Integrate OVRTrackedKeyboard Prefab (Deprecated)
Updated: Jan 23, 2025
Tracked Keyboard Deprecation
As of v72, Tracked Keyboard as a feature is being deprecated in favor of the new Generic Keyboard Tracker (available on Quest 3 and Quest 3S).
This documentation is no longer being updated and is subject for removal.
The OVRTrackedKeyboard prefab renders a user’s hands on top of a VR representation of the paired keyboard. You can adjust several properties to blend the keyboard and hands with your app, making the user experience more immersive and engaging.
- Create a new scene or open an existing one from your project.
- On the Project tab, search for OVRCameraRig and drag it into the scene, unless it already exists.
- On the Project tab, search for OVRTrackedKeyboard, and then drag it into the scene.
- On the Hierarchy tab, select OVRCameraRig to open the Inspector tab.
- On the Inspector tab, go to OVR Manager > Quest Features, and then on the General tab, do the following:
- In the Hand Tracking Support list, select Controllers and Hands.
- In the Tracked Keyboard Support list, select Required.
- In the Passthrough Support dropdown list, select Supported.
- Under Insight Passthrough, enable the Enable Passthrough checkbox.
- On the Hierarchy tab, select the OVRTrackedKeyboard prefab to open the Inspector tab.
- On the Inspector tab, adjust the properties.
The OVRTrackedKeyboard prefab has several properties that can be set from the Inspector or at runtime.
These are some of the available properties:
Tracking Enabled: Specifies whether or not the system will track the keyboard.
- Enabled: The prefab continually searches for a tracked keyboard. If one is detected it will be shown.
- Disabled: No keyboard is shown and the prefab is inactive. The keyboard can still be used to enter text into input fields even though it cannot be seen in VR.
Connection Required: Specifies whether or not the keyboard must be connected via Bluetooth in order to be tracked.
- Enabled: The keyboard must be connected to the headset via Bluetooth in order to be tracked. The keyboard will stop being tracked if it is powered off or disconnected from the headset.
- Disabled: The keyboard is tracked as long as it is visible to the headset’s cameras.
Keyboard Query Flags: Specifies which tracked keyboards are returned when querying the system keyboard.
- Local: Only keyboards connected directly to the headset via Bluetooth will be returned.
- Remote: Only keyboards intended to be used with a remote desktop application will be returned.
Presentation Mode: Defines how the tracked keyboard is rendered. There are two modes available: Opaque and MR. It’s recommended to test applications with both modes in order to determine which is most suitable.
- Opaque: Renders a full virtual model of the keyboard. Passthrough is used only to render the user’s hands when they are directly over the keyboard. No part of the keyboard is rendered using passthrough. The hands appear translucent.
- MR: A rectangular passthrough window is rendered around the keyboard. Both the keyboard and the user’s hands are rendered using passthrough. Note: this is the recommended option for newer VR devices with color passthrough as the user can comfortably read the key labels on their keyboard.
- Passthrough Border Multiplier: When the presentation mode is MR, specifies the size of the passthrough window relative to the keyboard size.
- Keyboard Model Shader: Allows the shaders used to render the tracked keyboard to be customized.