new keyboard usability issues
The new 'white/black' keyboard has a straight raycast, which makes it much easier to use. Also, the 'left/right' key should make navigating long text fields slightly easier.
However, the raycast seems to 'stop working' if your hand is 'too close'. Given how close the keyboard pops in to the user when in publish/preview mode, you have to pull your hand way back close to your chest to use the raycast feature, which makes it awkward. Allow the raycast to always work. Also, maybe pop the keyboard in a bit further away.
When using the new keyboard in build mode, it tends to pop in WELL below the field you are editing, often inside other geometry, obscuring its use. Ideally, it should come in close to the text field you are editing. (but not for 'search' fields, as otherwise the keyboard would obscure the search results, e.g. sounds).
Also, the separate function of the shift key for letters and the 'symbols' key for numbers/punctuation is non-standard and unexpected. Please make it work like a regular keyboard.
If you want to have a symbols mode, make an 'alt' key that gives access to accent characters and other iso-latin-1 character values >= 128.
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Quant Ethos commented
I would like to add lack of congruency in keyboards in various modes (where keyboards are used) // different code, different UI, different features -- this keyboard is not industry standard (we need to adjust to this keyborad) vs industry standard keyboards. The short raycast is hinderence as UI to type on "new white" keyboard.