5WPiHpjGqK2CcJA
VR UIKit includes two input styles - line style and border style.
https://lh4.googleusercontent.com/G_bPpQYoR3MRaz8W1419RfcAKmJaonxfb2hx_Brl-DJqEuUZosdxNjWipv0dQ8c7SP-5gbnVdTi0UFAAXf4asRO7PldLw5MDbdHMBdVZRweHz1V8WH0ZZ-Oebk-wKqOUJw
The CustomiseInputField
in the UIKits/Prefabs/Mobile/Inputs
folder is designed for Android based VR devices such as Oculus Quest or Gear VR. Unity's original input field tends to trigger the built-in Android keyboard when it gets selected. The customised input field is designed to bypass this issue.
<aside>
⌨️ To work with the CustomiseInputField
, please use the keyboard in the Prefabs/Mobile/Keyboard folder.
</aside>
The main logic of CustomiseInputField
is in the UIKitInputField.cs
. The public properties are as follows.
// Example of getting the text from CustomiseInputField
using VRUiKits.Utils;
public class Example : MonoBehaviour {
public UIKitInputField inputfield;
string output = inputfield.text;
}