TouchScreenKeyboard.visible returns false. The sequence of keyboard events is as follows: You should not query this value immediately after TouchScreenKeyboard.Open(). Note that TouchScreenKeyboard.area will return a Rect with position and size set to 0 until the keyboard is fully visible on the screen. You must have a keyboard instance to use this property. Returns true if the keyboard is activated. Returns the position and dimensions of the keyboard. Returns true if the keyboard is fully visible on the screen and can be used to enter characters. There are three keyboard properties in TouchScreenKeyboard that determine keyboard visibility status and size on the screen. TouchScreenKeyboard.hideInput is a global variable and will affect all keyboards. In such cases, the edit box will always appear. For example, it will not work for phone keypads and multi-line text input. Note that this works only for certain keyboard types and input modes. However, you can disable text preview by setting TouchScreenKeyboard.hideInput to true. This works as preview of the text that user is typing, so the text is always visible for the user. Can be switched to keyboard with numbers and punctuation.īy default, an edit box will be created and placed on top of the keyboard after it appears. Can be switched to keyboard with numbers and punctuation. Can be switched to keyboard with letters. TouchScreenKeyboardType.NumbersAndPunctuation The Keyboard supports the following options:- Property: Please see the TouchScreenKeyboard scripting reference for the parameters that this function takes. Use the TouchScreenKeyboard.Open() function to open the keyboard. Currently, GUI.TextField, GUI.TextArea and GUI.PasswordField will display the keyboard see the GUI class documentation for further details. The keyboard will appear automatically when a user taps on editable GUI elements. In most cases, Unity will handle keyboard input automatically for GUI elements but it is also easy to show the keyboard on demand from a script.
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