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This is a big of a hack: Some 3DS titles expect a system keyboard.
Normally in Citra android, an edittext is used to pull up the android keyboard to use as keyboard input. However, on Quest, a window management "bug" (in quotes because this behavior is probably undocumented) prevents the same technique from working (see note in vr_keyboard.xml)
I don't like that this completely fragments the codebase, and it might be a little buggy, but it does open CitraVR up to a number of important titles that rely on this behavior.
Some limitations:
visualized (it is logged).