From a013a6c91e0283dd360858e146ab8ed56bd6a538 Mon Sep 17 00:00:00 2001 From: mopsicus Date: Fri, 3 May 2024 09:51:46 +0300 Subject: [PATCH] fix: keyboard autohide on tap #110 --- CHANGELOG.md | 4 ++++ README.md | 2 +- README.ru.md | 2 +- Runtime/MobileInputField.cs | 2 +- 4 files changed, 7 insertions(+), 3 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 8c406c3..3f5ee16 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,5 +2,9 @@ All notable changes to this project will be documented in this file. +## [2.0.1] - 2024-05-02 +- ### Fixed +- Keyboard autohide on tap #110 + ## [2.0.0] - 2024-03-26 ### Release v2 \ No newline at end of file diff --git a/README.md b/README.md index 7ad6fbd..6274137 100644 --- a/README.md +++ b/README.md @@ -51,7 +51,7 @@ Get it from [releases page](https://github.com/mopsicus/umi/releases) or add the See the samples section to get a [demo app](./Samples~/Demo). This demo will show you how to initiate and use UMI in your app, how to create a chat-like app, and how to use a custom font. -_Tested in Unity 2020.3.x, Android and iOS._ +_Tested in Unity 2020.3.x, Android (API >= 24) and iOS._ ### Initialization diff --git a/README.ru.md b/README.ru.md index dd5d968..163de70 100644 --- a/README.ru.md +++ b/README.ru.md @@ -51,7 +51,7 @@ Посмотрите пример использования в [демо](./Samples~/Demo). Этот пример покажет как инициализировать и использовать UMI в вашем приложении, как создать экран по типу мессенджера и как использовать свои шрифты. -_Протестировано в Unity 2020.3.x, Android и iOS._ +_Протестировано в Unity 2020.3.x, Android (API >= 24) и iOS._ ### Инициализация diff --git a/Runtime/MobileInputField.cs b/Runtime/MobileInputField.cs index 123d155..7407e71 100644 --- a/Runtime/MobileInputField.cs +++ b/Runtime/MobileInputField.cs @@ -498,7 +498,7 @@ public override void Send(JsonObject data) { /// Remove focus, keyboard when app lose focus /// public override void Hide() { - if (_inputObject != null && _isMobileInputCreated && _inputObject.isFocused) { + if (_inputObject != null && _isMobileInputCreated) { SetFocus(false); } }