Keyboard Manager is the major component on the keyboard which will process if a certain key has been pressed, and set the characters/action to the target input field.
All the suggested words are in UIKits/Content/Resources/google-10000-english.txt
folder, which is from google-10000-english. The file keeps a list of most common English words in order of frequency. If you want to add more suggested words, you can simply add words into the file. The Suggestions GameObject is located under each Keyboard.
https://lh4.googleusercontent.com/Vzm5b6qC2d3PxeGh2-S3sWG163VkTDgoC47c3DoCtc5KwYrGRfUe5fAygYA1yUt2CKW1Ye8ssaGxoRQqch8v8Nv3qJRJRYpWyJ-lddJommItjOKLdLNiQW_-1nXw2zJZDQ
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If you don’t need text prediction, you can simply remove Suggestions GameObject.
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Oculus Quest has trouble using Unity’s built-in input field after the project is built. Because Oculus Quest is based on Android system, it tries to call the default Android Keyboard every time the input field is focused. This is causing weird behaviour in Oculus Quest.
My solution is to write a completely customised input field to get rid of this problem.
For Oculus Quest user, please use the keyboard in the Prefabs/Mobile/Keyboard
folder. The mobile keyboard only works with the CustomisedInputField in the Prefabs/Mobile/Inputs
folder. Please have a look at the example FormKeyboard-L1 in the Prefabs/Mobile/Keyboard
folder or check out the OculusLaserDemo(Quest) example scene.