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The VRKeys prefab doesn't seem to work well in scenes that use Virtual Reality Toolkit (or SteamVR). The main script (Keyboard.cs) seems to do too much, like creating the Play Space (though this can be overridden) etc. which then interfere with VRTK's scripts.
I personally would prefer a keyboard that I just place in the VR environment and supply my own mallets. Maybe a separate prefab for this?
I had to refactor a lot to get this working in my project (which uses VRTK). I pretty much removed all this asset's own VR stuff (Unity XR). The user can summon the mallets from a menu when in front of a keyboard and start typing (that's the idea when I get all the bugs fixed, at least). Let me know if this would benefit the project and I might fork and create a new prefab when I have time.
The text was updated successfully, but these errors were encountered:
The VRKeys prefab doesn't seem to work well in scenes that use Virtual Reality Toolkit (or SteamVR). The main script (Keyboard.cs) seems to do too much, like creating the Play Space (though this can be overridden) etc. which then interfere with VRTK's scripts.
I personally would prefer a keyboard that I just place in the VR environment and supply my own mallets. Maybe a separate prefab for this?
I had to refactor a lot to get this working in my project (which uses VRTK). I pretty much removed all this asset's own VR stuff (Unity XR). The user can summon the mallets from a menu when in front of a keyboard and start typing (that's the idea when I get all the bugs fixed, at least). Let me know if this would benefit the project and I might fork and create a new prefab when I have time.
The text was updated successfully, but these errors were encountered: