Files
Pierre Kisters 57ed00e29c VR keyboard bridge: adaptive sampling, on demand only without touch typing
The controller bridge reads the poses with setTimeout instead of a fixed
11 ms interval: the next read after (distance - 10 cm) / 2.5 m/s, 11-250 ms,
the distance being the nearest tip's to the keyboard's rect plus a margin,
so a hand up to 2.5 m/s is read within 10 cm before it reaches the surface
(the tracker's crossing and 8 cm jump guard see 11 ms steps as before).
Full rate during a demand or with a pulled trigger. Without touch typing
(controllers.continuous, set by vr-keyboard-touch) no reads while the
keyboard is shown until a swipe demands them; a demand starting reads at
once. Bridge VERSION 6. Tests with a fake clock: bridge.test.mjs.
2026-10-01 04:28:15 +02:00

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VR keyboard

Three patches of Steam's VR keyboard: extra keys, swipe and suggestions and touch typing. They work together or alone. Options: README, Options (keyboard.vr.*). The keyboard layout of the Steam session itself is a separate fix (keyboard layout).

Extra keys

keyboard.vr.extraKeys.enable, module vr-keyboard-extra-keys (sources in modules/vr-keyboard-extra-keys/).

Steam's VR keyboard with the extra keys (Esc, Ctrl, Alt, AltGr, arrows, Pos1/End, PgUp/PgDn) typing into Konsole

Problem: Steam's VR keyboard has no Ctrl, Alt or Esc, can't press real keys, and its text emulation only maps plain ASCII: non-ASCII and AltGr/dead-key characters on the German keymap (| @ { [ ] } \ ~ ^, backtick, ä ö ü €) come out as 1.

What you get:

  • Bottom row: Esc Ctrl Alt [Space] AltGr ← ↑ ↓ → Close, stable with Shift or AltGr. Esc, Ctrl and Alt have Steam's dark special-key face, like its AltGr and layout keys.
  • AltGr + arrows: Home, End, Page Up, Page Down (hinted on the keys); Shift + arrows select text.
  • Shift + Tab moves the focus backwards (stock Steam drops the Shift); Ctrl + Shift + Tab works too (e.g. previous Firefox tab). A locked Shift is released after it, like a tapped one. Shift + Enter and Shift + Backspace stay plain Enter and Backspace.
  • AltGr + the key left of Backspace (´ on German, = on US): Delete, labelled like Steam's Delete key in its language (Entf; Del if that is longer), hinted on the key without AltGr; repeats while held. Layouts with an AltGr character on that key get none.
  • Layouts without AltGr (US, Dvorak, Colemak, Bulgarian, Chinese, Japanese, Korean) get an Fn key right of the space bar: Steam's AltGr toggle (tap: once, tap twice: locked, hold), for Delete and Home/End/Page Up/Down.
  • Ctrl/Alt chords and Esc are real key presses in the VR-selected window; a toggled Ctrl/Alt is held down while the keyboard is open (e.g. Ctrl+scroll).
  • Characters Steam would type as 1 are typed correctly; everything else goes through Steam as before.
  • Enter always types Return (stock Steam may send it to a Steam search box).

Applies right away: no reboot or Steam restart needed, and it is re-applied after Steam restarts. Turning it off reverts the keyboard.

Layouts: the character routing targets the German keymap; on others it is harmless (xdotool types those characters on any keymap), and Esc/Ctrl/Alt/arrows work regardless.

Security: the helper service that presses the keys only accepts single-key Ctrl/Alt chords, the extra keys (and F1–F12 for F-keys, with any of Ctrl/Alt/Shift), Shift + Tab, Ctrl/Alt hold/release and single non-ASCII/AltGr characters; it cannot type ASCII text or press Enter (allowlist.mjs, tested by the flake check vr-keyboard-extra-keys).

Caveat: depends on Steam UI internals; after a Steam update that changes them the keyboard stays stock and the journal says why (see after a Steam update). Tested with Steam client 1790377368 (UI build 11041156).

Remove when Steam's VR keyboard gets these keys.

How it works

  • The steam-keyboard-patch user service (modules/vr-keyboard-extra-keys/xdotool-helper.mjs) injects a patch into Steam's SharedJSContext over DevTools (127.0.0.1:8080) and re-injects it after Steam restarts; stopping it (or disabling the option) runs the unpatch.
  • Ctrl/Alt chords, Esc, Shift + arrows and Shift + Tab are sent with xdotool key on :0 (focus follows the VR-selected window); a toggled Ctrl/Alt is held down with xdotool. Shift is never held as a real key (Steam types capitals itself); shift+Tab is ISO_Left_Tab on any keymap.
  • Problem characters (non-ASCII, AltGr/dead-key characters on the German keymap) are typed with xdotool type; everything else goes through Steam's own text emulation.
  • The new keys use Steam's key type Meta (the dark face); the Delete key takes Backspace's key type.
  • Found by signature (see finders and signatures).

Debugging: journalctl --user -u steam-keyboard-patch (injection results, rejected key requests, xdotool errors); VRKBD_VERBOSE=1 in the service's environment logs every injection, VRKBD_DISPLAY replaces :0.

Swipe and suggestions

keyboard.vr.*, module vr-keyboard.

Swiping "hello" on Steam's VR keyboard: the swipe trail and the suggestion strip (hello, hell, Helm, he'll, helm, heel)

Problem: Steam's VR keyboard is tap-only: no swipe typing, no suggestions, and deleting more than a few characters means many Backspace taps.

What you get with keyboard.vr.enable (the sub-features swipe, autocorrect, completions, backspaceDrag and haptics are on by default):

  • Swipe: press the trigger on the first letter, sweep over the others, release on the last. The word is typed with a space before it if needed (text.autoSpace); alternatives show in the strip. ' and - are typed, not swiped. With both controllers on the keyboard, a swipe follows only the controller that pressed; the other one's laser doesn't enter its path, and its presses meanwhile are plain taps. Both hands can swipe, one word at a time (swipe.twoHanded, below).
  • Suggestions never change text by themselves: a finished tapped word that isn't in the dictionary gets corrections (itself first; autocorrect), a word being tapped gets completions (the typed letters first; completions). A pick replaces exactly what it typed and can be switched again.
  • Backspace drag: drag Backspace left to delete one character per pixelsPerChar, with a detent (wordDetentPixels) at each word border and at the start of what the keyboard typed; drag back right to retype.
  • Strip (suggestions.position): a SteamVR dashboard panel below or above the keyboard, or inside the keyboard over its number row. Its buttons take the keyboard's key style. Below/above uses the SteamVR debugger, turned on automatically.
  • Haptics: light ticks for drag steps and picks, a Snap at word detents.
  • F-keys (functionKeys.enable, off by default): while AltGr is active (tapped: until the next key; tapped twice: locked; held: while held; Fn on layouts without AltGr) the strip shows F1–F12 instead of the suggestions. A tap presses the F-key for real, with the active Ctrl/Alt/Shift (Alt + F4, Ctrl + F5, Shift + F10) and releases them like any key. When AltGr goes off without a key typed, the strip shows the same suggestions as before, with the same one selected. An F-key resets the text memory, like Esc (the app may move the cursor or focus). Needs extra keys (they press it) and a strip position of above or below (inside would cover the number row's AltGr characters); the F-keys show even with the suggestion features off.

Dictionary (dictionary.*): by default the keyboard.layout language (de, fr, es, it, nl, pt, sv) plus English, else English only. Add words (extraWords, extraWordFiles), remove some (excludeWords) or configure the languages:

steamFrame.keyboard.vr = {
  enable = true;
  suggestions.position = "inside";      # no SteamVR panel
  dictionary.extraWords = [ "SteamOS" "Nix" ];
  dictionary.excludeWords = [ "teh" ];
  backspaceDrag.pixelsPerChar = 20;
};

Text memory: the keyboard can't read the text field, so it remembers what it typed itself (text.bufferChars); anything it can't follow (Enter, arrows, extraKeys' keys, another field, text.resetAfterIdleSeconds) resets that, and suggestions only replace text the memory proves intact. Works with and without extra keys (with it, non-ASCII words are typed via its xdotool helper).

Caveats: depends on Steam/SteamVR UI internals; after an update that changes them the keyboard stays stock (see after a Steam update). Accented words of other languages are in the dictionary but only swipable where the layout has the letters.

Remove when Steam's VR keyboard gets swipe typing and suggestions.

How it works

  • A Steam UI patch (vr-keyboard, injected by steam-ui-patches like the other UI patches); sources in modules/vr-keyboard/.
  • Swiped words are matched by shape (SHARK2-style template matching) against a dictionary built at build time from wordfreq frequency lists and Hunspell, both from nixpkgs (per language the words most frequent wordfreq entries, shifted by frequencyOffset, filtered by Hunspell except words at or above keepFrequentAbove).
  • The strip below/above the keyboard is a SteamVR dashboard panel (suggestions-panel/patch.js, a patch of SteamVR's systemui page on port 8087), fed by the vr-keyboard-relay user service (suggestions-panel/relay.mjs) between the two pages. With inside neither the panel nor the relay runs.
  • Two controllers (swipe.twoHanded, default on): with both lasers on the keyboard SteamVR forwards per poll only one laser's movement, so the pressing one may get none and its swipe would become a tap. The swipe then follows that controller through the controller bridge (turned on by this option): a press is attributed to the hand whose laser hit is nearest to it (within 30 px; the trigger as a tiebreak), and while its laser events pause (60 ms) the path comes from that laser's hit per frame. The bridge samples at full rate from the press to the release (asked for by the patch). Without fresh frames (option off, relay or SteamVR gone) only laser events count, as before.
  • F-keys: function-keys.js decides what the strip shows; the suggestion state is kept as it is while F1–F12 are shown. AltGr changes reach the strip through a componentDidUpdate on the keyboard instance (with a 0.5 s poll as a fallback). An F-key button types Steam key VKX_F<n>, which the extra keys' patch sends with xdotool like its other keys.
  • Found by signature (entries vr-keyboard, vr-keyboard-panel).

Tests: nix flake check (checks vr-keyboard: text model, corrector, decoder accuracy on German + English, the F-key strip (switching and restoring, the keys against the allowlist, the text memory), gesture input from two controllers, also with synthetic bridge frames: a pressing hand without laser events, attribution, a stale bridge) and keyboard.vr.checks for the configured dictionary.

Debugging: window.__sfuiSwipeLog and __sfuiSwipePaths in Steam's SharedJSContext (replay swipes with scripts/vr-keyboard-replay.mjs; __sfuiSwipePaths[i].src: the hand, touch and bridge points).

Touch typing

keyboard.vr.touchTyping.enable, module vr-keyboard-touch.

Problem: Steam's VR keyboard can only be typed on with the laser and the trigger.

What you get:

  • Touch a key with the controller's tip, the point the laser starts from, to press it; both hands, also at once (e.g. Shift held by one hand). The key lights up on contact and is typed when the tip comes back out, like a laser press: holding Backspace repeats, holding a letter opens its accents.
  • A press needs the tip to pass through the keyboard's surface from the front (depth: that far behind it; default 0). It ends when the tip is pulled back 1 cm from its deepest point. The next press needs the tip 5 mm in front of the surface again, so resting on a key doesn't repeat it. Pointing, the tip behind the keyboard, or coming in from the side presses nothing.
  • The lasers work as before, also while touching.
  • A haptic tick on contact (haptics), routed by SteamVR like the keyboard's other ticks.

Caveats: moving the keyboard pauses touches for 0.3 s. The extra keys' Delete repeat and the swipe patch's gestures react to the laser only. Depends on Steam and SteamVR UI internals (see after a Steam update).

Remove when Steam's VR keyboard gets touch input.

How it works

  • Controller bridge (module vr-keyboard-controllers, turned on by touch typing and swipe.twoHanded): a patch of SteamVR's systemui page (port 8087, SteamVR debugger, turned on automatically). It reads the keyboard's pose with SteamVR's own scene graph query (SGQueryService.requestSGTransform on an empty transform of ours inside the keyboard's mount; every 250 ms) and both controllers' poses (VRHTML.GetPose). The tip is the device pose times the render model's tip component; the laser mouse uses the same /pose/tip. For each hand it computes the tip and the laser's hit relative to the keyboard, plus the trigger from the render model's animated trigger component (not yet verified). The vr-keyboard-controllers-relay user service carries these frames to Steam's SharedJSContext: up to ~90 Hz (45 Hz and more under load) while a hand's tip is within 10 cm of the keyboard, its trigger is pulled or Steam asks for it (__sfuiControllers.demand(ms), back through the relay: the swipe patch during a press), else every second; nothing while the keyboard is hidden. The poses are read (~0.15 ms each) only as often as needed: with touch typing the next read comes after (distance − 10 cm) / 2.5 m/s, 11–250 ms (4 per second with the hands far), so even a fast hand is read within 10 cm before it can reach the surface; with only swipe.twoHanded only during a demand. The laser hit matches SteamVR's laser to a few px.
  • Touch typing (patch vr-keyboard-touch, SharedJSContext): per hand tracker.js turns the tip's path into press and release, then calls the keyboard's own HandleTouchStart / HandleTouchEnd with the key under the contact point. No input is synthesized.
  • Found by signature (entries vr-keyboard-touch, vr-keyboard-controllers).

Tests: nix flake check (checks vr-keyboard-controllers: tip and laser relative to the keyboard, the bridge's read rate and demand with a fake clock, a fast tap through the contact tracker; vr-keyboard-touch: contact, hysteresis, two hands, the touch list Steam's highlight and long press read).

Debugging: window.__sfuiTouchTypeLog (SharedJSContext: presses, misses), __sfuiControllers.last (the last frame), and in systemui __sfuiCtl.log, __sfuiCtl.last and __sfuiCtl.delay (ms to the next read; null: none).