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      <title>Unity on OUYA - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 19:57:17 +0000</pubDate>
         <description>Unity on OUYA - OUYA Developer Forums</description>
   <language>en-CA</language>
   <atom:link href="http://forums.ouya.tv/categories/unity-on-ouya/p11/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>running ouya-sdk 1.0.6.1, should I upgrade before submitting my game?</title>
      <link>http://forums.ouya.tv/discussion/2611/running-ouya-sdk-1-0-6-1-should-i-upgrade-before-submitting-my-game</link>
      <pubDate>Wed, 04 Sep 2013 13:54:09 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>ismyhc</dc:creator>
      <guid isPermaLink="false">2611@/discussions</guid>
      <description><![CDATA[Im pretty much ready to submit my game to OUYA by the end of the week. My ouya sdk version is 1.0.6.1 from what I can tell from the Ouya panel. Is there any reason to upgrade my ouya sdk version to the latest? Everything is working correctly as is.]]></description>
   </item>
   <item>
      <title>I need SceneShowController.unitypackage...</title>
      <link>http://forums.ouya.tv/discussion/2616/i-need-sceneshowcontroller-unitypackage</link>
      <pubDate>Thu, 05 Sep 2013 09:10:44 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>daya</dc:creator>
      <guid isPermaLink="false">2616@/discussions</guid>
      <description><![CDATA[Hi ^^&nbsp;<div><br /></div><div>i'm Korea Developer.<div><br /></div><div>I need SceneShowController.unitypackage...<br /></div><div><br /></div><div>But i Can't Find&nbsp;SceneShowController.unitypackage...</div><div><br /></div><div>Where is&nbsp;SceneShowController.unitypackage???</div><div><br /></div><div>Please Help Me ;(</div></div>]]></description>
   </item>
   <item>
      <title>Why not use the Unity Asset Store</title>
      <link>http://forums.ouya.tv/discussion/2599/why-not-use-the-unity-asset-store</link>
      <pubDate>Mon, 02 Sep 2013 17:23:14 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>LittleFreak</dc:creator>
      <guid isPermaLink="false">2599@/discussions</guid>
      <description><![CDATA[I'm still struggling with the round about way of getting the assetpackage through GitHub and all that. Why not just use the Unity Asset Store to store the latest assetpackage and then you can just update your package through the store.]]></description>
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   <item>
      <title>(URGENT) IAP's working with developer account but not with other users?</title>
      <link>http://forums.ouya.tv/discussion/1744/urgent-iaps-working-with-developer-account-but-not-with-other-users</link>
      <pubDate>Thu, 27 Jun 2013 00:42:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>UltimateWalrus</dc:creator>
      <guid isPermaLink="false">1744@/discussions</guid>
      <description><![CDATA[Hello,<div><br /></div><div>I've just sunk a massive amount of effort into our game, Beat Bros, in an effort to make it in for the OUYA release. &nbsp;It was accepted, but upon trying to update it my APK got rejected, and I learned that the purchases are not working, explaining why the game's purchase count is stuck at 0.<br /><br />"We received a error message during the Processing Payment prompt after a second screen would appear asking to Retry Purchase or change Credit Card information – if Retried the purchase would go through successfully, if left on the screen the in-game error would appear."<br /><br />Is this something anyone has encountered? &nbsp;What can I do to solve it? &nbsp;I based my purchase system off of the ShowProducts example, perhaps I missed something? &nbsp;My game has already gone two days with nobody being able to buy it, which is incredibly disappointing, so I'm hoping to solve the issue ASAP.<br /><br />Thanks,</div><div>Sebastian</div>]]></description>
   </item>
   <item>
      <title>Hi I was just trying to figure out if I could make Iap trigger when colliding with an object in unit</title>
      <link>http://forums.ouya.tv/discussion/2592/hi-i-was-just-trying-to-figure-out-if-i-could-make-iap-trigger-when-colliding-with-an-object-in-unit</link>
      <pubDate>Sun, 01 Sep 2013 04:04:08 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>JonathanGenesis</dc:creator>
      <guid isPermaLink="false">2592@/discussions</guid>
      <description><![CDATA[Hi I was just trying to figure out if I could make Iap trigger when colliding with an object in unity instead of having a 2d gui.]]></description>
   </item>
   <item>
      <title>Performance and quality issues</title>
      <link>http://forums.ouya.tv/discussion/1749/performance-and-quality-issues</link>
      <pubDate>Thu, 27 Jun 2013 02:53:34 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Aceria</dc:creator>
      <guid isPermaLink="false">1749@/discussions</guid>
      <description><![CDATA[I've been testing the performance of my game on my phone (Galaxy SIII, which should have roughly the same hardware). It runs just fine on my phone, everything looks good and I'm quite happy with it. Same goes for when I make a .exe version.<div><br /></div><div>Now I'm currently working on exporting it to OUYA, where the framerate seems to be around 20 (60 on my phone &amp; .exe) and the textures seem to be of extremely low quality. Is there anything obvious that I'm missing that's doing this?</div><div><br /></div><div>I'm using Unity 3.5 with the latest ODK.</div>]]></description>
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   <item>
      <title>My inputs are not working now?</title>
      <link>http://forums.ouya.tv/discussion/2547/my-inputs-are-not-working-now</link>
      <pubDate>Sun, 25 Aug 2013 05:28:18 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>BoundlessStudios</dc:creator>
      <guid isPermaLink="false">2547@/discussions</guid>
      <description><![CDATA[if (OuyaExampleCommon.GetButton(OuyaSDK.KeyEnum.BUTTON_A, OuyaSDK.OuyaPlayer.player1) &amp;&amp; load == true)<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; {<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; audio.Play();<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; Application.LoadLevel("MPMenu");<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; } <br /><br /><br />All my controls are set up like this. It use to work. For some reason its not working and my xbox controller doesn't work in the editor either. But works on another project that still has UpdateJoysticks() <br /><br /><br />Any ideas thank you. <br />]]></description>
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   <item>
      <title>[Solved] NGUI Interaction - Basic Example</title>
      <link>http://forums.ouya.tv/discussion/2541/solved-ngui-interaction-basic-example</link>
      <pubDate>Sat, 24 Aug 2013 20:26:00 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>AutoKAD</dc:creator>
      <guid isPermaLink="false">2541@/discussions</guid>
      <description><![CDATA[I am trying to figure out from the provide examples how to interact with a button I created with NGUI. &nbsp;I have watched the videos in the docs and read several posts, but still feeling a bit lost. &nbsp;I'm currently studying the example SceneShowUnityInput and trying to reduce the code and gameobjects down in the scene to get a barebones minimum to start interfacing with gameobjects.<div><br /></div><div>Just wondering, what do I need at the bare minimum to properly interface with NGUI created gameobjects?</div>]]></description>
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   <item>
      <title>Funding the Fun makes scene disappear?</title>
      <link>http://forums.ouya.tv/discussion/2526/funding-the-fun-makes-scene-disappear</link>
      <pubDate>Thu, 22 Aug 2013 19:26:06 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>chuck</dc:creator>
      <guid isPermaLink="false">2526@/discussions</guid>
      <description><![CDATA[I'm now setting up IAP in my Unity game and I notice that whenever the Funding the Fun dialog comes up, my game scene completely disappears and gets replaced by an ugly black / grayish-blue gradient background. Is this an issue with the Unity plugin or am I doing wrong?]]></description>
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   <item>
      <title>Error building Player: KeyNotFoundException: The given key was not present in the dictionary.</title>
      <link>http://forums.ouya.tv/discussion/2515/error-building-player-keynotfoundexception-the-given-key-was-not-present-in-the-dictionary</link>
      <pubDate>Wed, 21 Aug 2013 22:28:30 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Kuroato</dc:creator>
      <guid isPermaLink="false">2515@/discussions</guid>
      <description><![CDATA[I am having trouble with Unity to OUYA "Build and Play" Option. I continue to recieve the following error when I try to "Build and Play"&nbsp;<b>Error building Player: KeyNotFoundException: The given key was not present in the dictionary.&nbsp;</b><div><b><br /></b></div><div>I am sure that I have everything setup correctly from SDK, NDK, Keystore etc...&nbsp;</div><div><br /></div><div>I am able to Build Successfully and was able to manually download and install my game on OUYA by uploading the .apk file to my web server then download and install from the OUYA Browser.&nbsp;</div><div><br /></div><div>Can anyone please assist me with resolving the above Unity "Build and Play" Error ?&nbsp;</div>]]></description>
   </item>
   <item>
      <title>The Fps Contoler and Mouselook for ouya in unity</title>
      <link>http://forums.ouya.tv/discussion/2277/the-fps-contoler-and-mouselook-for-ouya-in-unity</link>
      <pubDate>Tue, 30 Jul 2013 03:47:13 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Mrlilkato</dc:creator>
      <guid isPermaLink="false">2277@/discussions</guid>
      <description><![CDATA[Hey guys me and timothy Fixed some scripts for the mouse look snd 
charcter controler in unity for the ouya i have the files on the dropbox
 here fps input script <a href="https://dl.dropboxusercontent.com/u/139716400/Scripts%20to%20share%20for%20ouya.zip" target="_blank" rel="nofollow">http://b5eecdf9.linkbucks.com</a>]]></description>
   </item>
   <item>
      <title>DebugGUI framework for easy variable monitoring</title>
      <link>http://forums.ouya.tv/discussion/2520/debuggui-framework-for-easy-variable-monitoring</link>
      <pubDate>Thu, 22 Aug 2013 04:28:12 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>allcaps</dc:creator>
      <guid isPermaLink="false">2520@/discussions</guid>
      <description><![CDATA[Android's logging system is kind of clumsy, and you have to take your eyes off of the game to view it.&nbsp; An easy solution is to make some throwaway GUI.Labels for the variables you want to monitor, so I made a really quick system for that.<br /><br /><a href="http://db.tt/afPUEu7n" target="_blank" rel="nofollow">http://db.tt/afPUEu7n</a><br /><br />This lets you declare DebugItem objects, which take a label and a value, and can be updated anywhere.&nbsp; They're drawn down the left side of your screen, with the value shown to the right of the label.&nbsp; Read the comments in DebugGUItesting.cs to see how everything works.&nbsp; It's all simple C#.<br /><br />I know this isn't Ouya specific, but I made it because when I do builds of my games to run on the Ouya, I hate using Android's logging, so I just set this up to monitor variables on the screen easily.&nbsp; The whole thing is very simple.&nbsp; So simple it's almost not worth sharing, but I figure someone else might benefit, so why not throw it up here.<br />]]></description>
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   <item>
      <title>Double Tap to Exit image not being shown at beginning of game.</title>
      <link>http://forums.ouya.tv/discussion/2320/double-tap-to-exit-image-not-being-shown-at-beginning-of-game</link>
      <pubDate>Fri, 02 Aug 2013 13:12:24 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>ismyhc</dc:creator>
      <guid isPermaLink="false">2320@/discussions</guid>
      <description><![CDATA[<div>There was a thread on this in another category, but I thought I would bring it up here since I am using Unity.</div><div><br /></div>I don't see the "Double tap to exit" image at the beginning of my game. You know the one that appears on most games in the bottom right. Is there something I need to do in the unity setup for this to appear? I guess I could also do as <a rel="nofollow" href="/profile/davidy67">@davidy67</a> did and just get the actual image and display it myself, but it would be nice to confirm why exactly its not showing up on its own.<div><br /></div><div>Thanks!</div><div>Jacob</div>]]></description>
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   <item>
      <title>Xbox wireless controller dpad conflicts with buttons</title>
      <link>http://forums.ouya.tv/discussion/2479/xbox-wireless-controller-dpad-conflicts-with-buttons</link>
      <pubDate>Sun, 18 Aug 2013 04:37:25 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>skateborden</dc:creator>
      <guid isPermaLink="false">2479@/discussions</guid>
      <description><![CDATA[Hey guys, I just started playing with Ouya development and this is my first post so I apologize if this is something that's already been well discussed, but I couldn't find it when I searched, so here I go: When testing with the SceneShowUnityInput scene in the Ouya Unity Plugin I discovered that xbox 360 wireless controllers connected with the wireless receiver have a pretty big conflict between the dpad and face buttons.<div><br /></div><div>The A button and dpad left both map to button 0</div><div>The B button and dpad right both&nbsp;map to&nbsp;button 1</div><div>The X button and dpad down both&nbsp;map to&nbsp;button 3</div><div><br /></div><div>Clearly this is not ideal, as it means that if you want your game to support the xbox wireless controller you have to choose between using the face buttons and the dpad. The xbox wireless controller's dpad and buttons seem to work fine (and separately from each other!) in the Ouya menus and in several games I've tried that support them, which leads me to think it's either an issue with Unity or with the Ouya Unity Plugin.</div>]]></description>
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   <item>
      <title>create/delete file</title>
      <link>http://forums.ouya.tv/discussion/2404/create-delete-file</link>
      <pubDate>Fri, 09 Aug 2013 15:40:51 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>mattia23</dc:creator>
      <guid isPermaLink="false">2404@/discussions</guid>
      <description><![CDATA[<div>hi,&nbsp;</div><div>i'm trying to manage file in ouya storage/usbdrive through an unity app.</div><div><br /></div><div>the functions that i use are: &nbsp;<i>File.Create(path);</i> and<i>&nbsp;</i><i>File.Delete(path);</i> but the results always are "UnauthorizedAccessException: Access to the path "/mnt/usbdrive/..../ " is denied.</div><div><br /></div><div>is there any way to solve this problem? do i need root privileges?</div><div><br /></div><div>the same program works in unity editor.</div><div><br /></div><div><br /></div><div><br /></div>]]></description>
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   <item>
      <title>[Solved] 2D Toolkit SpriteCollection Issue</title>
      <link>http://forums.ouya.tv/discussion/2484/solved-2d-toolkit-spritecollection-issue</link>
      <pubDate>Mon, 19 Aug 2013 02:52:38 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>reustonium</dc:creator>
      <guid isPermaLink="false">2484@/discussions</guid>
      <description><![CDATA[Just wanted to share an issue which took me the better part of the weekend to troubleshoot...<div><br /></div><div>When creating SpriteCollections with tk2d in Unity be sure to keep the Atlas Size below 4096. &nbsp;A scene which used a 4096 Atlas Sized SpriteCollection rendered perfectly in the Unity Player, however on the ouya the sprites from that collection rendered as pure black. &nbsp;<b>Switching atlas size to 2048 solved the issue. </b>&nbsp;</div><div><br /></div><div>Hope somebody can benefit from my time wasted on this issue.</div><div><br /></div><div>Cheers</div>]]></description>
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      <title>Build &amp; Run Not Working - No Android Device Found?</title>
      <link>http://forums.ouya.tv/discussion/2478/build-run-not-working-no-android-device-found</link>
      <pubDate>Sun, 18 Aug 2013 04:09:32 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Dark-Muppeteer</dc:creator>
      <guid isPermaLink="false">2478@/discussions</guid>
      <description><![CDATA[I've been trying for most of today to get unity to successfully build and run a .apk with no luck.<div><br /></div><div>The error that I'm encountering is&nbsp;the<b> No Android Device Found</b> issue, that occurs during the build and run process. (just building is fine)</div><div><br /></div><div>For Reference</div><div><ul><li>The Ouya is connected to the PC (has been every time I've tried re-installing the drivers)<br /></li><li>I <b>CAN</b> communicate with the Ouya via the Ouya Panel (Advance setting/reboot etc. all work)<br /></li><li>All SDK, NDK and Java settings/paths are correct and showing as white in Unity</li><li>MiniSDK version is 16</li><li>Android SDK/tools is rev 21</li><li>The Android _winusb file has the required extra lines of information (in both sections)</li><li>The adb_usb file has the required hex code</li><li>The device shows up in the list when checking via cmd</li><li>Just performing a build works fine</li><li>I can sideload a built .apk file and run it perfectly on the Ouya (via cmd transfer)</li><li>USB debugging connected notification is shown on the Ouya</li><li>I can access the Ouya from the PC and manually transfer files between it and the PC&nbsp;</li><li>I am running Win7 64</li><li>Ouya Build Number is 1.0.439_r1&nbsp;</li><li>I've tried rebooting Unity/the PC/Ouya multiple time</li><li>I've re-installed the usb drivers at least 30+ times following the various walk-throughs and videos. (it has installed perfectly every time)</li></ul><div>Any help that can be provided would be gratefully appreciated.</div></div>]]></description>
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   <item>
      <title>frame per second. how i can display (fps) on tv while i run my game in ouya? for devolopment</title>
      <link>http://forums.ouya.tv/discussion/2473/frame-per-second-how-i-can-display-fps-on-tv-while-i-run-my-game-in-ouya-for-devolopment</link>
      <pubDate>Sat, 17 Aug 2013 11:32:41 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>malik</dc:creator>
      <guid isPermaLink="false">2473@/discussions</guid>
      <description><![CDATA[frame per second.<div>* how i can display (fps) on tv while i run my game in ouya? for devolopment&nbsp;</div><div><b><br /></b></div><div><b>Is there a program or code in unity 4.2 &nbsp; for this purpose?</b><br /><div><br /></div><div><br /></div></div>]]></description>
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   <item>
      <title>Game instantly quits</title>
      <link>http://forums.ouya.tv/discussion/2472/game-instantly-quits</link>
      <pubDate>Sat, 17 Aug 2013 11:13:14 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>HarmlessSaucer</dc:creator>
      <guid isPermaLink="false">2472@/discussions</guid>
      <description><![CDATA[Hey guys,

I'm very new to Android based stuff, so bare with me!
I've followed tgraupmann's excellent videos and also some other posts on here to setup my machine.
I'm using Mac OS and Unity.

I am simply running the sample scenes at the moment and want to tinker with those on my Ouya.  I run and build of one of them and I get my custom icon and it goes into my Play screen.  But when I launch it, it just bombs back to the home screen instantly.

What am I doing wrong?]]></description>
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      <title>Can I install an APK copied to Internal Storage? Unity to Android Export for OUYA</title>
      <link>http://forums.ouya.tv/discussion/2468/can-i-install-an-apk-copied-to-internal-storage-unity-to-android-export-for-ouya</link>
      <pubDate>Fri, 16 Aug 2013 18:45:20 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>malik</dc:creator>
      <guid isPermaLink="false">2468@/discussions</guid>
      <description><![CDATA[HOW I CAN EXPORT MY GAME FROM UNITY &nbsp;TO STORE IT IN MY OUYA LIKE package AND PLAY WITHOUT DEPLOYMENT EVERY TIME TO PLAY ?<div>&nbsp;</div><div>I AM SORRY FOR MY LANGUAGE LOL<br /></div>]]></description>
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      <title>Can I install an APK copied to Internal Storage?</title>
      <link>http://forums.ouya.tv/discussion/2469/can-i-install-an-apk-copied-to-internal-storage</link>
      <pubDate>Fri, 16 Aug 2013 19:35:01 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>malik</dc:creator>
      <guid isPermaLink="false">2469@/discussions</guid>
      <description><![CDATA[<h1>Can I install an APK copied to Internal Storage?</h1>]]></description>
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      <title>my controller is not recognized!!!</title>
      <link>http://forums.ouya.tv/discussion/2462/my-controller-is-not-recognized</link>
      <pubDate>Fri, 16 Aug 2013 00:23:07 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>malik</dc:creator>
      <guid isPermaLink="false">2462@/discussions</guid>
      <description><![CDATA[<b>my controller is not recognized!!!</b><br /><br />this is my video work, please tell me where is the wrong?<br /><b><br /><a rel="nofollow" href="http://www.youtube.com/watch?v=4Rpez6zLcQk">http://www.youtube.com/watch?v=4Rpez6zLcQk</a></b><br /><br /><br /><br />----------------------------------------------------------------
<h4>Show Unity Input Example</h4>
<p>This example scene maps known controllers to a virtual 3d controller.<br /> That said, you may have an unrecognized controller that you are testing<br /> while doing development. If your controller is not recognized, let us <br />know by posting in the developer forums. In the example, as you press a <br />controller button, the axis or button will highlight on the virtual <br />control. As you move your physical controller axis, the virtual <br />controller axis will move. The scene has an instance of the controller <br />model, and the example OuyaShowUnityInput script. The attached script <br />has meta references to the specific controller parts to control the <br />highlighting and movement. Each button and axis has a MeshRenderer <br />component which is used to access the material and change the color. <br />From the MeshRenderer component, the transform can be accessed to rotate<br /> the thumbsticks and triggers. The axis and button values are provided <br />from the Unity Input API, where the OUYA SDK obtains the proper mappings<br /> for the controller.</p>
<p>The OUYA Bluetooth controller, PS2/3 controllers, and XBOX <br />wired/wireless controllers all work while testing in the Unity3d Editor.<br /> The same controllers will also work connected to the OUYA console.  </p>
<br /><br /><br /><br />]]></description>
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      <title>ClassNotFoundException</title>
      <link>http://forums.ouya.tv/discussion/2454/classnotfoundexception</link>
      <pubDate>Thu, 15 Aug 2013 06:10:15 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">2454@/discussions</guid>
      <description><![CDATA[I'm not exactly sure where to post this to, but my .APK for OUYA and other Android devices is the same. &nbsp;My game loads fine on OUYA... even loads fine on my Nexus... however I'm getting lots of users with phones reporting errors. I looked at google play store and found several of these errors... I just don't know who/what is causing it. The java part of this thing is sort of like magic to me...<div><br /></div><div><div>java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{com.AwesomeApps.Quintet/com.AwesomeApps.Quintet.OuyaUnityApplication}: java.lang.ClassNotFoundException: com.AwesomeApps.Quintet.OuyaUnityApplication</div><div><br /></div></div>]]></description>
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      <title>OUYA NDK Blank (but everything still works)</title>
      <link>http://forums.ouya.tv/discussion/2456/ouya-ndk-blank-but-everything-still-works</link>
      <pubDate>Thu, 15 Aug 2013 12:07:37 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">2456@/discussions</guid>
      <description><![CDATA[I just noticed the OUYA NDK is blank... so I compile and I get an error... however everything loads on OUYA and work... &nbsp;I noticed in the docs it's there... any ideas?<div><br /></div><div><img src="http://i.imgur.com/xTBlA35.png" alt="image" /><br /></div><div><br /><div><br /></div><div><div>Results] elapsedTime: 0.022894 errors: /Data/Development/Android Dev Kit/android-ndk-r9/build/core/build-local.mk:40: Kit/android-ndk-r9/build/core/init.mk: No such file or directory</div><div>/Data/Development/Android Dev Kit/android-ndk-r9/build/core/build-local.mk:165: /add-application.mk: No such file or directory</div><div>/Data/Development/Android Dev Kit/android-ndk-r9/build/core/build-local.mk:180: /setup-imports.mk: No such file or directory</div><div>/Data/Development/Android Dev Kit/android-ndk-r9/build/core/build-local.mk:197: /build-all.mk: No such file or directory</div><div>make: *** No rule to make target `/build-all.mk'. &nbsp;Stop.</div><div><br /></div><div>output:&nbsp;</div><div>UnityEngine.Debug:Log(Object)</div><div>OuyaPanel:RunProcess(String, String, String, String&amp;, String&amp;) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:2340)</div><div>OuyaPanel:RunProcess(String, String, String) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:2314)</div><div>OuyaPanel:CompileNDK() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:503)</div><div>OuyaPanel:Update() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:842)</div><div>UnityEditor.EditorApplication:Internal_CallUpdateFunctions()</div></div><div><br /></div></div>]]></description>
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      <title>TestFlight SDK in Unity?</title>
      <link>http://forums.ouya.tv/discussion/2455/testflight-sdk-in-unity</link>
      <pubDate>Thu, 15 Aug 2013 11:09:27 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>chuck</dc:creator>
      <guid isPermaLink="false">2455@/discussions</guid>
      <description><![CDATA[TestFlight just released their SDK v1.0 (on Aug 13, 2013) and I'm trying to integrate it into my app for private beta testing. However, when I upload the build, TestFlight says that the SDK is not integrated into the build.<div><br /></div><div>According to the <a rel="nofollow" href="https://testflightapp.com/sdk/android/doc/1.0/">TestFlight Android SDK documentation</a>,&nbsp;the first step installing it is "Add 'TestFlightLib.jar' as a dependency to your Android application." I've tried putting the TestFlightLib.jar file in Assets/Plugins/Android/ as well as Assets/Plugins/Android/libs and then clicking Compile Plugins and then Compile Java in the OUYA panel. Of course, I'm also adding the import statement and takeoff statements into the code in step 2 and the uses-permission tags in step 3. This results in the following error:</div><div><br /></div><div><div>/Users/chuck/Ouya/projects/App Name/Assets/Plugins/Android/src/OuyaUnityApplication.java:48: package com.testflightapp.lib does not exist</div><div>import com.testflightapp.lib.TestFlight;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ^</div><div>/Users/chuck/Ouya/projects/App Name/Assets/Plugins/Android/src/OuyaUnityApplication.java:69: cannot find symbol</div><div>symbol &nbsp;: variable TestFlight</div><div>location: class de.chucksmith.AppName.OuyaUnityApplication</div><div>		TestFlight.takeOff(this, "e32d1e16-8c9b-44a7-9fbf-65e4cab8c7bb");</div><div>		^</div><div>2 errors</div><div><br /></div><div>UnityEngine.Debug:LogError(Object)</div><div>OuyaPanel:CompileApplicationClasses() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:1169)</div><div>OuyaPanel:CompileApplicationJava() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:1270)</div><div>OuyaPanel:Update() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:862)</div><div>UnityEditor.EditorApplication:Internal_CallUpdateFunctions()</div></div><div><br /></div><div>Any idea how I can get this jar compiling and running in my app?</div>]]></description>
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      <title>Game don't fit in screen</title>
      <link>http://forums.ouya.tv/discussion/2441/game-dont-fit-in-screen</link>
      <pubDate>Wed, 14 Aug 2013 15:31:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>skillking043</dc:creator>
      <guid isPermaLink="false">2441@/discussions</guid>
      <description><![CDATA[Hi,&nbsp;<div>I am currently developing an FPS Shooter for the OUYA but I have a problem.</div><div>The game don't fit in screen. So the resulution is to big or something. I've googled and no one have this problem. I don't now how to fix this. I have tried it on 2 tv's and it happend too on that other.</div><div>Here some pics to show you what i mean.</div><div><img src="http://deadsilencegame.com/1.jpg" alt="image" /><br /></div><div><img src="http://deadsilencegame.com/2.jpg" alt="image" /><br /></div><div><img src="http://deadsilencegame.com/3.jpg" alt="image" /><br /></div><div>Can someone help me with this.</div><div><br /></div><div><br /></div>]]></description>
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      <title>Advantages of the SDK</title>
      <link>http://forums.ouya.tv/discussion/2426/advantages-of-the-sdk</link>
      <pubDate>Mon, 12 Aug 2013 15:42:33 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>frarees</dc:creator>
      <guid isPermaLink="false">2426@/discussions</guid>
      <description><![CDATA[I've been experimenting with OUYA &amp; Unity for a while, and was using the plugin at <a rel="nofollow" href="https://github.com/ouya/ouya-unity-plugin">github</a>.&nbsp;<div><br /></div><div>But, I've managed to compile a fully working build, without the need of any of the files that are on the plugin. I managed to handle input properly via the Input class (GetAxis works great, too).&nbsp;</div><div><br /></div><div>Of course I still don't get benefit of any purchase related stuff and all those things that could possibly only ODK, but it works as expected.&nbsp;</div><div><br /></div><div>What are the advantages of using the plugin for handling input? Other advantages of using the plugin, apart from using NDK and extend the OuyaUnityApplication or OuyaUnityActivity?</div><div><br /></div><div>Thanks</div>]]></description>
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      <title>GUITexture performance issue after installing the ODK plugin?</title>
      <link>http://forums.ouya.tv/discussion/2392/guitexture-performance-issue-after-installing-the-odk-plugin</link>
      <pubDate>Thu, 08 Aug 2013 21:02:28 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>AgeNt_</dc:creator>
      <guid isPermaLink="false">2392@/discussions</guid>
      <description><![CDATA[Recently it has been a tough time trying to figure out this performance issue we are dealing with while working on our game. We were using the OnGUI() function up until we found that the performance for that wasn't great. So we switched over to GUITextures that only update once told too. However, when profiling the editor it shows nothing bad performance wise, but when I profile on the device, there is a whole different story.<div><br /></div><div>This is it on the device:<br /></div><div><a rel="nofollow" href="http://i.imgur.com/wQmx1tk.jpg">http://i.imgur.com/wQmx1tk.jpg</a><br /></div><div><br /></div><div>This is it in my editor(i disabled the vsync part of it to show the differences)<br /></div><div><a rel="nofollow" href="http://i.imgur.com/5OheiE6.jpg">http://i.imgur.com/5OheiE6.jpg</a><br /></div><div><br /></div><div>Obviously it will be different but look at the difference of each of the graphs. Now this method I use with GUITextures worked just fine before I installed the ODK plugin and ran great. Now I am wondering why it is bumping me down to 15fps instead of the 60fps it was at before.</div><div><br /></div><div>Any help figuring out why its doing this would be greatly appreciated. Thanks!<br /></div>]]></description>
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      <title>Can't retrieve receipts for my products!</title>
      <link>http://forums.ouya.tv/discussion/2385/cant-retrieve-receipts-for-my-products</link>
      <pubDate>Thu, 08 Aug 2013 10:52:13 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Oddity</dc:creator>
      <guid isPermaLink="false">2385@/discussions</guid>
      <description><![CDATA[I've noticed that a few other people have had this problem, but haven't yet seen a solution.<br /><br />So...I've got my game to successfully connect the IAP and retrieve the UUID and product list.<br />I can purchase my "entitlement" product, and I recieve an email telling me that I've purchased it. It also appears on my dev account as a purchased item.<br />However, when I call the requestReceiptList() function I get nothing returned!<br />I've tried it on the basic ShowProducts example, and the same thing happens.<br /><br />I've got the correct deveoper ID entered on the OuyaGameObject, I'm using the downloaded key for my game, the manifest has the correct info in it, and I'm using a keystore that I generated in Unity.<br /><br />Any ideas as to what the problem might be here?<br /><br />One thing I should point out is that I'm using the Android SDK r22 instead of r21. I assumed that if I made it this far that r22 is fine. Or could that be the cause of the problem?<br />]]></description>
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      <title>Checking the TV Safe Zone...</title>
      <link>http://forums.ouya.tv/discussion/2422/checking-the-tv-safe-zone</link>
      <pubDate>Sat, 10 Aug 2013 23:02:14 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>JLAlexander86</dc:creator>
      <guid isPermaLink="false">2422@/discussions</guid>
      <description><![CDATA[Is there a way to perhaps check the safe zone inside Unity? Or without a device like el gato? I ask because I have a Unity GUI element that appears when the player approaches an interactive object and that works in Unity but it doesn't appear when running on Ouya.<br />]]></description>
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