diff --git a/Assets/HoloToolkit-Examples/Input/Scenes/KeyboardTest.unity b/Assets/HoloToolkit-Examples/UX/Scenes/KeyboardTest.unity similarity index 100% rename from Assets/HoloToolkit-Examples/Input/Scenes/KeyboardTest.unity rename to Assets/HoloToolkit-Examples/UX/Scenes/KeyboardTest.unity diff --git a/Assets/HoloToolkit-Examples/Input/Scenes/KeyboardTest.unity.meta b/Assets/HoloToolkit-Examples/UX/Scenes/KeyboardTest.unity.meta similarity index 100% rename from Assets/HoloToolkit-Examples/Input/Scenes/KeyboardTest.unity.meta rename to Assets/HoloToolkit-Examples/UX/Scenes/KeyboardTest.unity.meta diff --git a/Assets/HoloToolkit/UX/Scripts/Keyboard.cs b/Assets/HoloToolkit/UX/Scripts/Keyboard.cs index caf5c9bb5bf..26aeab31cd1 100644 --- a/Assets/HoloToolkit/UX/Scripts/Keyboard.cs +++ b/Assets/HoloToolkit/UX/Scripts/Keyboard.cs @@ -378,8 +378,8 @@ public void PresentKeyboard() OnPlacement(this, EventArgs.Empty); - //This bring up the default keyboard in MR so the user is presented with TWO keyboards - //InputField.ActivateInputField(); + // todo: if the app is built for xaml, our prefab and the system keyboard may be displayed. + InputField.ActivateInputField(); SetMicrophoneDefault(); }