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# XR Keyboard | ||
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XR Keyboard is reusable, physical XR keyboard that is built to be used with Unity, Leap Motion hand tracking & the Interaction Engine, in XR. The keyboard is built to be easy to use for short string entry, such as usernames, passwords, email addresses & search queries. | ||
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## Dependencies | ||
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- Leap Motion Core Assets <https://developer.leapmotion.com/unity> | ||
- Interaction Engine <https://developer.leapmotion.com/unity> | ||
- NaughtyAttributes <https://github.com/dbrizov/NaughtyAttributes> | ||
- TextMeshPro | ||
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## Getting Started | ||
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### Set Up The Keyboard | ||
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1. Ensure you have Leap & the Interaction Engine set up in your scene | ||
2. Place the `QwertyKeyboard` prefab into the scene | ||
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### Set Up Input Fields | ||
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1. Add `TMPInputFieldTextReceiver` to any text fields you want the keyboard to input to (note: only compatible with TextMeshPro InputFields) | ||
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## Customisation | ||
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The keyboard is an editable set of panels defined by prefabs & keymaps. | ||
There are two main panels - Alphanumeric & Symbols, which are each defined by a keymap, a prefab for the key & a prefab for the key's shadow. | ||
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These two panels can be found here: | ||
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`QwertyKeyboard/Parent/AlphaNumericPanel` | ||
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`QwertyKeyboard/Parent/SymbolsPanel` | ||
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### Customising Looks | ||
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Most of the customisation for each panel can be done on the `DefaultKey` prefab - here you can change the | ||
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- Image used for the key | ||
- Text Mesh | ||
- Interaction Button colour (`SimpleInteractionGlowImage`) | ||
- Interaction Glow colour (`SimpleInteractionGlowImage`) | ||
- Sound Effects (`InteractionButtonSounds`) | ||
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In addition to this you can change the shadow design by changing the `DefaultShadow` prefab. | ||
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Once happy with your new design, select your panel & press `Regenerate Keyboard` to generate a new keyboard panel prefab with your new design. You can choose for this to overwrite the current keyboard prefab you're working on by setting the `Over Write Prefab` option to **true**. | ||
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If you choose to use a new key or shadow prefab, you must update the prefab fields on the AlphaNumeric, Symbols and AccentKeys panels to reference your new prefab. | ||
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Key, panel and gap size can be changed on the `UI Keyboard Resizer` component on your panel. This tool allows us to set the default size of a key & panels independently of the scale of the gameobject. Change the values on this object and press `Resize Keyboard` to apply your changes. | ||
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***Note:*** pressing `Regenerate Keyboard` on the `Key Map Generator` also triggers the `Resize Keyboard` function. | ||
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### Generating New Keyboard Prefabs | ||
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The `KeyMapGenerator` component provides the ability to automatically generate new keyboard layouts based on: | ||
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- A prefab for the individual keyboard key | ||
- A prefab for the shadow of the key | ||
- A Key Map that defines what keys are placed on each row of the keyboard | ||
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Open up one of prefabs and look at the panel object for an example of how to configure the `KeyMapGenerator`. | ||
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You can choose whether to overwrite or generate new keyboard prefabs when you regenerate, just check the box if you want to overwrite your current keyboard. | ||
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### Key Maps | ||
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Key maps can be saved and loaded from JSON files to allow for extending the keyboard in built apps. The `DefaultKeyMap` component provides a button that will create a new JSON file, placing it in `StreamingAssets`. This can be used as a template for new key maps. | ||
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Add a `JSONKeyMap` component to an object in the scene, give it a path to a JSON file and then `LoadFromJSON` using the button provided. You can then modify the map in the Inspector and save it as a new key map. | ||
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Note: A Keymap **must** have five rows defined in it. | ||
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## Known issues | ||
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- The Max Font Size in can get lost in the prefabs. If the characters look small, edit the max font size in the InteractionButtonUIKey prefab | ||
- Occasionally the keyboard may lose its layout if Unity is not the active window - clicking into the Unity scene resolves this | ||
- The prefab link for the key is lost on keyboard generation. Whenever you change the key prefab and want the changes to apply to your keyboard, you must hit regenerate. | ||
- `InteractionButton`'s `pressedAmount` reports inaccurately - there's something funky going on with the physics & Unity's UI system. This can currently be worked around by doing the following: | ||
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```float newPressedAmount = Mathf.Lerp(0, 1, Mathf.InverseLerp(0.01f, 1.0f, interactionButton.pressedAmount));``` | ||
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## Disclaimers | ||
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XR Keyboard is licensed under [Apache 2.0](LICENSE.txt) | ||
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XR Keyboard is not actively maintained or managed, and provided as is. Changes and fixes have no ETA. | ||
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XR Keyboard was built with 2019.4.18f1 & Leap Motion Unity Modules 4.8.0. We cannot guarantee that it will work with other versions of the modules or Unity. | ||
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XR Keyboard includes audio from two soundpacks sourced from [kenney.nl](www.kenney.nl). Both soundpacks are licensed under the [CC0 1.0 Universal Licence](https://creativecommons.org/publicdomain/zero/1.0/) |