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XAML: Holotoolkit triggers own and system keyboard #1940

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IrisSReflekt opened this issue Apr 11, 2018 · 7 comments
Closed

XAML: Holotoolkit triggers own and system keyboard #1940

IrisSReflekt opened this issue Apr 11, 2018 · 7 comments

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@IrisSReflekt
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Overview

I use the Holotoolkit keyboard and gaze at its input field (the one directly on the keyboard)

Expected Behavior

nothing should happen except for maybe focus change

Actual Behavior

As soon as I gaze at the input field, I am thrown out of my app and into the 2d keyboard app. if i enter my text there and submit, the text is submitted into the input field of the holotoolkit keyboard and i have to click enter on that one once more to finally submit the text. If i gaze again on the input field the external keyboard opens again. This can make the user be stuck in a loop if he keeps looking there to check his input

Steps to reproduce

build with xaml
open holotoolkit keyboard
gaze at the input field

Unity Editor Version

2017.2.0f3 - building for XAML with 10.0.16299.0 sdk

Mixed Reality Toolkit Release Version

2017.2.1.0

@StephenHodgson
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Duplicate of #1370

@StephenHodgson StephenHodgson marked this as a duplicate of #1370 Apr 11, 2018
@StephenHodgson
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Well not exactly a duplicate. Essentially we need to remove the keyboard prefab from the project for those that are using RS4 in the HoloLens

@IrisSReflekt
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I dont think we are using rs4, i just checked os and firmware version numbers:
os: 10.0.14393.2007
firmware: 0005.05.P.1606.291.233.R

Also, if you would remove the keyboard prefab, that would mean we have to use the integrated 2d one? because we actually want to only use the one from holotoolkit to prevent breaking the 3d immersion

@StephenHodgson
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StephenHodgson commented Apr 11, 2018

Surprised you're using XMAL for HoloLens development. Is there a specific requirement you're trying to meet? The MRTK requires D3D.

@StephenHodgson StephenHodgson added Bug Platform - HoloLens - First Gen Issues specific to Microsoft HoloLens labels Apr 11, 2018
@IrisSReflekt
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Yes, we need to start the app from protocol to deeplink to content. Maybe there is a way to do this also with d3d, I followed a suggestion by unity to do it with XAML

@IrisSReflekt
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I was able to move back to D3D with the solution I posted there: https://forum.unity.com/threads/using-uwp-onactivated-with-unity.497314/
Thanks for the quick replies!

@cybergoulion
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It's not specificallyon topic but I also exported my project in XAML because I needed to open a registered filetype file in the desktop version using OnFileActivated(FileActivatedEventArgs args). I didn't try this on the hololens version yet, but I cannot see another way of doing it. Is there a right/recommended way to do this in a D3D project?

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