Buttons

VR UIKit includes several predefined button styles.

https://lh4.googleusercontent.com/3-yYv1gSUxRXI5EIROsZraXYb3IC763tiDuXTNtx9n52kdsM5KdZCbnswljeS3xecgQpnxrojBK7111sP_HYv7qBS0YAZug12eOzEvFmgsY1p3nxSPX5WPiHpjGqK2CcJA

Inputs

VR UIKit includes two input styles - line style and border style.

https://lh4.googleusercontent.com/G_bPpQYoR3MRaz8W1419RfcAKmJaonxfb2hx_Brl-DJqEuUZosdxNjWipv0dQ8c7SP-5gbnVdTi0UFAAXf4asRO7PldLw5MDbdHMBdVZRweHz1V8WH0ZZ-Oebk-wKqOUJw

Customised Input Field

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.

Properties

// Example of getting the text from CustomiseInputField
using VRUiKits.Utils;

public class Example : MonoBehaviour {
		public UIKitInputField inputfield;
		string output = inputfield.text;
}