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Our game’s Windows build ran basically out of the box. The only failure point was that Unity’s TextMeshPro input fields didn’t trigger the Steam Deck native key
by hesdeadjim 4y ago
Our game’s Windows build ran basically out of the box. The only failure point was that Unity’s TextMeshPro input fields didn’t trigger the Steam Deck native keyboard UI. Took a little hacking on it, but easy enough.
The Steam Deck version of the game might be my favorite platform for it. We can run in high quality mode at a full 60 fps. Don’t even get me started on the garbage pile that is the Nintendo Switch…
- coldpie 4y ago> The only failure point was that Unity’s TextMeshPro input fields didn’t trigger the Steam Deck native keyboard UI. Took a little hacking on it, but easy enough. Sounds like you figured it out, so probably you know this, but the soft keyboard can be invoked using either the Steam API, or by triggering it with the standard Windows input accessibility APIs. So it usually works for games that already support soft input on Windows, with no further effort from the dev :) Maybe the TextMeshPro devs would be willing to add accessibility support in future versions, which would fix it on Steam Deck and also benefit Windows users.