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      <title>Unity on OUYA - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 21:06:17 +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/p15/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>APKs built by Unity plugin failing to download and install for reviewers, or myself?</title>
      <link>http://forums.ouya.tv/discussion/1932/apks-built-by-unity-plugin-failing-to-download-and-install-for-reviewers-or-myself</link>
      <pubDate>Fri, 05 Jul 2013 17:35:45 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Tyrus</dc:creator>
      <guid isPermaLink="false">1932@/discussions</guid>
      <description><![CDATA[My game seems to download repeatedly, or at least download and then immediately revert to needing an update after it finishes, failing to install. I'm at wit's end on this one. I wrote up the problem&nbsp;<a rel="nofollow" href="http://forums.ouya.tv/discussion/1773/can-t-download-builds-and-the-reviewers-can-t-either">here</a>, as well.<div><br /></div><div>I can't think of any reason that my APK could affect the download of the game. I noticed the bundle version and OUYA store version didn't match and changed them to match with no noticeable change in behavior. Is there any Unity-specific issue that could result in this kind of behavior? Directly sending it to my unit via adb works fine, and I've even had it randomly succeed to download and install at times, but for the reviewers it seems to just download repeatedly with no successful installs. I've been told that OUYA engineers are looking into this, but have a hard time imagining I can't fix this on my end if this isn't affecting everyone.</div><div><br /></div><div>My manifest file seems pretty vanilla besides asking for a large heap. I'm not sure what I could change to affect this issue, and any ideas'd be much appreciated.</div>]]></description>
   </item>
   <item>
      <title>Error Downloading .apk "Can't open file"</title>
      <link>http://forums.ouya.tv/discussion/1995/error-downloading-apk-cant-open-file</link>
      <pubDate>Wed, 10 Jul 2013 01:31:47 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Guitar_Bro</dc:creator>
      <guid isPermaLink="false">1995@/discussions</guid>
      <description><![CDATA[Hi there,<div><br /></div><div>I just received my Ouya and wish to begin development for it using Unity (I'm new to this Android stuff, but I've been using Unity for quite some time).</div><div><br /></div><div>To get my toes wet, I decided to try and download my (successfully) published .apk file to my console using the browser. However, upon selecting my download from the list in the Storage section, I receive a message stating "Can't open file." This really confused me as it's a completely valid .apk file that built correctly within Unity, however my Ouya seems to disagree.</div><div><br /></div><div>Now, I've been searching everywhere for an answer to this, but I can't seem to find anyone with this exact problem. I've signed my file with the default android debug keystore (as show in <a rel="nofollow" href="http://forums.ouya.tv/discussion/1536/sticky-key-signing-in-unity#latest">here</a>), so I don't believe that's the problem, but I can't figure out what could. Any help as to what I should be doing would be greatly appreciated (and thanks in advance).</div>]]></description>
   </item>
   <item>
      <title>"Exception: android (invokation failed)" when building out the APK?</title>
      <link>http://forums.ouya.tv/discussion/1984/exception-android-invokation-failed-when-building-out-the-apk</link>
      <pubDate>Tue, 09 Jul 2013 10:54:56 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Lakota</dc:creator>
      <guid isPermaLink="false">1984@/discussions</guid>
      <description><![CDATA[<div>Hi guys, so I've been playing with my Ouya for a few days and decided to finally try and build out a project to it. Took a little while to get all of the kits&nbsp;necessary&nbsp;(I've never built out for Android) and everything seems to be working (no paths are greyed out) and when I press Compile (or compile all three&nbsp;separately) I don't receive any errors.</div><div><br /></div><div>However, when I go to build, the project asks for the Android directory, and when pointed to either r22 or r21 outputs this error: &nbsp;</div><div><br /></div><div><div><i>Error building Player: Exception: android (invokation failed)<br /></i></div><div><i>ERROR: unknown error</i></div><div><i>cmd:android list target -c</i></div><div><i>stdout;</i></div><div><i>Error occurred during initialization of VM</i></div><div><i>java.lang.UnsatisfiedLinkError: sun.reflect.Reflection.getCallerClass(I)Ljava/lang/Class;</i></div><div><i>	at sun.reflect.Reflection.getCallerClass(Native Method)</i></div><div><i>	at sun.misc.Unsafe.getUnsafe(Unknown Source)</i></div><div><i>	at java.util.Hashtable.&lt;clinit&gt;(Unknown Source)</i></div><div><i>	at java.lang.System.initializeSystemClass(Unknown Source)</i></div><div><i><br /></i></div><div><i>stderr:</i></div></div><div><br /></div><div>I've searched up the error and found some people referring to downgrading to r21 and having that fix the issue, which is why I have both installed, but that hasn't helped for me. I'm honestly not sure if this is a problem with the licenses or the ODK but I thought I'd get some feedback incase any of you have come across this before. <br /><br />I have the following on my computer:<br /></div><div><br /></div><div><i>Unity4.1.3f3</i></div><div><i>JDK 1.6</i></div><div><i>JDK 1.7 (Separate&nbsp;Install)</i></div><div><i>Android SDK r22 with API 16 &amp; 17</i></div><div><i>Android SDK r21 (Separate&nbsp;Install) with API 16</i></div><div><i>Android NDK r8e</i></div><div><br /></div><div>I've also tried adding paths to my environmental variables as per somebody elses fix, but that did nothing so I removed them.&nbsp;<br /><br /></div><div>Any ideas for how I might fix this? I'd really like to test out this apk on my Ouya but I'll need to get back to dev work soon and won't have time to mess with the Ouya again for a little while, so I'd be nice to get something out of the day.&nbsp;</div>]]></description>
   </item>
   <item>
      <title>Suggestions for Ouya Unity interface</title>
      <link>http://forums.ouya.tv/discussion/1996/suggestions-for-ouya-unity-interface</link>
      <pubDate>Wed, 10 Jul 2013 02:42:23 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>1am</dc:creator>
      <guid isPermaLink="false">1996@/discussions</guid>
      <description><![CDATA[I've been fighting with the Ouya Unity interface for a couple of days now and I finally have it working with the default Unity sample (AngryBots). I thought I'd share my frustration and a couple of suggestions to make the API easier to digest:<div><br /></div><div>1) Make a polling interface available without a GameObject.</div><div><br /></div><div>Make an interface very similar to the OuyaInput interface, but put the stateful pieces on the Java side and allow polling for GetAxis, GetButton, etc. That will provide an interface that looks and feels like Unity's Input class and make it easy for newbies like me to understand.</div><div><br /></div><div>2) Create &nbsp;IOuyaGameObject and&nbsp;RegisterGameObject to do&nbsp;asynchronous processing on demand.</div><div><br /></div><div>Instead of having to use the OuyaGameObject in every scene, Create a static method called RegisterGameObject that will receive sendMessage async processing. The IOuyaGameObject interface will ensure that all of the required method names will be available. This will eliminate the "magic" that happens when you have the OuyaGameObject in every scene and the frustration that happens when you don't and you don't realize it (until you tear your hair out for 4 hours, then dive into logcat and find 3 rogue "OuyaGameObject not found" error message and finally decrypt them to come to the realization that there is some state sent via sendMessage in the first scene that if you don't catch, nothing works. &gt;:{)</div><div><br /></div><div>I'm new to Unity/Ouya but an old hat at Software Architecture. If I find the time and motivation, I'll attempt to implement these ideas and share repo. Until then, feel free to ignore this entirely if you don't agree (I might if I were in your situation)</div>]]></description>
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   <item>
      <title>Any ideas?  - Invalid indirect reference 0x418575c8 in decodeIndirectRef</title>
      <link>http://forums.ouya.tv/discussion/1968/any-ideas-invalid-indirect-reference-0x418575c8-in-decodeindirectref</link>
      <pubDate>Mon, 08 Jul 2013 06:16:27 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>GianormousGames</dc:creator>
      <guid isPermaLink="false">1968@/discussions</guid>
      <description><![CDATA[<div>07-08 06:04:07.712: I/Unity(3118): OuyaUnityPlugin.InitializeTest: m_test is null</div><div>07-08 06:04:07.712: I/Unity(3118): InitializeTest: Unity has initialized, &nbsp;constructing TestOuyaFacade</div><div>07-08 06:04:07.712: I/TestOuyaFacade(3118): TestOuyaFacade.Init(310a8f51-4d6e-4ae5-bda0-b93878e5f5d0);</div><div>07-08 06:04:07.712: V/OUYAF(3118): ODK version number: 62</div><div>07-08 06:04:07.712: I/TestOuyaFacade(3118): OuyaFacade.init(context, 310a8f51-4d6e-4ae5-bda0-b93878e5f5d0);</div><div>07-08 06:04:07.712: I/Unity(3118): OuyaUnityPlugin.InitializeTest: OuyaGameObject send SendIAPInitComplete</div><div>07-08 06:04:07.722: W/dalvikvm(3118): Invalid indirect reference 0x418575c8 in decodeIndirectRef</div><div>07-08 06:04:07.722: E/dalvikvm(3118): VM aborting</div><div>07-08 06:04:07.722: A/libc(3118): Fatal signal 11 (SIGSEGV) at 0xdeadd00d (code=1), thread 3142 (UnityMain)</div><div><br />I had the game running initially on Ouya (which, itself took a few hours initially).<br />I then went to work on some build scripts (not touching plugin or runtime code) and I've had this error ever since - I'm about 8 hours into it now.<br /><br />I've tried about everything I can think of - scrubbing all plugins, deleting &amp; reimporting all the Ouya plugin assets, some changes to the plugin code itself. &nbsp;But the error is following me around like a little lost puppy dog that won't go home.</div><div><br /></div><div>I'm a fairly experienced Android / Java / Unity / Unity Plugins / Console/Xbox dev but it's still possible I'm missing something stupidly stupid. &nbsp;Any ideas on tracking it down == greatly appreciated == free beer on me*.<br />* Offer not good in real life **<br />** Offer actually good in real life if in Seattle&nbsp;</div>]]></description>
   </item>
   <item>
      <title>IAP For Dummies</title>
      <link>http://forums.ouya.tv/discussion/1966/iap-for-dummies</link>
      <pubDate>Mon, 08 Jul 2013 00:10:30 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>JohnGaby</dc:creator>
      <guid isPermaLink="false">1966@/discussions</guid>
      <description><![CDATA[I am looking at the sample IAP app and am a bit confused. &nbsp;At the top of the activity file it has the comment:<div><br /></div><div><div>&nbsp; &nbsp; /**</div><div>&nbsp; &nbsp; &nbsp;* Log onto the developer website (you should have received a URL, a username and a password in email)</div><div>&nbsp; &nbsp; &nbsp;* and get your developer ID. Plug it in here. Use your developer ID, not your developer UUID.</div><div>&nbsp; &nbsp; &nbsp;* &lt;p/&gt;</div><div>&nbsp; &nbsp; &nbsp;* The current value is just a sample developer account. You should change it.</div><div>&nbsp; &nbsp; &nbsp;*/</div></div><div><br /></div><div>When I look on my developer portal I only see a 'developer UUID' which it specifically tells me not to use. &nbsp;Is there a separate developer id, or is the UUID the one that I should use?</div><div><br /></div><div>Second, is the 'APPLICATION_KEY' that is referenced in the sample supposed to be set to the contents of the binary 'key.der' file that I can download for my application?</div><div><br /></div><div>Finally while looking for information about the developer id, I find numerous references to a 'OuyaGameObject' which takes the id, yet I cannot find that object anywhere in the sample code or the documentation.</div><div><br /></div><div>Can anyone shed some light?</div><div><br /></div><div>Thanks.</div>]]></description>
   </item>
   <item>
      <title>NullReferenceException in OuyaInputManager</title>
      <link>http://forums.ouya.tv/discussion/1972/nullreferenceexception-in-ouyainputmanager</link>
      <pubDate>Mon, 08 Jul 2013 13:54:49 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Chadivision</dc:creator>
      <guid isPermaLink="false">1972@/discussions</guid>
      <description><![CDATA[Hi.&nbsp; I'm having a problem getting the controller working on a Ouya Unity project.&nbsp; As a test I created a script in unity that moves a cube around using the left stick.&nbsp; My scene has the OuyaGameObject prefab in it, with the OuyaGameObject script attached.&nbsp; I've got "Use Legacy Input" turned off.<br /><br />To get the input, I'm calling OuyaInputManager.GetAxis("LX", OuyaSDK.OuyaPlayer.player1);&nbsp; This works fine using my XBox 360 controller in the editor, but when I run it on the Ouya, Logcat says that I'm getting a NullReferenceException at line 400 of OuyaInputManager.cs.<br /><br />That line looks like this...<br /><br /><br />switch (inputName)<br />{<br />...<br />case "LX":<br />&nbsp;&nbsp; &nbsp;return OuyaInputManager.getPlayerKeyState(player).m_axisLeftStickX;<br />...<br />}<br /><br /><br />Any ideas?&nbsp; Thanks]]></description>
   </item>
   <item>
      <title>OUYA Error</title>
      <link>http://forums.ouya.tv/discussion/1969/ouya-error</link>
      <pubDate>Mon, 08 Jul 2013 08:31:50 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>theoweb</dc:creator>
      <guid isPermaLink="false">1969@/discussions</guid>
      <description><![CDATA[<div>Installation failed with the following output:</div><div>	pkg: /data/local/tmp/Package.apk</div><div><br /></div><div>Failure [INSTALL_FAILED_OLDER_SDK]</div><div><br /></div><div>I got this error after making no notable changes to my project that I can think of. I was testing various networking projects on the ouya and now it won't finish building.&nbsp;</div>]]></description>
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   <item>
      <title>object reference error on OuyaPanel</title>
      <link>http://forums.ouya.tv/discussion/1935/object-reference-error-on-ouyapanel</link>
      <pubDate>Fri, 05 Jul 2013 19:32:03 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>timbecile</dc:creator>
      <guid isPermaLink="false">1935@/discussions</guid>
      <description><![CDATA[Hi, I'm brand new here.<div><br /></div><div>I just exported the OUYACore package and imported it into my project. &nbsp;Immediately after the import, I"m getting this error in the OuyaPanel.cs:</div><div><br /></div><div>"Assets/Ouya/SDK/Editor/OuyaPanel.cs(1286,17): error CS0120: An object reference is required to access non-static member `UnityEngine.Behaviour.enabled'"</div><div><br /></div><div>This doesn't seem to happen in the StarterKit project (which I compiled and ran on my Ouya successfully.</div><div><br /></div><div>Any ideas?</div>]]></description>
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   <item>
      <title>OUYA button input question</title>
      <link>http://forums.ouya.tv/discussion/1867/ouya-button-input-question</link>
      <pubDate>Tue, 02 Jul 2013 11:49:29 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>tyg</dc:creator>
      <guid isPermaLink="false">1867@/discussions</guid>
      <description><![CDATA[So I am kinda confused with how to recognize button input of the OUYA controller.<br /><br />I used to test my game with an Xbox controller, and to detect input I used, <br /><br />if(Input.GetButton ("ButtonName"))<br /><br />to get the key input.<br /><br />Now, when I run the game on the OUYA, with OUYA controllers, it also detects the OUYA controller input with if(Input.GetButton...<br /><br />Now my question, is this a good way to use the OUYA controller? Because I am also seeing other ways to set input for the OUYA controller.<br />]]></description>
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   <item>
      <title>move once with DPAD</title>
      <link>http://forums.ouya.tv/discussion/1924/move-once-with-dpad</link>
      <pubDate>Fri, 05 Jul 2013 00:40:40 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>varomix</dc:creator>
      <guid isPermaLink="false">1924@/discussions</guid>
      <description><![CDATA[Hi guys<div>I need to move an object with the DPad but just once for every time you press it like unity's getKeyDown</div><div><br /></div><div>is there a way to do that?</div><div><br /></div><div>or maybe just be able to delay the movement somehow&nbsp;</div><div><br /></div><div>thanks for the help</div>]]></description>
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   <item>
      <title>Cryptography SHA512 always null</title>
      <link>http://forums.ouya.tv/discussion/1927/cryptography-sha512-always-null</link>
      <pubDate>Fri, 05 Jul 2013 04:18:07 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1927@/discussions</guid>
      <description><![CDATA[







<p>My game was hashing passwords using SHA512. This worked on all platforms, however, it always is null on OUYA. According to Unity, it's on the&nbsp;compatibility&nbsp;list:</p><p><a href="http://docs.unity3d.com/Documentation/ScriptReference/MonoCompatibility.html" target="_blank" rel="nofollow">http://docs.unity3d.com/Documentation/ScriptReference/MonoCompatibility.html</a><br /></p><p>System.Security.Cryptography.SHA512 crypto = System.Security.Cryptography.SHA512Managed.Create();</p><p>MD5 works...</p><p>		System.Security.Cryptography.MD5CryptoServiceProvider crypto = new System.Security.Cryptography.MD5CryptoServiceProvider();</p>]]></description>
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   <item>
      <title>Game restarting automatically on Quit</title>
      <link>http://forums.ouya.tv/discussion/1905/game-restarting-automatically-on-quit</link>
      <pubDate>Wed, 03 Jul 2013 22:35:09 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Radiangames</dc:creator>
      <guid isPermaLink="false">1905@/discussions</guid>
      <description><![CDATA[One last problem before I submit:<br /><br />I'm using Application.Quit() to exit the game (select an option and confirm it).&nbsp; This sends me back to the menu, and the game instantly restarts.&nbsp; Happens every time.&nbsp; Should I remove the exit option, or is there a way to fix it?<br /><br />Thanks,<br />Luke<br />]]></description>
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      <title>Unity build and run - Failed to re-package resources</title>
      <link>http://forums.ouya.tv/discussion/295/unity-build-and-run-failed-to-re-package-resources</link>
      <pubDate>Thu, 10 Jan 2013 00:36:52 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>MURAinteractive</dc:creator>
      <guid isPermaLink="false">295@/discussions</guid>
      <description><![CDATA[<div>Hi everyone,</div><div>I am trying to use the build and run feature in the OUYA panel and I am getting the following error:</div><div><br /></div>Failed to re-package resources with the following parameters:
package -v -f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/Users/MURA01/Downloads/adt-bundle-windows-x86_64/adt-bundle-windows-x86_64/sdk/platforms/android-16\android.jar" -F bin/resources.ap_
Configurations:
 (default)
 hdpi
 ldpi
 xhdpi

Files:
  drawable\app__iconToBeChanged.psd
    Src: () res\drawable\app__iconToBeChanged.psd
  drawable\app_icon.png
    Src: () res\drawable\app_icon.png
    Src: (hdpi) res\drawable-hdpi\app_icon.png
    Src: (ldpi) res\drawable-ldpi\app_icon.png
    Src: (xhdpi) res\drawable-xhdpi\app_icon.png
  layout\main.xml
    Src: () res\layout\main.xml
  values\strings.xml
    Src: () res\values\strings.xml
  AndroidManifest.xml<div><br /></div><div>I have no clue what it means. All help is appriciated</div><div>Thanks,</div><div>Michael Chugg</div>]]></description>
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   <item>
      <title>Detect running on Ouya platform</title>
      <link>http://forums.ouya.tv/discussion/1929/detect-running-on-ouya-platform</link>
      <pubDate>Fri, 05 Jul 2013 07:40:05 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>gary_bbgames</dc:creator>
      <guid isPermaLink="false">1929@/discussions</guid>
      <description><![CDATA[Hey guys,<div><br /></div><div>My game will be running on iOS, Android, Win Phone 8 and Ouya. On the mobile devices I will have a PLAY button that the user needs to press but on Ouya I want to have "PRESS O".</div><div><br /></div><div>How can I tell if I'm running on Ouya in code?</div><div><br /></div><div>Cheers.</div>]]></description>
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      <title>How to setup for 1080p on Unity + Ouya</title>
      <link>http://forums.ouya.tv/discussion/1714/how-to-setup-for-1080p-on-unity-ouya</link>
      <pubDate>Wed, 26 Jun 2013 01:26:59 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>rav3n256</dc:creator>
      <guid isPermaLink="false">1714@/discussions</guid>
      <description><![CDATA[How does one setup Unity for a 1080p game? &nbsp;I've switched to the Android platform, but there's no way of setting it to 1920x1080. &nbsp;I've tried using&nbsp;Screen.SetResolution() but I don't see any changes on my tv. &nbsp;I read through the forums and everything seems to be around setting everything to 720p. &nbsp;Any help would be greatly appreciated.]]></description>
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      <title>m_test is null on OuyaSDK.requestPurchase [fixed]</title>
      <link>http://forums.ouya.tv/discussion/1864/m-test-is-null-on-ouyasdk-requestpurchase-fixed</link>
      <pubDate>Tue, 02 Jul 2013 00:24:56 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>JohnnyAlpha404</dc:creator>
      <guid isPermaLink="false">1864@/discussions</guid>
      <description><![CDATA[<div>EDIT: Adding the OuyaGameObject in the current scene makes it work, it does however result in that prefab being in the scene twice once it has opened. Seems weird.</div><br />I'm stuck on this one. I'm trying to implement the IAP using the following code:<div><br /></div><blockquote><div><div>#pragma strict</div></div><div><div><br /></div></div><div><div>public class Purchase extends MonoBehaviour implements</div></div><div><div>&nbsp; &nbsp; OuyaSDK.IPurchaseListener,</div></div><div><div>&nbsp; &nbsp; OuyaSDK.IPauseListener,</div></div><div><div>&nbsp; &nbsp; OuyaSDK.IResumeListener,</div></div><div><div>&nbsp; &nbsp; OuyaSDK.IMenuButtonUpListener,</div></div><div><div>&nbsp; &nbsp; OuyaSDK.IMenuAppearingListener</div></div><div><div>{</div></div><div><div><br /></div></div><div><div>	private var input : InputHandlerPattern;</div></div><div><div><br /></div></div><div><div>&nbsp; &nbsp; private var failed : GameObject;</div></div><div><div>&nbsp; &nbsp; private var canceled : GameObject;</div></div><div><div>&nbsp; &nbsp; private var success : GameObject;</div></div><div><div>&nbsp; &nbsp; public var bought : boolean = false;</div></div><div><div><br /></div></div><div><div>&nbsp; &nbsp; private var buy : GameObject;</div></div><div><div>&nbsp; &nbsp; private var play : GameObject;</div></div><div><div><br /></div></div><div><div>&nbsp; &nbsp; function Awake(){</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.registerPurchaseListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.registerMenuButtonUpListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.registerMenuAppearingListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.registerPauseListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.registerResumeListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; input = GetComponent("InputHandlerPattern") as InputHandlerPattern;</div></div><div><div>&nbsp; &nbsp; }</div></div><div><div><br /></div></div><div><div>&nbsp; &nbsp; function Update(){</div></div><div><div>&nbsp; &nbsp; 	if(input.pressed_A){</div></div><div><div>			Application.LoadLevel("game");</div></div><div><div>		}</div></div><div><div><br /></div></div><div><div>		if(input.pressed_O){</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if(!bought){</div></div><div><div>&nbsp; &nbsp; 			OuyaSDK.requestPurchase("sbt_buy");</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; failed.renderer.enabled = false;</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; canceled.renderer.enabled = false;</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else{</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; PlayerPrefs.SetString("restart", "true");</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Application.LoadLevel("game");</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }</div></div><div><div>		}</div></div><div><div>&nbsp; &nbsp; }</div></div><div><div><br /></div></div><div><div>&nbsp; &nbsp; function OnDestroy(){</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.unregisterPurchaseListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.unregisterMenuButtonUpListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.unregisterMenuAppearingListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.unregisterPauseListener(this);</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; OuyaSDK.unregisterResumeListener(this);</div></div><div><div>&nbsp; &nbsp; }</div></div><div><div><br /></div></div><div><div>	function OuyaPurchaseOnSuccess(product : OuyaSDK.Product){</div></div><div><div>		Success();</div></div><div><div>	}</div></div><div><div><br /></div></div><div><div>	function OuyaPurchaseOnFailure(errorCode : int, errorMessage : String){</div></div><div><div>		failed.renderer.enabled = true;</div></div><div><div>	}</div></div><div><div><br /></div></div><div><div>	function OuyaPurchaseOnCancel(){</div></div><div><div>&nbsp; &nbsp; &nbsp; &nbsp; canceled.renderer.enabled = true;</div></div><div><br /></div><div><div>&nbsp; &nbsp; }</div></div><div><div>}</div></div><div><br /></div><div><br /></div></blockquote>Whenever I press O I get the error in my Logcat that says:<br />requestPurchaseAsync sku: sbt_buy<div>OuyaUnityPlugin.requestPurchaseAsync: m_test is null</div><div><br /></div><div>I'm using the latest unity 3.5.7 build, SDK Version 17, the ouya window says i'm running version 1.0.5.1 for the plugin, I've set my Developer ID and the Purchasables in the OuyaGameObject and added the purchase to my dev portal. I recall this working yesterday before I updated to the latest plugin version.</div><div><br /></div><div>Is there anything here that I'm doing wrong and/or forgetting?</div><div><br /></div><div>Follow up question:</div><div>How can I test this from within the Unity editor?</div>]]></description>
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      <title>requestProductList never triggers any listener</title>
      <link>http://forums.ouya.tv/discussion/1897/requestproductlist-never-triggers-any-listener</link>
      <pubDate>Wed, 03 Jul 2013 19:08:14 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Radiangames</dc:creator>
      <guid isPermaLink="false">1897@/discussions</guid>
      <description><![CDATA[I've been trying for the past couple hours to figure out this issue.&nbsp; It doesn't work even in the example scene:<br /><br />When I call the following code:<br />&nbsp;&nbsp;&nbsp; public void RequestProducts()<br />&nbsp;&nbsp;&nbsp; {<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; List&lt;OuyaSDK.Purchasable&gt; productIdentifierList =<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; new List&lt;OuyaSDK.Purchasable&gt;();<br /><br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; foreach (string productId in OuyaGameObject.Singleton.Purchasables) {<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; productIdentifierList.Add(new OuyaSDK.Purchasable(productId));<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; }<br /><br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; OuyaSDK.requestProductList(productIdentifierList);<br />&nbsp;&nbsp;&nbsp; }<br /><br />That code is definitely getting called, but none of the listeners appear to be responding.&nbsp; Though really I can't tell in the example, aside from the success listener not being called.&nbsp; FYI: The GamerUUID is getting filled in in the ShowProducts example.&nbsp; But the other two buttons do nothing.<br /><br />Are there any other simple IAP examples out there that I could use to test the system and try to figure out what might be going wrong?<br /><br />Also, I'm unable to get MonoDevelop to attach to the OUYA process (just never shows up at all).&nbsp; Is there any other way to see the debug output?&nbsp; People have mentioned a debug log (or debugcat?), but I can't find anything on the OUYA (browsing from Windows) like that.<br /><br />Please help!<br /><br />Thanks,<br />Luke<br />]]></description>
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      <title>Change APK name?</title>
      <link>http://forums.ouya.tv/discussion/1901/change-apk-name</link>
      <pubDate>Wed, 03 Jul 2013 20:45:20 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Radiangames</dc:creator>
      <guid isPermaLink="false">1901@/discussions</guid>
      <description><![CDATA[How do I change the APK name in Unity?&nbsp; The field in the OUYA panel is not a label.<br /><br />Thanks,<br />Luke<br />]]></description>
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      <title>for new Unity devs, be sure to bookmark this custom search, it is extremely useful</title>
      <link>http://forums.ouya.tv/discussion/1898/for-new-unity-devs-be-sure-to-bookmark-this-custom-search-it-is-extremely-useful</link>
      <pubDate>Wed, 03 Jul 2013 19:26:21 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>XRA</dc:creator>
      <guid isPermaLink="false">1898@/discussions</guid>
      <description><![CDATA[<a rel="nofollow" href="http://www.google.com/cse/home?cx=001712401338047450041:csfhqk-trfa">http://www.google.com/cse/home?cx=001712401338047450041:csfhqk-trfa</a><div><br /></div><div><br /></div>]]></description>
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      <title>[URGENT] CRASH if more than 5 seconds to respond?</title>
      <link>http://forums.ouya.tv/discussion/1863/urgent-crash-if-more-than-5-seconds-to-respond</link>
      <pubDate>Mon, 01 Jul 2013 23:57:10 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1863@/discussions</guid>
      <description><![CDATA[It seems a new problem has been introduced with the latest update.&nbsp;<div><br /></div><div>When my game loads, the first scene (sometimes) takes more than 5000ms to load. So now OUYA crashes out my game.</div><div><br /></div><div>Is there a way to turn that off? <b>I have a massive battle/testing scheduled for tonight.</b></div><div><br /></div><div>-Carmine</div>]]></description>
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      <title>Crashes on Android (needs to work on Android devices and OUYA also)</title>
      <link>http://forums.ouya.tv/discussion/1623/crashes-on-android-needs-to-work-on-android-devices-and-ouya-also</link>
      <pubDate>Mon, 17 Jun 2013 14:47:37 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1623@/discussions</guid>
      <description><![CDATA[<div>My game needs to work on OUYA and regular Android devices also. I just got a crash report from someone using a Galaxy SII. I really am not sure where to start. Some forums mentioned the AndroidManifest.xml (which is black magic to me).&nbsp;</div><div><br /></div><div>Any ideas what is causing the below to happen? &nbsp;</div><div>- This seems to work fine on my Nexus 7.</div><div>- For the google play store, I compiled using version 11 (3.0)</div><br />java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{com.AwesomeApps.Quintet/com.AwesomeApps.Quintet.OuyaUnityApplication}: java.lang.ClassNotFoundException: com.AwesomeApps.Quintet.OuyaUnityApplication<br />at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1892)<br />at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1993)<br />at android.app.ActivityThread.access$600(ActivityThread.java:127)<br />at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1159)<br />at android.os.Handler.dispatchMessage(Handler.java:99)<br />at android.os.Looper.loop(Looper.java:137)<br />at android.app.ActivityThread.main(ActivityThread.java:4507)<br />at java.lang.reflect.Method.invokeNative(Native Method)<br />at java.lang.reflect.Method.invoke(Method.java:511)<br />at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:790)<br />at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:557)<br />at dalvik.system.NativeStart.main(Native Method)<br />Caused by: java.lang.ClassNotFoundException: com.AwesomeApps.Quintet.OuyaUnityApplication<br />at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:61)<br />at java.lang.ClassLoader.loadClass(ClassLoader.java:501)<br />at java.lang.ClassLoader.loadClass(ClassLoader.java:461)<br />at android.app.Instrumentation.newActivity(Instrumentation.java:1026)<br />at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1883)<br /><br />]]></description>
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      <title>Cant get input working.</title>
      <link>http://forums.ouya.tv/discussion/1825/cant-get-input-working</link>
      <pubDate>Sun, 30 Jun 2013 02:42:37 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Humphrey66</dc:creator>
      <guid isPermaLink="false">1825@/discussions</guid>
      <description><![CDATA[I cant get my axis input working or any input for that matter I followed a video tutorial and it still didnt work heres my code:<div><br /></div><div><div>using UnityEngine;</div><div>using System.Collections;</div><div><br /></div><div><b>public class PlayerMouseLook : MonoBehaviour {</b></div><div><b>	</b></div><div><b>	public float SensitivityX = 5.0f;</b></div><div><b>	public float SensitivityY = 5.0f;</b></div><div><b>	// Use this for initialization</b></div><div><b>	void Awake () {</b></div><div><b>		try{</b></div><div><b>			OuyaSDK.registerInputAxisListener(new OuyaSDK.InputAxisListener&lt;OuyaSDK.InputAxisEvent&gt;()</b></div><div><b>			{</b></div><div><b>				onSuccess = (OuyaSDK.InputAxisEvent inputEvent) =&gt;</b></div><div><b>				{</b></div><div><b>					OuyaInputManager.HandleAxisEvent(inputEvent);	</b></div><div><b>				},</b></div><div><b>				</b></div><div><b>				onFailure = (int errorCode, string errorMessage) =&gt;</b></div><div><b>				{</b></div><div><b>					//FAIL	</b></div><div><b>				}</b></div><div><b>			});</b></div><div><b>		}</b></div><div><b>		catch(System.Exception ex){</b></div><div><b>			//FAIL	</b></div><div><b>		}</b></div><div><b>	}</b></div><div><b>	</b></div><div><b>	// Update is called once per frame</b></div><div><b>	void Update () {</b></div><div><b>		Vector3 TempRotation = transform.localEulerAngles;</b></div><div><b>		float rotateX = OuyaInputManager.GetAxis("RX", OuyaSDK.OuyaPlayer.player1);</b></div><div><b>		float rotateY = OuyaInputManager.GetAxis("RL", OuyaSDK.OuyaPlayer.player1);</b></div><div><b>		TempRotation.y += rotateX;</b></div><div><b>		TempRotation.x += -rotateY;</b></div><div><b>		transform.localEulerAngles = TempRotation;</b></div><div><b>		</b></div><div><b>	}</b></div><div><b>	</b></div><div><b>}</b></div></div><div><br /></div><div>i've used unity for years and was excited when I heard about the ouya and how you would b able to make games with it so this problem is a little frustrating. there is no errors in unity it just doesnt work when I run it on the ouya.</div>]]></description>
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      <title>Strange exception when building.</title>
      <link>http://forums.ouya.tv/discussion/1787/strange-exception-when-building</link>
      <pubDate>Fri, 28 Jun 2013 17:45:48 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Tommybear</dc:creator>
      <guid isPermaLink="false">1787@/discussions</guid>
      <description><![CDATA[Hi Guys,<div><br /></div><div>I haven't seen this one before in Unity. &nbsp;Basically can't build. &nbsp;I've gotten all the prerequisites and I'm a little stuck:</div><div><br /></div><div><div>Error building Player: CommandInvokationFailure: Failed to build apk. See the Console for details.</div><div>/System/Library/Frameworks/JavaVM.framework/Versions/CurrentJDK/Home/bin/java -Xmx1024M -Dcom.android.sdkmanager.toolsdir="/Users/tommybear/adt-bundle-mac-x86_64-20130522/sdk/tools" -Dfile.encoding=UTF8 -jar "/Applications/Unity4.2RC1/Unity4.2RC1.app/Contents/BuildTargetTools/AndroidPlayer/sdktools.jar" -</div><div><br /></div><div>stderr[</div><div>Exception in thread "main" java.lang.reflect.InvocationTargetException</div><div>	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)</div><div>	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)</div><div>	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)</div><div>	at java.lang.reflect.Method.invoke(Method.java:597)</div><div>	at SDKMain.main(SDKMain.java:124)</div><div>Caused by: java.lang.VerifyError: class org.bouncycastle.asn1.ASN1Primitive overrides final method equals.(Ljava/lang/Object;)Z</div><div>	at java.lang.ClassLoader.defineClass1(Native Method)</div><div>	at java.lang.ClassLoader.defineClassCond(ClassLoader.java:631)</div><div>	at java.lang.ClassLoader.defineClass(ClassLoader.java:615)</div><div>	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:141)</div><div>	at java.net.URLClassLoader.defineClass(URLClassLoader.java:283)</div><div>	at java.net.URLClassLoader.access$000(URLClassLoader.java:58)</div><div>	at java.net.URLClassLoader$1.run(URLClassLoader.java:197)</div><div>	at java.security.AccessController.doPrivileged(Native Method)</div><div>	at java.net.URLClassLoader.findClass(URLClassLoader.java:190)</div><div>	at java.lang.ClassLoader.loadClass(ClassLoader.java:306)</div><div>	at java.lang.ClassLoader.loadClass(ClassLoader.java:247)</div><div>	at com.android.sdklib.build.ApkBuilder.init(ApkBuilder.java:446)</div><div>	at com.android.sdklib.build.ApkBuilder.&lt;init&gt;(ApkBuilder.java:422)</div><div>	at com.android.sdklib.build.ApkBuilder.&lt;init&gt;(ApkBuilder.java:362)</div><div>	at UnityApkBuilder.&lt;init&gt;(UnityApkBuilder.java:201)</div><div>	at UnityApkBuilder.main(UnityApkBuilder.java:28)</div><div>	... 5 more</div><div>]</div><div>stdout[</div><div><br /></div><div>]</div></div><div><br /></div><div>Thanks!</div>]]></description>
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      <title>Pushing OUYA To Its Limits :)</title>
      <link>http://forums.ouya.tv/discussion/1756/pushing-ouya-to-its-limits</link>
      <pubDate>Thu, 27 Jun 2013 08:43:40 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Killa_Maaki</dc:creator>
      <guid isPermaLink="false">1756@/discussions</guid>
      <description><![CDATA[Today I received my retail OUYA (woohoo!)<br />Decided to test it out by getting it set up with Unity<br />It took a while to get everything figured out (mostly driver stuff), but I got it done.<br /><br />So I put together a little graphics test for the little box.<br />Running at 480p (Wii resolution), I placed nearly 100 particle systems in the scene (the actual count is 81, placed in a 9x9 grid). Each particle system emits 20 particles per second. Obviously this scene is incredibly fillrate and overdraw heavy. At 1080, it brings the system to its knees (10-20 FPS). However, as I said, I wanted to test Wii-resolution (I intend to develop at 480p for maximum performance). In that case, it consistently maintains 48FPS. It does make the fan run slightly louder than usual, and the console runs a tad hot, but again it's designed to be a massive abuse of fillrate and overdraw, and the Tegra seems to be taking it quite well.<br /><br />I'm excited to be developing for this.<br />]]></description>
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      <title>checking if player purchased a product</title>
      <link>http://forums.ouya.tv/discussion/1760/checking-if-player-purchased-a-product</link>
      <pubDate>Thu, 27 Jun 2013 13:37:44 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Floppy</dc:creator>
      <guid isPermaLink="false">1760@/discussions</guid>
      <description><![CDATA[how to do that ?&nbsp;<div>using ShowProducts.cs as a base , should we use this provided method ?</div><div><br /></div><p>	private void getProducts()<br />	{<br />	&nbsp;List&lt;OuyaSDK.Purchasable&gt; productIdentifierList =&nbsp;new List&lt;OuyaSDK.Purchasable&gt;();<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;foreach (string productId in OuyaGameObject.Singleton.Purchasables)<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; productIdentifierList.Add(new OuyaSDK.Purchasable(productId));<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;}<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;OuyaSDK.requestProductList(productIdentifierList);<br />	}&nbsp;</p><div><br /></div><div>and check in m_products using a loop like this ?</div><div><br /></div><div>foreach (OuyaSDK.Product product in m_products) {}<br /><br />exept i can't see any method in product to check if it's already bought&nbsp;</div><div>any halp would be appreciated</div><div><br /></div>]]></description>
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      <title>Triggers - anyone else seeing KeyUp states while holding them?</title>
      <link>http://forums.ouya.tv/discussion/703/triggers-anyone-else-seeing-keyup-states-while-holding-them</link>
      <pubDate>Sat, 09 Feb 2013 07:02:10 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Dreamwriter</dc:creator>
      <guid isPermaLink="false">703@/discussions</guid>
      <description><![CDATA[<p>I've got an issue where I'm holding a trigger down, and when you press any other button there's a chance that the trigger briefly gets a KeyUp state. &nbsp;In my game you hold down the triggers (or shoulder buttons) to be locked onto an enemy or strafe, so it's rather noticable when the trigger gets released for a tick when you shoot. &nbsp;This doesn't happen with any other buttons, including strafing with the shoulders.</p><p>Anyone else seeing this? &nbsp;I'm using version 1c, BTW.</p>]]></description>
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      <title>Error: Building Player from Editor Requires Pro</title>
      <link>http://forums.ouya.tv/discussion/1739/error-building-player-from-editor-requires-pro</link>
      <pubDate>Wed, 26 Jun 2013 22:10:32 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>darkgriffin1986</dc:creator>
      <guid isPermaLink="false">1739@/discussions</guid>
      <description><![CDATA[<div>"Error: Building Player from Editor Requires Unity Pro"</div><div><br /></div>As the title says, I get that error when using the OUYA build panel.<div><br /></div><div>I'm running Unity Free, as I cannot afford Pro. (Even 75 a month is too much when I have no income due to reasons medical and out of my control I'd rather not derail the topic with).</div><div><br /></div><div>Can I just build a normal Android APK and then test the app with that? &nbsp;What would be the workflow to do whatever the editor is trying to do during this step manually?</div><div><br /></div><div>I can build android apps through the standard Unity Android plugin, so I don't quite understand why this tool isn't working. &nbsp;I guess because it's not an "official" export tool?</div><div><br /></div><div>I can't seem to just browse to the Ouya and put stuff on it from there. &nbsp;I also don't have a TV by my computer, so I can't use the Ouya OS to do anything besides powering up while I have it hooked up to my computer. &nbsp;Yes, my setup kind of sucks, I know, but the TV is in another room and used for a lot of other things too.</div><div><br /></div><div>I'm pretty new to the whole console workflow, I can build and install android phone apps just fine, but hooking up a console and outputting to that is all new to me. &nbsp;</div><div><br /></div><div>So clear step by step instructions would be best.</div><div><br /></div><div>I just tested, and I can compile just fine, it's only the build buttons or anything with the build step involved that breaks.</div><div><br /></div><div>I'm trying to get a workflow where I can develop stuff in Unity and then do weekly or daily "builds" to the actual console, like what I've been doing with my android phone.</div>]]></description>
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      <title>Really basic OUYA developing question</title>
      <link>http://forums.ouya.tv/discussion/1713/really-basic-ouya-developing-question</link>
      <pubDate>Wed, 26 Jun 2013 01:09:31 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>theoweb</dc:creator>
      <guid isPermaLink="false">1713@/discussions</guid>
      <description><![CDATA[In order to test something physically on my OUYA that I have created in unity, do I need to Submit it for review? I am aware of emulators, just curious if I want to test something simplistic like Hello World as proof of concept on my OUYA, am I able without submitting for review?]]></description>
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      <title>When building examples to run on device-it opens manage?</title>
      <link>http://forums.ouya.tv/discussion/1690/when-building-examples-to-run-on-device-it-opens-manage</link>
      <pubDate>Tue, 25 Jun 2013 05:38:07 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SwiftIllusion</dc:creator>
      <guid isPermaLink="false">1690@/discussions</guid>
      <description><![CDATA[Hello, I was wandering if there was another new change recently that<br />has affected how projects are meant to be built.<br />I've setup a new scene for some testing with the ODK, I went to run<br />the showcontroller example, and after it finishes building, when it goes<br />to run on the device (OUYA is connected), it doesn't actually run the<br />game but goes into the Manage panel??....<br />No matter what menu option I am selecting before the build, it goes<br />into the manage panel.<br />What on earth?<br /><br />Edit:<br />It does add the project to my game library also though, but when running<br />it it exits immediately?<br /><br />I'd really appreciate if anyone knows what is happening with this.<br />]]></description>
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