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Question by dgoemans · Apr 09, 2012 at 11:08 AM · androidkeyboard

Android 4.0 ( ICS ) Keyboard issue

Hi all,

I'm nearly done with a game for Android, but I'm running into some issues with Unity's text fields and the ICS keyboard, which I have noticed, as have 3 of my testers ( Stock Galaxy Nexus and Nexus S users ).

When the keyboard comes up for the first time, everything works as expected. If you dismiss it using the "Ok" button next to the popped up text entry, it works as expected. If you dismiss it with the "Done" button on the keyboard, the keyboard often does not present itself in other text fields and I can't find a consistent to bring it back up. It sometimes takes a few attempts, but this is definitely reproducible.

I'm not using any custom handling of my text fields:

 opponent = GUI.TextField(Helpers.ButtonRect(y), opponent, 60); 
     

Is there anything I can do to work around this issue? I am planning to release soon, and this is sadly a critical bug.

A beta version is online here so you can see: http://bit.ly/ItCVgu

Thanks, David Goemans

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avatar image dgoemans · May 20, 2012 at 09:30 AM 0
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This is still an issues in 3.5.2

avatar image sargrass · Jun 05, 2012 at 02:11 PM 0
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Have the same problem. Can anyone solve this? Please.

avatar image Bunny83 · Jun 05, 2012 at 02:12 PM 0
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Answer by dgoemans · Jan 14, 2013 at 09:18 PM

Bug was fixed in 3.5.6

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Answer by nitz · Jul 11, 2012 at 11:13 PM

Edit! I've changed the way I've done my workaround, so maybe it'll be more effective.

I keep a reference in one of my classes to an instance of TouchScreenKeyboard:

 private TouchScreenKeyboard keyboard = null;
 

in my Start(), I instanciate a keyboard:

 keyboard = new TouchScreenKeyboard("", TouchScreenKeyboardType.Default, true, true, false, false, "");
 keyboard.active = false;


then, when I want to ensure my keyboard is re-shown, I do:

 keyboard.active = false;
 TouchScreenKeyboard.Open("current text from text area", TouchScreenKeyboardType.Default, true, true, false, false, "");

I call that code when the user taps on an area that would be a text area. Something like this (pseudocode)

 foreach (textarea t in alltextareas)
     if (Input.GetMouseDown(0) && t.MouseIsOver && t.IsClickable)
         ForceShowKeyboard()

Surely there's a better way, but I imagine it will require Unity to change how they interact with the keyboard API on ICS.

Good luck!

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avatar image oriolmanya · Oct 09, 2012 at 02:05 AM 0
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Thanks! The key to work for my Galaxy Tab 2 7.0 was the second block of code.

avatar image dgoemans · Oct 09, 2012 at 07:29 AM 0
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It's worth noting that this bug has now been fixed in 3.5.6.

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