<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
      <title>Unity on OUYA - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 19:54:14 +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/p14/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Can't download Java Jdk 6</title>
      <link>http://forums.ouya.tv/discussion/2159/cant-download-java-jdk-6</link>
      <pubDate>Mon, 22 Jul 2013 02:14:36 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>UnisonGames</dc:creator>
      <guid isPermaLink="false">2159@/discussions</guid>
      <description><![CDATA[I am trying to setup up Unity for Ouya development and I have read tgraupmann say that jdk 6 is necessary for development, but only jdk 7 can be downloaded from oracle without an Oracle account. An Oracle account can only be made if one has a job from a real programming/technology company, which I do not have.<div><br /></div><div>So my question:</div><div>Is there a work around for not being able to download java jdk 6? Does jdk 7 work? Thanks.</div>]]></description>
   </item>
   <item>
      <title>Missing .CS files after importing OuyaSDK-Examples.unitypackage</title>
      <link>http://forums.ouya.tv/discussion/2130/missing-cs-files-after-importing-ouyasdk-examples-unitypackage</link>
      <pubDate>Fri, 19 Jul 2013 19:10:41 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>destrucity</dc:creator>
      <guid isPermaLink="false">2130@/discussions</guid>
      <description><![CDATA[After importing OuyaSDK-Examples.unitypackage into my project, I get several .cs script files, however some are missing, as brought to my attention by unity compiler errors (e.g. "The type or namespace name `UIButtonColor' could not be found.").<div><br /></div><div>Here are two screenshots, one shows the list of ouya-unity-plugin scripts in the editor, and another shows a test project's scripts after importing the package exported from the ouya-unity-plugin project. &nbsp;If anyone has any idea what may be causing this, please share! &nbsp;Thanks!</div><div><br /></div><div><img src="https://dl.dropboxusercontent.com/u/52662226/ouya-unity-pluginScripts.PNG" alt="image" /><br /></div><div><br /></div><div><img src="https://dl.dropboxusercontent.com/u/52662226/testProjectScriptsAfterImport.PNG" alt="image" /><br /></div>]]></description>
   </item>
   <item>
      <title>Ouya Unity Charachter Controller Pack</title>
      <link>http://forums.ouya.tv/discussion/2158/ouya-unity-charachter-controller-pack</link>
      <pubDate>Mon, 22 Jul 2013 01:20:43 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>GoldiLocks</dc:creator>
      <guid isPermaLink="false">2158@/discussions</guid>
      <description><![CDATA[<a rel="nofollow" href="https://sourceforge.net/projects/transcripter/files/latest/download?source=files">this </a>includes the version of the unity ouya package and the java script file.I did half the work on it and wrapped &nbsp;it up nicely credit to whoever did the other bit.]]></description>
   </item>
   <item>
      <title>incorrect Ouya dropdown menu after import</title>
      <link>http://forums.ouya.tv/discussion/2126/incorrect-ouya-dropdown-menu-after-import</link>
      <pubDate>Fri, 19 Jul 2013 10:34:56 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>chuck</dc:creator>
      <guid isPermaLink="false">2126@/discussions</guid>
      <description><![CDATA[I loaded the Ouya plugin project and exported the Ouya plugins as instructed in the video. Then, I opened a new project and imported the core project. However, to my surprise now in the new project the Ouya dropdown menu at the top still has the Export items in it instead of the correct items like in the video such as "Use Ouya Input Settings". Am I doing something wrong or is there a bug in the plugin on Mac?]]></description>
   </item>
   <item>
      <title>High score, how to get unique User ID and username?</title>
      <link>http://forums.ouya.tv/discussion/2122/high-score-how-to-get-unique-user-id-and-username</link>
      <pubDate>Fri, 19 Jul 2013 06:01:16 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>rhellik</dc:creator>
      <guid isPermaLink="false">2122@/discussions</guid>
      <description><![CDATA[<p>I want to implement an online high score server for our game.</p><p>How would I go about checking for unique IDs of the user / machine (for my own statistics) and getting the username that is logged in? Is there a way in the unity ouya sdk? How do other developers do this?</p><p>Also, can I implement a text field where the user can Input his own name using the android soft keyboard? Or would that have to be created seperately in unity?</p>]]></description>
   </item>
   <item>
      <title>GetDeviceType() reports the ouya incorrectly as Android</title>
      <link>http://forums.ouya.tv/discussion/2127/getdevicetype-reports-the-ouya-incorrectly-as-android</link>
      <pubDate>Fri, 19 Jul 2013 14:32:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>DraconicBovine</dc:creator>
      <guid isPermaLink="false">2127@/discussions</guid>
      <description><![CDATA[I noticed that&nbsp;OuyaGameObject.GetDeviceType() does not work properly on my ouya (gets reported as Android rather than OUYA). This is because SystemInfo does not report it as "NVIDIA Cardhu" but rather as "OUYA OUYA Console".]]></description>
   </item>
   <item>
      <title>Unity, PS3 controller, and Ouya SDK</title>
      <link>http://forums.ouya.tv/discussion/595/unity-ps3-controller-and-ouya-sdk</link>
      <pubDate>Sat, 26 Jan 2013 22:27:32 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>nimble_gorilla</dc:creator>
      <guid isPermaLink="false">595@/discussions</guid>
      <description><![CDATA[Hello,<div><br /></div><div>Is anyone else using a PS3 controller with the Ouya SDK? I've got the controller connected to my macbook and the joystick seems to work in Unity. When I try to add the Ouya SDK I get some KeyEvents showing up in the OuyaGameObject, but the mKeyCode and mScanCode shows as "0" no matter which button I press (also, a couple buttons don't even register).</div><div><br /></div><div>Is there something else I need to do to use a PS3 controller for development?</div>]]></description>
   </item>
   <item>
      <title>Example project builds fine, my project gives "invokation failed"</title>
      <link>http://forums.ouya.tv/discussion/2088/example-project-builds-fine-my-project-gives-invokation-failed</link>
      <pubDate>Wed, 17 Jul 2013 19:05:15 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>antecoyote</dc:creator>
      <guid isPermaLink="false">2088@/discussions</guid>
      <description><![CDATA[When running the example scenes on both OSX and Windows, they build fine and I'm able to load and run them on the Ouya. However, trying my project gives me the following error:<div><br /></div><div>Error building Player: Exception: apk (invokation failed)<br /></div><div><br /></div><div>I've googled the error, and every thread about it seems to blame android tools revision 22 or the 64 bit JDK. I have revision 21 and an older version of the JDK and I am able to build the example project, so it has something to do with my project, and I'm not sure what that is exactly. Anyone have any ideas?</div>]]></description>
   </item>
   <item>
      <title>Unity 3.5 "Compile NDK" deletes " lib-ouya-ndk.so " and other .unitypackage files</title>
      <link>http://forums.ouya.tv/discussion/169/unity-3-5-compile-ndk-deletes-lib-ouya-ndk-so-and-other-unitypackage-files</link>
      <pubDate>Fri, 04 Jan 2013 00:57:16 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Ameon</dc:creator>
      <guid isPermaLink="false">169@/discussions</guid>
      <description><![CDATA[After hitting "compile NDK", we lose some files and get the following message:<br /><br />console message:<br />A meta data file (.meta) exists but its asset 'Assets/Plugins/Android/libs/armeabi/lib-ouya-ndk.so' can't be found. When moving or deleting files outside of Unity, please ensure that the corresponding .meta file is moved or deleted along with it.<br />UnityEditor.AssetDatabase:Refresh()<br />OuyaPanel:Update() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:507)<br />UnityEditor.EditorApplication:Internal_CallUpdateFunctions()<br /><br />Has anybody encountered this?<br />]]></description>
   </item>
   <item>
      <title>[Project] Ouya-styled joystick-enabled menu system</title>
      <link>http://forums.ouya.tv/discussion/2090/project-ouya-styled-joystick-enabled-menu-system</link>
      <pubDate>Wed, 17 Jul 2013 23:19:11 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>FREEZXX</dc:creator>
      <guid isPermaLink="false">2090@/discussions</guid>
      <description><![CDATA[Hi,<div><br /></div><div>I have created a barebones ouya-styled menu system with joystick control that runs on unity.</div><div>This has all the basic stuff that should get you started including fade in animations that behave like the launcher's own animations.</div><div><br /></div><div><img src="https://dl.dropboxusercontent.com/u/36576668/interface-clone.png" alt="image" /><br /></div><div><br /></div><div>The only dependency for this is the OuyaInput Controller Framework by ClarkGame.</div><div><br /></div><div>More stuff will be added and improved if people are interested in the concept.</div><div><br /></div><div>Get it here:</div><div><a href="https://dl.dropboxusercontent.com/u/36576668/Ouya%20Menu.zip" target="_blank" rel="nofollow">https://dl.dropboxusercontent.com/u/36576668/Ouya Menu.zip</a><br /></div>]]></description>
   </item>
   <item>
      <title>Button Event Persisting Across Scenes</title>
      <link>http://forums.ouya.tv/discussion/2115/button-event-persisting-across-scenes</link>
      <pubDate>Thu, 18 Jul 2013 21:13:08 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>EricJ13</dc:creator>
      <guid isPermaLink="false">2115@/discussions</guid>
      <description><![CDATA[<div>I'm having a problem where Ouya controller button events are persisting across scenes. I use the button code found in <a href="https://devs.ouya.tv/developers/docs/unity" target="_blank" rel="nofollow">https://devs.ouya.tv/developers/docs/unity</a>:</div><div><br /></div><div>public class OuyaShowUnityInput</div><div>{</div><div>&nbsp; &nbsp; void Update()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; if (OuyaExampleCommon.GetButton(OuyaSDK.KeyEnum.BUTTON_L3, OuyaExampleCommon.Player))</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //button is pressed</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }</div><div>&nbsp; &nbsp; &nbsp; &nbsp; else</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; //button is not pressed</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }</div><div>&nbsp; &nbsp; }</div><div>}</div><div><br /></div><div>to call Application.LoadLevel in a scene.<br /></div><div><br /></div><div>But if that loaded scene contains a similar if statement in Update it fires in the new scene too even if the button isn't pressed. I'm pressing and releasing the button as quickly as possible, I don't think its a "GetButton" vice "GetButtonDown" thing but I don't know. This doesn't happen in the Unity IDE, only on the Ouya device. In my vanilla project I have an init scene, a main scene and a second scene. Init initializes&nbsp;OuyaGameObject and loads main. Main waits for&nbsp;the controller&nbsp;"O" button to be pressed and loads second scene. Second scene has a bool member "oPressed"&nbsp;that is set to true if the controller "O" button is pressed, GUI.Label shows state of "oPressed". In Unity IDE oPressed stays at false, in Ouya device it is set to true. Am I the only one having this problem? A forum and Google search turned up nothing. Any help would be greatly appreciated.</div><div><br /></div><div>Code from the project:</div><div><br /></div><div><b>The Init Scene -&nbsp;</b></div><div>using UnityEngine;</div><div>using System.Collections;</div><div><br /></div><div>public class ControllerTestInit : MonoBehaviour</div><div>{</div><div>	void Update ()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; Application.LoadLevel("ControllerTestMainMenu");</div><div>	}</div><div><br /></div><div><br /></div><div>&nbsp; &nbsp; void OnGUI()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; GUI.Label(new Rect(128, 128, 128, 32), "Initializing...");</div><div>&nbsp; &nbsp; }</div><div>}</div><div><br /></div><div><b>The Main Scene -&nbsp;</b></div><div><div>using UnityEngine;</div><div>using System.Collections;</div><div><br /></div><div>public class ControllerTestMainMenu : MonoBehaviour</div><div>{</div><div>&nbsp; &nbsp; void Update()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; if (OuyaExampleCommon.GetButton(OuyaSDK.KeyEnum.BUTTON_O, OuyaExampleCommon.Player))</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Application.LoadLevel("ControllerTestSecondScene");</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }</div><div>	}</div><div><br /></div><div><br /></div><div>&nbsp; &nbsp; void FixedUpdate()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaExampleCommon.UpdateJoysticks();</div><div>&nbsp; &nbsp; }</div><div><br /></div><div><br /></div><div>&nbsp; &nbsp; void OnGUI()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; GUI.Label(new Rect(128, 128, 512, 64), <a rel="nofollow" href="/profile/">@"Main</a> menu - Press the ""O"" button to go to Second Scene");</div><div>&nbsp; &nbsp; }</div><div>}</div><div><br /></div><div><b>The Second Scene -&nbsp;</b></div><div><div>using UnityEngine;</div><div>using System.Collections;</div><div><br /></div><div>public class ControllerTestSecondScene : MonoBehaviour</div><div>{</div><div>&nbsp; &nbsp; bool oPressed;</div><div><br /></div><div>&nbsp; &nbsp; void Start()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; oPressed = false;</div><div>&nbsp; &nbsp; }</div><div><br /></div><div>&nbsp; &nbsp; void Update()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; if (OuyaExampleCommon.GetButton(OuyaSDK.KeyEnum.BUTTON_O, OuyaExampleCommon.Player))</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oPressed = true;</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }</div><div><br /></div><div>&nbsp; &nbsp; &nbsp; &nbsp; if (OuyaExampleCommon.GetButton(OuyaSDK.KeyEnum.BUTTON_A, OuyaExampleCommon.Player))</div><div>&nbsp; &nbsp; &nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Application.LoadLevel("ControllerTestMainMenu");</div><div>&nbsp; &nbsp; &nbsp; &nbsp; }</div><div>&nbsp; &nbsp; }</div><div><br /></div><div>&nbsp; &nbsp; void FixedUpdate()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaExampleCommon.UpdateJoysticks();</div><div>&nbsp; &nbsp; }</div><div><br /></div><div>&nbsp; &nbsp; void OnGUI()</div><div>&nbsp; &nbsp; {</div><div>&nbsp; &nbsp; &nbsp; &nbsp; GUI.Label(new Rect(128, 128, 512, 64), <a rel="nofollow" href="/profile/">@"Second</a> Scene - Press the ""A"" button to go to Main menu" + "\noPressed: " + oPressed.ToString());</div><div>&nbsp; &nbsp; }</div><div>}</div></div></div>]]></description>
   </item>
   <item>
      <title>Issues setting up Unity to work with OUYA plugin</title>
      <link>http://forums.ouya.tv/discussion/2098/issues-setting-up-unity-to-work-with-ouya-plugin</link>
      <pubDate>Thu, 18 Jul 2013 09:24:17 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>BenJimenez</dc:creator>
      <guid isPermaLink="false">2098@/discussions</guid>
      <description><![CDATA[This is my first try setting up Unity to work with the OUYA plugin. I have seemed to have finally got it working after some issues.<div><br /></div><div>1) Could not find the aapt.exe file under the Android SDK tab in the Ouya Panel.</div><div>&nbsp; &nbsp; Fix. Copy the aapt.exe from sdk\build-tools\android-4.2.2\ to \sdk\platform-tools\</div><div>2) android-6\android.jar path not found in the OUYA Panel Android SDK tab.</div><div>&nbsp; &nbsp; Fix. Changed the folder name of android-17 to android-6&nbsp;</div><div>3) R.java not found</div><div>&nbsp; &nbsp; Fix. This issue was fixed after making fixes 1 and 2</div><div><br /></div><div>After making these changes I am now able to click the compile button on the OUYA Panel OUYA tab and not get any errors.&nbsp;</div><div><br /></div><div>Will theses fixes allow me to create a OUYA program now? or will I still have issues later?</div>]]></description>
   </item>
   <item>
      <title>R.java</title>
      <link>http://forums.ouya.tv/discussion/1786/r-java</link>
      <pubDate>Fri, 28 Jun 2013 16:30:01 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>mattfox12</dc:creator>
      <guid isPermaLink="false">1786@/discussions</guid>
      <description><![CDATA[I'm running into this issue where I can't compile Java via the Ouya Panel, I always get this error:&nbsp;<div><br /></div><div><div>[Results] elapsedTime: 1.534721 errors: /Users/PATHTO/Unity Project/Assets/Plugins/Android/src/OuyaUnityApplication.java:74: cannot find symbol</div><div>symbol &nbsp;: variable raw</div><div>location: class com.terriblegames.Burgle.R</div><div>			InputStream inputStream = getResources().openRawResource(R.raw.key);</div></div><div><br /></div><div>Now, I can see the file says "This class was automatically generated by the&nbsp;aapt tool from the resource data it found. &nbsp;It&nbsp;should not be modified by hand." but to get even this far, I did have to modify the folder structure (to match com/terriblegames/Burgle/) and package identifier myself.&nbsp;</div><div><br /></div><div>Question: where is the aapt tool and how can I make it autogenerate the file correctly?</div>]]></description>
   </item>
   <item>
      <title>OuyaMenuButtonUp - not being called.</title>
      <link>http://forums.ouya.tv/discussion/1628/ouyamenubuttonup-not-being-called</link>
      <pubDate>Tue, 18 Jun 2013 04:14:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1628@/discussions</guid>
      <description><![CDATA[I've registered the button listener... it was working before but now isn't. The only major change I made was to the AndroidManifest. Would that have anything to do with catching this event?<div><br /></div><div>- I have everything setup in the class, in awake, in destroy, etc.</div>]]></description>
   </item>
   <item>
      <title>Ouya controller + input manager</title>
      <link>http://forums.ouya.tv/discussion/2055/ouya-controller-input-manager</link>
      <pubDate>Sun, 14 Jul 2013 22:23:50 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>albert02</dc:creator>
      <guid isPermaLink="false">2055@/discussions</guid>
      <description><![CDATA[Hi there!<br /><br />I have setup my unity for programming to the ouya console<br /><br />(driver installation, sdk, paths, unity plugin and so on)<br />I'm all set and ready to go, except I can't work out how to get the unity input manager to work with my ouya controller.<br /><br />I've been searching the web and docs, maybe i'm just the only one not to figure it out.<br /><br />But I would really apreaciate if anyone could point me in the right direction as to setup my unity with the ouya controller, so when I test my build on the ouya, I will be able to controll it with my controller.<div><br /></div><div>Thanks</div>]]></description>
   </item>
   <item>
      <title>Activate GUI.TextField on controller Button Press</title>
      <link>http://forums.ouya.tv/discussion/2054/activate-gui-textfield-on-controller-button-press</link>
      <pubDate>Sun, 14 Jul 2013 20:31:42 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>mabit</dc:creator>
      <guid isPermaLink="false">2054@/discussions</guid>
      <description><![CDATA[I have a player name entry which at present uses the Trakpad to allow players to click to change name. How can this be activated on Button press in case players are using an non Ouya controller?<div><br /></div><div><br /></div>]]></description>
   </item>
   <item>
      <title>OuyaSDK.unitypackage missing</title>
      <link>http://forums.ouya.tv/discussion/1619/ouyasdk-unitypackage-missing</link>
      <pubDate>Mon, 17 Jun 2013 02:54:45 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>volvagia720</dc:creator>
      <guid isPermaLink="false">1619@/discussions</guid>
      <description><![CDATA[I just downloaded the Unity package from the top of <a href="https://devs.ouya.tv/developers/docs/unity,&amp;nbsp" target="_blank" rel="nofollow">https://devs.ouya.tv/developers/docs/unity,&amp;nbsp</a>; and the OUYA ODK kit. Following the video h ttp://www.youtube.com/watch?v=rC7rDs8jcss, which seems to be the thing to follow, I need OuyaSDK.unitypackage.&nbsp; I can't seem to find it within the zips I downloaded (and yes, I did unzip them).&nbsp; Has it gone missing? I read some old forum posts that seem to show a problem like that.&nbsp; Or, is it just me?<br /><br />]]></description>
   </item>
   <item>
      <title>unity odk package missing? Offering Job</title>
      <link>http://forums.ouya.tv/discussion/1717/unity-odk-package-missing-offering-job</link>
      <pubDate>Wed, 26 Jun 2013 03:31:58 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>BoundlessStudios</dc:creator>
      <guid isPermaLink="false">1717@/discussions</guid>
      <description><![CDATA[I cant seem to get my Ouya set up right with Unity. I can pay $30 through paypal to anyone who can get me running. My skype is CaseySWilliams52<br />]]></description>
   </item>
   <item>
      <title>Nyko AirFlo Controller Support</title>
      <link>http://forums.ouya.tv/discussion/2051/nyko-airflo-controller-support</link>
      <pubDate>Sun, 14 Jul 2013 15:29:50 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>standardcomb0</dc:creator>
      <guid isPermaLink="false">2051@/discussions</guid>
      <description><![CDATA[Hello Forum, this is my first post.<div><br /></div><div>Although crappy, the Nyko AirFlo is the only gamepad which I've found to work out-of-the-box on MacOSX. To me it is convenient for development, so I took the time to map it on the ODK. It has a very strange D-Pad mapping.</div><div><br /></div><div>You need to modify OuyaExempleCommon.cs</div><div>My Code:</div><div><a href="http://standardcombo.com/ouya/ouya_nyko_airflow_mapping.txt" target="_blank" rel="nofollow">http://standardcombo.com/ouya/ouya_nyko_airflow_mapping.txt</a><br /></div>]]></description>
   </item>
   <item>
      <title>Unity Can't Build and Run on Ouya</title>
      <link>http://forums.ouya.tv/discussion/2012/unity-cant-build-and-run-on-ouya</link>
      <pubDate>Thu, 11 Jul 2013 04:04:48 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>joshuahriley</dc:creator>
      <guid isPermaLink="false">2012@/discussions</guid>
      <description><![CDATA[I've spent the last few days trying to fix this, and done the instructions <a rel="nofollow" href="https://github.com/ouya/docs/blob/master/setup.md">here</a>&nbsp;several times but still can't get it to work. Everything compiles from the Ouya Panel just fine, but when I try to "Build and Run", I get the "Couldn't find an Android device" error message. It seems like everyone I've found on these forums with the same issue has either skipped the steps in the cmd, failed to install the edited drivers, or wasn't using SDK Manager version 21, but even after doing these things I'm still getting the error message.<div><br /></div><div>I'm running Unity free on Windows 7 64 bit, if it's relevant.&nbsp;</div>]]></description>
   </item>
   <item>
      <title>"No Android devices found" in Unity when building.</title>
      <link>http://forums.ouya.tv/discussion/2028/no-android-devices-found-in-unity-when-building</link>
      <pubDate>Fri, 12 Jul 2013 14:19:49 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>foxdeltagames</dc:creator>
      <guid isPermaLink="false">2028@/discussions</guid>
      <description><![CDATA[This is Sam again. I am writing because I need a bit of help. It seems my 
Windows 7 64 bit DOSE see the OUYA under "Devices and printers" and when I 
plug my OUYA to the PC Windows tells me the OUYA is plugged in, and under devices and printers it says MTP as the OUYA, and in " My Computer" it says "OUYA Console". Well to 
make things short. There is no warning icon on the OUYA in device 
manager under Portable Devices. So i guess I have done everything right when installing the driver? But when in Unity I 
click on "Build and Run Application" in the OUYA window. I get<br />&nbsp;<br />"No Android devices found. If you are sure that device<br />is attached then it might be USB driver problem, for<br />details please check Android SDk Setup section in Unity<br />Manual."<br /><br />I checked in android_winusb.ini that have the right things put in the the right locations. <br />[Google.NTx86]<br /><br />;OUYA Console<br />%SingleAdbInterface% = USB_Install, USB\VID_2836&amp;PID_0010<br />%CompositeAdbInterface% = USB_Install, USB\VID_2836&amp;PID_0010&amp;MI_01<br /><br />[Google.NTamd64]<br /><br />;OUYA Console<br />%SingleAdbInterface% = USB_Install, USB\VID_2836&amp;PID_0010<br />%CompositeAdbInterface% = USB_Install, USB\VID_2836&amp;PID_0010&amp;MI_01<br /><br />I Also checked in the adb_usb<br />and I have this,<br />(This is on one line in notepad) # ANDROID 3RD PARTY USB VENDOR ID LIST -- DO NOT EDIT.# USE 'android update adb' TOGENERATE.# 1 USB VENDOR ID PER LINE.ECHO is on.<br />0x2836 <br />(0x2836 is on its own line.)<br /><br />in CMD I typed in adb devices, and once it says " List od devices attached" it doesn't list anything.<br /><br />Please help<br />Thanks a ton guys.<br />]]></description>
   </item>
   <item>
      <title>what scripting language OUYA supports?</title>
      <link>http://forums.ouya.tv/discussion/2013/what-scripting-language-ouya-supports</link>
      <pubDate>Thu, 11 Jul 2013 05:53:45 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>foxdeltagames</dc:creator>
      <guid isPermaLink="false">2013@/discussions</guid>
      <description><![CDATA[Hi Everyone, Sam here. thisis my first time here.<br /><br />Sorry if this question was asked before and answered. I looked around as much as I can to find a similar question, but couldn't find one. <br /><br />What scripting language OUYA supports? We been working on a project for a while now using Unity 3D and it is being done in C#<br /><br />Can we still make a game for the OUYA using C#, or will we have to use JavaScript? If we can use C# will we have to do anything special to make it run on the OUYA. <br /><br />I want to know so I can relay the information to our programers, before they spend a ton of time programing the game in the wrong scripting language.<br /><br />Also one more question, we need to export ( make a game build) the game for Android right?<br /><br />Thanks a ton guys.<br />]]></description>
   </item>
   <item>
      <title>NDK keeps deleting itself</title>
      <link>http://forums.ouya.tv/discussion/2025/ndk-keeps-deleting-itself</link>
      <pubDate>Fri, 12 Jul 2013 00:38:53 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>LostAeon</dc:creator>
      <guid isPermaLink="false">2025@/discussions</guid>
      <description><![CDATA[I created a new project, updated to latest SDK and ran through matching up the bundle Identifiers. It comes down to the NDK which I compile and it suddenly deletes itself. I go back to the sdk and move it back in to the plugins/android/libs/armeabi folder. It shows back up in the ouya panel. Run it again and it does the same thing with this popping up.<div>"</div><div><div>Unable to run process: path=C:/Program Files/Android/android-ndk-r8e/prebuilt/windows-x86_64/bin/make.exe arguments=-f "C:/Program Files/Android/android-ndk-r8e/build/core/build-local.mk" -ouya-ndk exception=System.ComponentModel.Win32Exception: ApplicationName='C:/Program Files/Android/android-ndk-r8e/prebuilt/windows-x86_64/bin/make.exe', CommandLine='-f "C:/Program Files/Android/android-ndk-r8e/build/core/build-local.mk" -ouya-ndk', CurrentDirectory='Assets/Plugins/Android'</div><div>&nbsp; at System.Diagnostics.Process.Start_noshell (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in &lt;filename unknown&gt;:0&nbsp;</div><div>&nbsp; at System.Diagnostics.Process.Start_common (System.Diagnostics.ProcessStartInfo startInfo, System.Diagnostics.Process process) [0x00000] in &lt;filename unknown&gt;:0&nbsp;</div><div>&nbsp; at System.Diagnostics.Process.Start () [0x00000] in &lt;filename unknown&gt;:0&nbsp;</div><div>&nbsp; at (wrapper remoting-invoke-with-check) System.Diagnostics.Process:Start ()</div><div>&nbsp; at OuyaPanel.RunProcess (System.String path, System.String workingDirectory, System.String arguments, System.String&amp; output, System.String&amp; error) [0x00091] in C:\Users\LOSTZOMBIE\Documents\StarShip\Assets\Ouya\SDK\Editor\OuyaPanel.cs:2614&nbsp;</div><div>UnityEngine.Debug:LogWarning(Object)</div><div>OuyaPanel:RunProcess(String, String, String, String&amp;, String&amp;) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:2628)</div><div>OuyaPanel:RunProcess(String, String, String) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:2594)</div><div>OuyaPanel:CompileNDK() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:510)</div><div>OuyaPanel:Update() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:844)</div><div>UnityEditor.EditorApplication:Internal_CallUpdateFunctions()</div></div><div>"</div>]]></description>
   </item>
   <item>
      <title>NGUI Widget Navigation</title>
      <link>http://forums.ouya.tv/discussion/2006/ngui-widget-navigation</link>
      <pubDate>Wed, 10 Jul 2013 20:58:02 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>acjaks</dc:creator>
      <guid isPermaLink="false">2006@/discussions</guid>
      <description><![CDATA[<blockquote><div><a rel="nofollow" href="/profile/3490/Jaeger">Jaeger</a>&nbsp;said:</div><div>NGUI again. &nbsp;On the desktop, everything works great. &nbsp;But on the OUYA I am unable to move my GUI widget selection. &nbsp;In fact, no selection shows at all - not even the one I specified as the default. &nbsp;In the UICamera component I have specified "Joy1 Axis 1" as the horizontal axis name.<div><br /></div><div>Any ideas? &nbsp;I'm using the trial of NGUI, if that matters.</div><div><br /></div><div>Thanks.</div></div></blockquote>Hello, no dought i'm being dumb but I'm having the exact same issue as Jaeger. However the instructions within his follow up link differ and fail to fix the problem.&nbsp; I've read that the UIButtonkeys do not work on Ouya and require&nbsp;a custom script of sorts but that was from a while ago and may not apply now with the new input controller framework. So should it work pretty much out the box or have i got to do various things to make it function? I'm using the latest unity, Ouya unity plugin and i've also tried the Free NGUI as well as the distribution package supplied. Although i'm unable to navigate the widgets it will click the focused button. i&nbsp;receive&nbsp;no errors and the rest of my game works grand. Regards]]></description>
   </item>
   <item>
      <title>Ouya Home Button Unity</title>
      <link>http://forums.ouya.tv/discussion/2022/ouya-home-button-unity</link>
      <pubDate>Thu, 11 Jul 2013 20:16:11 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>mabit</dc:creator>
      <guid isPermaLink="false">2022@/discussions</guid>
      <description><![CDATA[I have been trying for a while to get the Ouya Home button to function in my game. I have tried Buttons 0 -16. Any help would be appreciated.<div>Input.GetKeyUp(KeyCode.Joystick1Button0) as example</div><div>Thanks.</div>]]></description>
   </item>
   <item>
      <title>Prime31 plugins with Unity</title>
      <link>http://forums.ouya.tv/discussion/874/prime31-plugins-with-unity</link>
      <pubDate>Sat, 09 Mar 2013 08:31:12 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>kanki</dc:creator>
      <guid isPermaLink="false">874@/discussions</guid>
      <description><![CDATA[<div>Hi, all!</div><div><br /></div><div>My problem is simple: can't get the Prim31 Android plugins work with Ouya / Unity. They function fine with other Android devices. I'm quite new with Android building so I'm guessing there might be something wrong with my manifest file. As said, almost the same manifest works with other Android's, though (the differences being main activity name and Ouya-intent, along with some resolution tags).</div><div><br /></div><div>The plugins in question are the latest Admob (2013-02-17) and Social Networking (2013-02-27). I'm using Unity 3.5.7, and latest Ouya versions (ODK 1.0.0 and firmware 1.0.108_r1). Otherwise our application runs fine with Ouya, but when actually trying to launch either a banner request with Admob, or Facebook login with Social Network, I got a crash. I will post the LogCat debug-outs in following posts as the limit for message length hits me here :).</div><div><br /></div><div>One notable thing with Social Networking plugin is that I was forced to replace the layout.xml file offered by the plugin with the Ouya-default one, because id "unityLayout" was not recognized.</div><div><br /></div><div>Has anyone got any insight to this matter?</div><div><br /></div><div>bests,</div><div>Markus</div>]]></description>
   </item>
   <item>
      <title>new ODK/Controller improvements, performance problems?</title>
      <link>http://forums.ouya.tv/discussion/2018/new-odk-controller-improvements-performance-problems</link>
      <pubDate>Thu, 11 Jul 2013 12:45:33 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>juicybeast</dc:creator>
      <guid isPermaLink="false">2018@/discussions</guid>
      <description><![CDATA[Hi, I've been trying to implement the new ODK to Knightmare tower, but when I happened to make it work, it seemed like the inputs were like 1/10 second slower than the version 1.0.1.9.&nbsp;<div>Furthermore, for our next game, Toto Temple, I wanted to implement all types of controller so, I used OuyaInput, which happens to be a charm to work with (had to tweak to be able to recognize the SYSTEM button, sub question here: all the ouya controllers share the same keycode for the SYSTEM button?) But once in the game, I see there's alot of random slow downs when I'm playing 4 players active, is it possible that this has something to do with the controls?</div>]]></description>
   </item>
   <item>
      <title>[video tutorial] Mapping The Ouya Controller in Unity</title>
      <link>http://forums.ouya.tv/discussion/1948/video-tutorial-mapping-the-ouya-controller-in-unity</link>
      <pubDate>Sat, 06 Jul 2013 04:40:13 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>varomix</dc:creator>
      <guid isPermaLink="false">1948@/discussions</guid>
      <description><![CDATA[Hey guys<div><br /></div><div>I made a video about mapping the DPAD and the buttons in unity, basically explaining how I'm implementing it in our game, just trying to make it clearer for people that might be thinking this is complex to implement or are trying to set it up in Javascript.</div><div><br /></div><div>I'll be doing more recording as I progress</div><div><br /></div><div><a rel="nofollow" href="http://infekted.varomix.net/2013/07/05/infekted-devblog-mapping-ouya-dpad-buttons/">http://infekted.varomix.net/2013/07/05/infekted-devblog-mapping-ouya-dpad-buttons/</a><br /></div><div><br /></div><div>Hope you enjoy it</div><div><br /></div><div><br /></div>]]></description>
   </item>
   </channel>
</rss>
