Missing input options without adding peripherals
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FairlySadPanda
- Open VRChat on mobile
- Visit a cool world that uses the VRCBCE prefab (the pool table)
- Start a game of pool
- Pick a cue
- Press E to open the flatscreen game window
- What do you mean you can't press E
- Cry a lot
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The Android version has no way of triggering Input.GetKeyDown calls without plugging in a USB keyboard (at which point it works fine!)
The Android version also does not handle cursor position (emulating a mouse), which blocks using the VRCBCE table's top-down view without plugging a USB mouse in (at which point it somehow still works fine).
Yes, our team will look into finding a way to ensure our next major release works as well on Android flatscreen as possible, but these two input vectors are supported by VRChat on Desktop and it should be like-for-like as much as possible.
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Kazy
There definitely needs to be documentation for best practices for UI on Android. It's a lot of trial and error getting them to not interfere with the standard UI.
But it seems the best solution is to create an on-screen UI for Android that handles the interactions. These buttons handle the stuff in my world that's usually handled by a keyboard or controller.
the_real_nagia
Kazy: Wait, how do you do this?! This is cool!
Kazy
the_real_nagia: Screenspace UI in Unity, have something that detects whether you're on Android (basically a "desktop" user who happens to be using the Quest version)
StormRel
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DrakenStark
Also of note, there's no way to make use of InputUse events on mobile without said peripherals. The button is not available without having an interact object or a pickup in view. Ideally this button should always be visible (or allow worlds to force it to be) and perhaps be highlighted simultaneously with any relevant object.
Kazy
I was thinking about this, they need to let world creators add custom UI buttons that only show up on Android.