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+1 vote

I just upgraded from 3.2 to 3.3 and noticed my iOS export now adds a suggestion bar to the virtual keyboard when using a LineEdit control. In addition to changing the keyboard height and messing with my layout, it also takes half the fun out of my word guessing game. I don't see any option to control or turn this off. This is also a problem for the Android export (though 3.2 shows the suggestions).

I'd settle for editing the code myself and adding whatever flags are needed to customize the keyboard for my app, but the options seem buried in the export templates. I don't know where to start to dig up the code for those since they are downloaded and built separately.

Godot version 3.3
in Engine by (29 points)

So I did find the instructions for compiling iOS and Android:
https://docs.godotengine.org/en/3.3/development/compiling/compiling_for_ios.html
https://docs.godotengine.org/en/3.3/development/compiling/compiling_for_android.html

I'm going to try to go that route, but would still appreciate (a) any specific pointers to the keyboard code that I should change, and (B) some way to make this a first-class option via gdscript or the editor.

1 Answer

+1 vote

Here's how I solved this problem for myself. It involves editing the godot source, so it's not ideal, but it worked for me.

Basically, follow the Godot instructions for compiling for iOS/Android (https://docs.godotengine.org/en/stable/development/compiling/compiling_for_ios.html, https://docs.godotengine.org/en/stable/development/compiling/compiling_for_android.html), and edit the following lines:

For iOS, add this below the line:
https://github.com/godotengine/godot/blob/f172123a7af2887cd6b14c60bcbf900fe262296e/platform/iphone/keyboard_input_view.mm#L67

self.autocorrectionType = UITextAutocorrectionTypeNo;

For Android, change this line:
https://github.com/godotengine/godot/blob/f172123a7af2887cd6b14c60bcbf900fe262296e/platform/android/java/lib/src/org/godotengine/godot/input/GodotEditText.java#L124

int inputType = InputType.TYPE_TEXT_FLAG_NO_SUGGESTIONS | InputType.TYPE_TEXT_VARIATION_VISIBLE_PASSWORD;

You will have to do a custom build for Android as explained in the export documentation (https://docs.godotengine.org/en/stable/getting_started/workflow/export/android_custom_build.html). Note that after you will have to reinstall the Android Build Template for any project that you've already configured for a custom build.

by (29 points)
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