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In Game keyboards
Child of the Beast edited this page Nov 6, 2021
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4 revisions
The In Game Keyboard is used to emulate MIDI input for both VR and Desktop users.
-
Left-Crtl
- Open/Closes keyboard -
Esc
- Closes keyboard if open
Setup should be Super simple!
Drag and drop the prefab [placeholder]
Currently we only have support for UdonSharp. We are not guaranteeing this will work with regular Udon or any other Udon Compiler.
In Your Controller:
- Create 2 new Methods,
NoteOff()
andNoteOn()
- Copy everything in
MidiNoteOff()
and move it intoNoteOff()
- Copy everything in
MidiNoteOn()
and move it intoNoteOn()
- Make
MidiNoteOff()
andMidiNoteOn()
look like this:
public override void MidiNoteOff(int _channel, int _note, int _velocity)
{
NoteOff(1, _note, _velocity);
}
public override void MidiNoteOn(int _channel, int _note, int _velocity)
{
NoteOn(1, _note, _velocity);
}
note we do not support Midi channels at this time
In MIDIPlayer.cs:
- Import any namespaces that your controller uses
- Change
public MIDIcontroller MidiController;
topublic [Your Controller's Class name] MidiController;
- the Class name is usually what you name the file and can be found at the top of your Script.
- Example:
public class MIDIPlayer : UdonSharpBehaviour
MIDIPlayer
is the Class name in this example
- Example:
- the Class name is usually what you name the file and can be found at the top of your Script.
Physical VR support is planned for the future but does not work at the moment.
How is this different from the desktop/vr keyboard? This is ment to be an actual object you play, and not a UI menu.