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      <title>Unity on OUYA - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 21:00:17 +0000</pubDate>
         <description>Unity on OUYA - OUYA Developer Forums</description>
   <language>en-CA</language>
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   <item>
      <title>P31 Facebook crash, "Don't keep activities" debug setting.</title>
      <link>http://forums.ouya.tv/discussion/1699/p31-facebook-crash-dont-keep-activities-debug-setting</link>
      <pubDate>Tue, 25 Jun 2013 15:05:37 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>lgaliber</dc:creator>
      <guid isPermaLink="false">1699@/discussions</guid>
      <description><![CDATA[On launching the com.facebook.LoginActivity (via the Prime31 function "<br />FacebookAndroid.loginWithReadPermissions()"), the main UnityActivity seems to be destroyed underneath, causing a crash. &nbsp;This only seems to occur when the debug setting "Don't keep activities" is checked "on". &nbsp;Unfortunately, it seems that this setting is "on" by default (either on all systems, or many of them). &nbsp;Does anyone know if this is on by default on retails devices? &nbsp;Has anyone found a way around this?<div><br /></div><div>Here is an example of the crash we're experiencing:</div><div><br /></div><div>06-25 14:35:53.041: I/ActivityManager(306): Displayed com.badjuju.flipriders/com.facebook.LoginActivity: +204ms (total +251ms)</div><div>06-25 14:35:53.331: D/FacebookSDK.WebDialog(2105): Redirect URL: <a href="http://m.facebook.com/login.php[removed" target="_blank" rel="nofollow">http://m.facebook.com/login.php[removed</a> link details]</div><div>06-25 14:35:53.331: D/FacebookSDK.WebDialog(2105): Webview loading URL: <a href="http://m.facebook.com/login.php[removed" target="_blank" rel="nofollow">http://m.facebook.com/login.php[removed</a> link details]</div><div>06-25 14:35:53.391: I/Process(2105): Sending signal. PID: 2105 SIG: 9</div><div>06-25 14:35:53.421: I/ActivityManager(306): Process com.badjuju.flipriders (pid 2105) has died.</div><div>06-25 14:35:53.421: W/InputDispatcher(306): channel '42177fa8 com.badjuju.flipriders/com.badjuju.flipriders.OuyaUnityApplication (server)' ~ Consumer closed input channel or an error occurred. &nbsp;events=0x9</div><div>06-25 14:35:53.421: E/InputDispatcher(306): channel '42177fa8 com.badjuju.flipriders/com.badjuju.flipriders.OuyaUnityApplication (server)' ~ Channel is unrecoverably broken and will be disposed!</div><div>06-25 14:35:53.421: I/WindowState(306): WIN DEATH: Window{42b83ee0 com.badjuju.flipriders/com.facebook.LoginActivity paused=false}</div><div>06-25 14:35:53.421: W/ActivityManager(306): Force removing ActivityRecord{42241490 com.badjuju.flipriders/com.facebook.LoginActivity}: app died, no saved state</div><div>06-25 14:35:53.431: W/InputDispatcher(306): Attempted to unregister already unregistered input channel '42177fa8 com.badjuju.flipriders/com.badjuju.flipriders.OuyaUnityApplication (server)'</div><div>06-25 14:35:53.431: I/WindowState(306): WIN DEATH: Window{42b7f510 com.badjuju.flipriders/com.facebook.LoginActivity paused=false}</div><div>06-25 14:35:53.431: I/WindowState(306): WIN DEATH: Window{42a81170 com.badjuju.flipriders/com.facebook.LoginActivity paused=false}</div><div>06-25 14:35:53.431: I/WindowState(306): WIN DEATH: Window{42177fa8 com.badjuju.flipriders/com.badjuju.flipriders.OuyaUnityApplication paused=false}</div><div>06-25 14:35:53.431: I/WindowManager(306): WINDOW DIED Window{42177fa8 com.badjuju.flipriders/com.badjuju.flipriders.OuyaUnityApplication paused=false}</div><div>06-25 14:35:53.441: W/InputMethodManagerService(306): Ignoring showSoftInput of uid 1000: android.view.inputmethod.InputMethodManager$1@41fcbbc0</div><div>06-25 14:35:53.481: I/ActivityManager(306): Start proc com.badjuju.flipriders for activity com.badjuju.flipriders/com.prime31.FacebookProxyActivity: pid=2182 uid=10035 gids={1015, 1023, 3003, 1028}</div><div>06-25 14:35:53.491: I/InputDispatcher(306): Dropping event because there is no focused window or focused application.</div><div>06-25 14:35:53.491: W/InputMethodManagerService(306): Ignoring showSoftInput of uid 1000: android.view.inputmethod.InputMethodManager$1@41fcbbc0</div><div>06-25 14:35:53.581: I/Prime31(2182): launching proxy Activity to intercept SSO login</div><div>06-25 14:35:53.591: E/Prime31(2182): Something has gone terribly wrong. The Unity Activity does not exist. This could be due to a low memory situation</div><div>06-25 14:35:53.591: I/Prime31(2182): unkown exception occurred locating getActivity(): null</div><div>06-25 14:35:53.591: E/Prime31(2182): Something has gone terribly wrong. The Unity Activity does not exist. This could be due to a low memory situation</div><div>06-25 14:35:53.591: D/AndroidRuntime(2182): Shutting down VM</div><div>06-25 14:35:53.591: W/dalvikvm(2182): threadid=1: thread exiting with uncaught exception (group=0x414f9300)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): FATAL EXCEPTION: main</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): java.lang.Error: FATAL EXCEPTION [main]</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): Unity version &nbsp; &nbsp; : 4.1.5f1</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): Device model &nbsp; &nbsp; &nbsp;: OUYA OUYA Console</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): Device fingerprint: OUYA/ouya_1_1/ouya_1_1:4.1.2/JZO54L-OUYA/328:user/test-keys</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): Caused by: java.lang.RuntimeException: Unable to start activity ComponentInfo{com.badjuju.flipriders/com.prime31.FacebookProxyActivity}: java.lang.IllegalArgumentException: activity cannot be null</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2059)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2084)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread.access$600(ActivityThread.java:130)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1195)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.os.Handler.dispatchMessage(Handler.java:99)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.os.Looper.loop(Looper.java:137)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread.main(ActivityThread.java:4745)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at java.lang.reflect.Method.invokeNative(Native Method)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at java.lang.reflect.Method.invoke(Method.java:511)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at dalvik.system.NativeStart.main(Native Method)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): Caused by: java.lang.IllegalArgumentException: activity cannot be null</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.facebook.UiLifecycleHelper.&lt;init&gt;(UiLifecycleHelper.java:53)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.prime31.FacebookPlugin.createUiHelper(FacebookPlugin.java:47)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.prime31.FacebookPlugin.&lt;init&gt;(FacebookPlugin.java:39)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.prime31.FacebookPluginBase.instance(FacebookPluginBase.java:41)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.prime31.FacebookProxyActivity.openSession(FacebookProxyActivity.java:62)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at com.prime31.FacebookProxyActivity.onCreate(FacebookProxyActivity.java:41)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.Activity.performCreate(Activity.java:5021)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1079)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2023)</div><div>06-25 14:35:53.591: E/AndroidRuntime(2182): 	... 11 more</div><div>06-25 14:35:53.591: W/ActivityManager(306): &nbsp; Force finishing activity com.badjuju.flipriders/com.prime31.FacebookProxyActivity&nbsp;&nbsp;</div>]]></description>
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   <item>
      <title>Getting touch pad values from individual controllers?</title>
      <link>http://forums.ouya.tv/discussion/1696/getting-touch-pad-values-from-individual-controllers</link>
      <pubDate>Tue, 25 Jun 2013 14:01:56 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>jrdn</dc:creator>
      <guid isPermaLink="false">1696@/discussions</guid>
      <description><![CDATA[I'm currently developing a four-player game in Unity, intending to utilize the touch pad to control players on the screen. I cannot find any documentation about using the touch pad other than it overriding the system mouse, which I am very disappointed in. This is a core mechanic in our game and not being able to use the touch pad pretty much renders our 2 consoles and 8 controllers useless, which is something we don't want to happen. Please can someone help us out with a solution?]]></description>
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   <item>
      <title>Trigger Input being overwritten by Bumpers</title>
      <link>http://forums.ouya.tv/discussion/1674/trigger-input-being-overwritten-by-bumpers</link>
      <pubDate>Mon, 24 Jun 2013 05:23:34 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SirisDracken</dc:creator>
      <guid isPermaLink="false">1674@/discussions</guid>
      <description><![CDATA[I am using the ODK to manage input, and when running on the Ouya, I have noticed that while holding down the right (or left) trigger and then pressing and releasing the right (or left) bumper causes the input for the triggers to stop. &nbsp;This does not happen while running in editor and using an xbox 360 controller.<div><br /></div><div>Here is the code that I am using in Update() to handle the trigger and bumper input:</div><div><br /></div><div><div>if (OuyaInputManager.GetButtonDown("RT",player)){</div><div>	value = 1.0f;</div><div>}else if (OuyaInputManager.GetButtonUp("RT",player)){</div><div>	value&nbsp;= 0.0f;</div><div>}</div></div><div><br /></div><div>and for the bumpers:</div><div><br /></div><div><div>if (OuyaInputManager.GetButtonDown("LB",player)){</div><div>	otherValue = 1.0f;</div><div>}else&nbsp;if (OuyaInputManager.GetButtonUp("LB",player)){</div><div>	otherValue = 0.0f;</div><div>}</div></div><div><br /></div><div>Has anyone else had this problem or can point me in the right direction to finding a fix?</div>]]></description>
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      <title>Track pad causing crash after a few swipes</title>
      <link>http://forums.ouya.tv/discussion/253/track-pad-causing-crash-after-a-few-swipes</link>
      <pubDate>Mon, 07 Jan 2013 22:05:36 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>RaveTZ</dc:creator>
      <guid isPermaLink="false">253@/discussions</guid>
      <description><![CDATA[I'm using Unity 4 and my Ouya has the latest firmware. &nbsp;Yet when I run anything from Unity, the app will crash after using the touch pad a few times. &nbsp;Any clues as to why? &nbsp;It doesn't seem to care which app I run.]]></description>
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      <title>Controller Solutions – (Con)Tribute to Tim</title>
      <link>http://forums.ouya.tv/discussion/1528/controller-solutions-con-tribute-to-tim</link>
      <pubDate>Wed, 05 Jun 2013 16:40:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>ClarkGame</dc:creator>
      <guid isPermaLink="false">1528@/discussions</guid>
      <description><![CDATA[Hey OUYA Devs, &gt;&gt; SCROLL TO BOTTOM TO FIND THE NEWEST VERSION<br />or better: <a rel="nofollow" href="http://forums.ouya.tv/discussion/1678/new-ouyainput-controller-framework-simple-fast-with-documantation#latest">HEAD OVER TO THE NEW THREAD</a><br /><br />I read a lot of questions about controllers and during the last days fought myself through the new Ouya Unity Input (and before that through the Ouya legacy input). Thanks to Tim's great support the new input framework becomes better every day. It not only works on the OUYA but also solves a lot of controller mapping issues on other platforms. Tim has done an awesome job there. Still the examples have some (minor) bugs and the setup can be somehow confusing. That's why I thought, we devs should contribute to the plugin and upload our solutions.<br /><br /><a rel="nofollow" href="https://dl.dropboxusercontent.com/u/39722208/OuyaInput.cs">Here is a proposal for a nice helper script.</a>&nbsp; Right-Click to save as OuyaInput.cs to your disc.<br /><br />I had a close look on Tim's ShowUnityInput.cs and the connected OuyaCommonExample.cs . In order to implement that stuff in our ongoing project I stripped these scripts down (killing all the example stuff) to a barebone static class that you can directly copy into a project and use instead of Unity's Input class. Most of this stuff is a direct copy of Tim's example, but I isolated the core code, commented it, fixed some axis invert issues and added new access methods. The static class now mirrors Unity's Input class closely on offers identical getters.<br /><br />You can access the controller data via:<br />OuyaInput.GetAxis(string ouyaMapping, OuyaSDK.OuyaPlayer player)<br />OuyaInput.GetButton(OuyaSDK.OuyaPlayer player, OuyaSDK.KeyEnum ouyaButton)<br />OuyaInput.GetButtonDown(OuyaSDK.OuyaPlayer player, OuyaSDK.KeyEnum ouyaButton) //NEW<br />OuyaInput.GetButtonUp(OuyaSDK.OuyaPlayer player, OuyaSDK.KeyEnum ouyaButton) //NEW<br />// The new methods are returning true just for the frame the button goes down or up.<br />// So they mirror Unity's Input.GetButtonDown() and Input.GetButtonDown().<br />// In contrast to OuyaInput.GetButton() these can be used to retreive down/up EVENTS.<br /><br />Examples:<br />// get the value for a left joystick's x-axis:<br />OuyaInput.GetAxis("LY", OuyaSDK.OuyaPlayer.player1)<br />// get the button state for a button on Ouya's O-button position (eg. XBOX360 A-button):<br />OuyaInput.GetButton(OuyaSDK.OuyaPlayer.player1, OuyaSDK.KeyEnum.BUTTON_O)<br />// get the button down event for a button on Ouya's U-button position (eg. XBOX360 X-button):<br />OuyaInput.GetButtonDown(OuyaSDK.OuyaPlayer.player1, OuyaSDK.KeyEnum.BUTTON_U)<br />// get the button up event for the click press on the right joystick:<br />OuyaInput.GetButtonUp(OuyaSDK.OuyaPlayer.player1, OuyaSDK.KeyEnum.R3)<br /><br />In addition you want to call OuyaInput.updateJoystickList() in your FixedUpdate() method!<br />This makes sure that new joysticks are found or unplugging is covered.<br /><br />Setup:<br />1. Just import the OujaSDK core package to your project.<br />(Plugins/Android, Ouya/SDK, Ouya/ProjectSettings, LitJson, ProjectSettings)<br />2. Check out the Menu &gt;&gt; Windows &gt;&gt; Open Ouya Panel and set it up (see Tim's videos).<br />3. Click Menu &gt;&gt; OUYA &gt;&gt; Use Ouya Project Input Settings.<br />4. Drop the script provided here into your project scripts.<br />5. ACCESS OuyaInput. methods instead of Input. methods.<br /><br />Known issues:<br />The script is far from perfect (just a help for starters).<br />There still might be axis iversion issues that I did not discover (just fixed the ones i found).<br />GetButtonUp() and GetButtonDown() should not be called for the Triggers (they are analog and don't work based on Unty's Input.GetButtonDown() – they are treated like axis.<br /><br />Credits:<br />This script is mostly Tim's work. But as these legacy input and mapping issues are very confusing I thought it would be good to melt it down to one&nbsp; clean static class that can be used directly. I hope this script is not full of bugs and does not confuse anyone. If there are any issues with this code, please tell me and I will remove it.<br />]]></description>
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      <title>Unity 4.1.5f1 and Android SDK r22</title>
      <link>http://forums.ouya.tv/discussion/1611/unity-4-1-5f1-and-android-sdk-r22</link>
      <pubDate>Sun, 16 Jun 2013 00:15:44 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Ninjapretzel</dc:creator>
      <guid isPermaLink="false">1611@/discussions</guid>
      <description><![CDATA[Are there support for these?<div>Since unity went free for android with version 4, and the recent updates to the android SDK breaking stuff (and then being fixed by unity), I was hoping that the latest SDK for OUYA would support the latest unity.</div><div><br /></div><div>I am currently working on porting an android title over to OUYA, and we decided to move the project 'up' from Unity 3.5 to Unity 4.1, and that all went smoothly.</div><div><br />I was even able to build the project right to the ouya without the ODK installed, to test and make sure it would run, which it does.</div><div><br /></div><div>I cannot for the life of me figure out how to figure out implementing the ODK into unity.</div><div><br />I made a blank project and set everything up as the FAQ had said</div><div>Bundle identifiers are synchronized</div><div>Min android is set to 16</div><div>Set up all paths and latest SDKs (android SDK/NDK, JDK), but there is still one line in the ouya panel that is grayed out: APT Path under android SDK.</div><div>There is no aapt.exe under \sdk\platform-tools\</div><div><br /></div><div>NDK and Plugin compile just fine, but Compile Java spits out the "R.java cannot be found", when my package names are sync'd. I manually verified the OuyaUnityApplication.java and AndroidManafest files, and they have the correct bundle ID.<br /></div><div><br /></div><div>Is this just a thing where there is no support for it yet?</div><div>I would really like to get the ODK integrated so that our game can be on the Ouya market on launch.</div><div><br /></div><div>Thanks -</div><div><br /></div><div><br /></div>]]></description>
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      <title>JNI mk greyed out</title>
      <link>http://forums.ouya.tv/discussion/1663/jni-mk-greyed-out</link>
      <pubDate>Sun, 23 Jun 2013 04:40:11 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>MURAinteractive</dc:creator>
      <guid isPermaLink="false">1663@/discussions</guid>
      <description><![CDATA[On the Android NDK tab my JNI mk is greyed out. It looked like I needed to update to the 64 bit version because the NDK make preset path has a 86_64. So I went ahead and updated my ndk to the lastest off of the NDK page:&nbsp;<a rel="nofollow" href="http://developer.android.com/tools/sdk/ndk/index.html#Installing">http://developer.android.com/tools/sdk/ndk/index.html#Installing</a><div>That make the NDK Make no longer greyed out but the JNI mk is still greyed out.<br /><div>How do I fix that?</div><div><br /></div><div>Thanks for all the help!</div></div><div><br /></div><div>Edit: Just noticed that the vids say you are using android-ndk-r8d and I'm using&nbsp;android-ndk-r8e. Should I be using that one instead?</div><div><br /></div><div>Also I have been trying to get the .android file Selected by the "Browse Keystore" button but my .android file is a hidden file on Mac and won't let me select the file. (Because the Open window isn't showing it...) How would I make it visible?</div>]]></description>
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      <title>Stick Press Not working if joystick is centered</title>
      <link>http://forums.ouya.tv/discussion/1583/stick-press-not-working-if-joystick-is-centered</link>
      <pubDate>Wed, 12 Jun 2013 20:40:33 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1583@/discussions</guid>
      <description><![CDATA[I'm trying to check if the joystick has been pressed using this: &nbsp;OuyaSDK.KeyEnum.BUTTON_R3<div><br /><div>However, it doesn't work if the joystick is in the center. If I click it with the joystick to the top/left/bottom/right it works.</div><div><br /></div><div>Any ideas?</div><div><br /></div><div>-Carmine</div><div><br /></div><div><br /></div></div>]]></description>
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      <title>Cannot Find Android SDK APT path</title>
      <link>http://forums.ouya.tv/discussion/1621/cannot-find-android-sdk-apt-path</link>
      <pubDate>Mon, 17 Jun 2013 12:37:24 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>volvagia720</dc:creator>
      <guid isPermaLink="false">1621@/discussions</guid>
      <description><![CDATA[I've just started getting ready to do some Ouya Unity.&nbsp; I've been following the first of the videos in the "Unity Package Videos" thread.&nbsp; I've got all of the java jdk, android ndk and all of the android sdk except the apt path.&nbsp; on the sdk i've selected&nbsp; and downloaded:&nbsp; <br />&nbsp; &nbsp; + API14<div>&nbsp; &nbsp; + API16</div><div>&nbsp; &nbsp; + SDK Tools &amp; Platform-tools</div><div>&nbsp; &nbsp; + Support Lib</div><div>&nbsp; &nbsp; + Modified Google USB Driver (for deploying to console) <br />What am I missing? AKA, why is the APT path still geyed out when everything else is in black?<br /></div>]]></description>
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      <title>Joystick axis does not reset after being used.</title>
      <link>http://forums.ouya.tv/discussion/1626/joystick-axis-does-not-reset-after-being-used</link>
      <pubDate>Mon, 17 Jun 2013 19:11:18 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>kinifi</dc:creator>
      <guid isPermaLink="false">1626@/discussions</guid>
      <description><![CDATA[Example: LX = Left Joystick X Axis and it equals 0 at start. If I move the joystick left LX = 1. If I let go of the joystick after it equals 1 then the joystick moves back to the middle and my hands are not touching it at all and LX = 1.54342E.&nbsp;<div><br /></div><div>Any idea how to fix this?&nbsp;</div>]]></description>
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      <title>New controls with NGUI?</title>
      <link>http://forums.ouya.tv/discussion/1603/new-controls-with-ngui</link>
      <pubDate>Sat, 15 Jun 2013 09:01:59 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>derkoi</dc:creator>
      <guid isPermaLink="false">1603@/discussions</guid>
      <description><![CDATA[I'm trying to get the new control system to work with NGUI. I originally had it working via <a rel="nofollow" href="http://forums.ouya.tv/discussion/512/ngui-menu-input-new-uibuttonkeys-cs#latest">this thread </a>which worked fine but stopped working when I turned legacy mode off to work with the new control method.<br /><br />Can anyone suggest a way to make it work please?<br />]]></description>
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      <title>Screen.SetResolution() cleanly?</title>
      <link>http://forums.ouya.tv/discussion/1570/screen-setresolution-cleanly</link>
      <pubDate>Tue, 11 Jun 2013 17:10:45 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>OverpoweredGames</dc:creator>
      <guid isPermaLink="false">1570@/discussions</guid>
      <description><![CDATA[I'm running 720p and I set&nbsp;Screen.SetResolution(1280, 720, true, 60); in Awake(), but it has some visual artifacts when it launches. &nbsp;Any workaround? &nbsp;]]></description>
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      <title>Reliable way to detect if OUYA vs Android</title>
      <link>http://forums.ouya.tv/discussion/1594/reliable-way-to-detect-if-ouya-vs-android</link>
      <pubDate>Fri, 14 Jun 2013 04:46:13 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1594@/discussions</guid>
      <description><![CDATA[My device type always seems to be "Android" and never OUYA. Is there a reliable way or compiler directive that is built into the OUYA SDK to detect if it's an OUYA?<div><br /></div><div><br /></div>]]></description>
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      <title>OuyaGameObject.onKeyUp() and others taking 4-40ms</title>
      <link>http://forums.ouya.tv/discussion/1477/ouyagameobject-onkeyup-and-others-taking-4-40ms</link>
      <pubDate>Fri, 31 May 2013 23:07:43 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Bovine</dc:creator>
      <guid isPermaLink="false">1477@/discussions</guid>
      <description><![CDATA[More profiling, the&nbsp;OuyaGameObject.onKeyUp() method is reporting anything from a few ms (which is somewhat unacceptable anyway) to 40ms which is terrible.<div><br /></div><div>Any thoughts? :(</div>]]></description>
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      <title>The ouya game object</title>
      <link>http://forums.ouya.tv/discussion/1595/the-ouya-game-object</link>
      <pubDate>Fri, 14 Jun 2013 07:25:34 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>dewlap</dc:creator>
      <guid isPermaLink="false">1595@/discussions</guid>
      <description><![CDATA[Hi there. <br />Is there any reason why the ouya game object cant be turned into a singleton? This would mean that if in the ide i wanted to press the play button to test say level 10 i dont have to remember to drop a inity game object in and remove it later so it isnt duplicated. Or am i missing the point? <br /><br />Cheers<br />James]]></description>
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      <title>"Use OUYA Input Settings" doesn't seem to do anything.</title>
      <link>http://forums.ouya.tv/discussion/1566/use-ouya-input-settings-doesnt-seem-to-do-anything</link>
      <pubDate>Tue, 11 Jun 2013 13:07:47 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1566@/discussions</guid>
      <description><![CDATA[<div>I got this to work be re-importing all of the latest projects form here:</div><div><a href="http://tagenigma.com/ouya/OuyaSDK-1.0.0/" target="_blank" rel="nofollow">http://tagenigma.com/ouya/OuyaSDK-1.0.0/</a><br /></div><div><br /></div><div>(also.. FYI my controller wasn't listed in that panel:&nbsp;MICROSOFT WIRELESS 360 CONTROLLER) it might just be safer to look for the words MICROSOFT and 360 and then just set it to xbox (instead of the case statement).</div><div><br /></div>







<div><br /></div><div>-Carmine</div>]]></description>
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      <title>input menu</title>
      <link>http://forums.ouya.tv/discussion/1496/input-menu</link>
      <pubDate>Sun, 02 Jun 2013 21:23:29 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>dragonkill</dc:creator>
      <guid isPermaLink="false">1496@/discussions</guid>
      <description><![CDATA[how i can make a menu with GUI buttons&nbsp;<div>and &nbsp;work with the controller</div>]]></description>
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      <title>Input Lag Improvements?</title>
      <link>http://forums.ouya.tv/discussion/1551/input-lag-improvements</link>
      <pubDate>Mon, 10 Jun 2013 06:49:19 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>aust</dc:creator>
      <guid isPermaLink="false">1551@/discussions</guid>
      <description><![CDATA[So, I've been running some tests trying to see why my Unity scene with one moving cube on one plane still feels sluggish when I'm playing it on the Ouya.&nbsp; I'm using the newest version of the Unity plugin from github, using Unity's Input API, and I'm not using legacy input.&nbsp; I don't have a high-framerate camera, so for testing I used audio.<br /><br />I set up a simple scene with an audio sample and a listener, and set the audio (a generated middle C tone) to go off 500ms after either the press of a keyboard button or the Ouya controller's primary joystick hitting 1.0 on one axis.&nbsp; I tested by recording the sound of me hitting the key/joystick, and measuring the time to the tone, and then subtracted 500ms.&nbsp; (I originally had the audio sample play immediately, but I'd read that using PlayDelayed() would queue the audio and play it at an exact time.&nbsp; Unfortunately it did not, but the results in comparison the my PC's response time are the same either way.)<br /><br />After several tries, here are the average response times:<br /><br /><h3><b>PC</b></h3>Key press - <b>154ms</b><br /><h3><b>Ouya</b></h3>Key press - <b>212ms</b><br />PS3 Wired - <b>214ms</b><br />PS3 Wireless - <b>214ms</b> (more variation in times)<br />Joystick - <b>270ms</b><br /><br /><br />Now, I think I can attribute the original 154ms of the PC to the fact that playing audio at an exact time is something that's just hard.&nbsp; If I had that camera, I'd give Unity the benefit of the doubt and say it could probably draw something on the screen faster than that in response to input.&nbsp; I did set Unity's audio settings to "best latency," but maybe there's some other settings or method of playing audio I'm missing that would reduce this time.<br /><br />What I'm having trouble with is the Ouya taking <b>67ms</b> longer to respond to the exact same input from the same wired keyboard in the same scene.&nbsp; On top of that, introducing the Ouya's wireless controller&nbsp; adds another <b>58ms</b> of lag, for a total of an <b>extra 125ms</b>.&nbsp; The joystick test is even a little generous, because the value of the axis hits 1.0 before the stick clashes against the rim.<br /><br />I understand some strides have been made recently in reducing input latency, and I really hate to be a downer since you've just made an improvement, but is this still something that's being actively worked on?&nbsp; Is this as good as it's going to get?&nbsp; Is it something inherent in using Android?<br /><br />Or maybe I'm just doing something wrong; I would love it if I am, because to me this is still a pretty unacceptable amount of input lag.&nbsp; Is anyone else experiencing this?<br /><br /><b>EDIT:</b> Added PS3 times.<br />]]></description>
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      <title>Can't get BUTTON_SYSTEM or "SYS" to work (does button listener work?)</title>
      <link>http://forums.ouya.tv/discussion/1575/cant-get-button-system-or-sys-to-work-does-button-listener-work</link>
      <pubDate>Wed, 12 Jun 2013 00:42:08 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>carmineg</dc:creator>
      <guid isPermaLink="false">1575@/discussions</guid>
      <description><![CDATA[All I'm trying to do is see if the system button was pressed one time so I can popup a menu to the user.<div><br /></div><div>I'm tried everything listed in the other posts. I've tried adding a button listener (it doesn't seem to ever be called). &nbsp;I went into the code in OuyaGameObject and tried some debug statements and it doesn't seem like it's is called their either. It also doesn't seem like HandleButtonEvent is ever called inside of OuyaInputManager</div><div><br /></div><div>DPad, O,U, Y,A all work.... I'm using&nbsp;OuyaExampleCommon.GetButton &nbsp;for those. However, it's clear the system button is not mapped in anyway in that function.</div><div><br /></div><div>Please advise. I've spent hours trying to figure out something that should be really simple :(</div><div><br /></div><div>-Carmine</div><div><br /></div>







]]></description>
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      <title>SetResolution Causes Odd Windowing?</title>
      <link>http://forums.ouya.tv/discussion/1470/setresolution-causes-odd-windowing</link>
      <pubDate>Fri, 31 May 2013 11:08:57 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Bovine</dc:creator>
      <guid isPermaLink="false">1470@/discussions</guid>
      <description><![CDATA[Hi All<div><br /></div><div>I've recently received my backer unit and installed a drop of our game on it. 1080p is too rich for the per-pixel lighting we have going on, so we're setting the res to 720p but...</div><div><br /></div><div>We get this odd cut out and the 720p framebuffer isn't scaled to fill the screen.</div><div><br /></div><div>Any thoughts?</div><div>Thanks</div><div>Ian H</div><div><br /></div><div><img src="http://www.bovine-software.co.uk/Images/SetResolution.JPG" alt="image" /><br /></div>]]></description>
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      <title>IAP Questions</title>
      <link>http://forums.ouya.tv/discussion/1541/iap-questions</link>
      <pubDate>Sat, 08 Jun 2013 00:54:18 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>EMcNeill</dc:creator>
      <guid isPermaLink="false">1541@/discussions</guid>
      <description><![CDATA[<p>Tim just posted a helpful video tutorial on how to handle In-App Purchases:&nbsp;<a rel="nofollow" href="http://www.youtube.com/watch?feature=player_detailpage&amp;v=lJjGH_KIE7o">http://www.youtube.com/watch?feature=player_detailpage&amp;v=lJjGH_KIE7o</a><br /></p><p>I still have a few questions, though. For one, it's recommended in the documentation that we "be sure to invoke a single request and wait for the response before invoking the IAP service again". Do the requests eventually time out with an error or cancel event or something? If not, what's the best practice when we've sent a request and don't get a response?</p><p>Also, we're instructed not to make requests until the IAP system is confirmed to be initialized. Do we have to request the initialization, or does that happen automatically?</p>]]></description>
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      <title>OuyaInputManager to behave like Unity InputManager</title>
      <link>http://forums.ouya.tv/discussion/713/ouyainputmanager-to-behave-like-unity-inputmanager</link>
      <pubDate>Mon, 11 Feb 2013 11:53:40 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Setsuki</dc:creator>
      <guid isPermaLink="false">713@/discussions</guid>
      <description><![CDATA[Hello everyone,<div><br /></div><div>I'm pretty sure the code I'm posting here has already been made, and maybe even already posted, but I can't find it anywhere.</div><div><br /></div><div>If you're used, or want the down (getButtonDown) and up (getButtonUp) states to behave like Unity does (down is true only once), I made a small script for that. It's a mashup between Unity's philosophy and Ouya's, it's not deep, hardcore code ; basically, it's booleans that go true or false according to Unity's input behaviour.&nbsp;If you want a copycat of Unity's InputManager You'd better try <a rel="nofollow" href="/profile/GoodHustle">@GoodHustle</a> 's OuyaBridge&nbsp;<a href="https://github.com/getluky/OuyaUnityBridge" target="_blank" rel="nofollow">https://github.com/getluky/OuyaUnityBridge</a></div><div><br /></div><div>My script : <a href="http://pastebin.com/1GgZxL2Y" target="_blank" rel="nofollow">http://pastebin.com/1GgZxL2Y</a><br /></div><div><br /></div><div><i><b>This script hasn't been approved by any of the official Ouya devs, and isn't official in any way.</b></i></div><div><i><b>it doesn't replace OuyaInputManager nor any of the SDK tools, you still need them.</b></i></div><div><br /></div><div><b>How to use :</b></div><div>Simply attach the script to the object you want to control, configure the player number with the inspector.&nbsp;</div><div>In your control script, use it as a variable. Here is an example that writes the states on the GUI :</div><div><a href="http://pastebin.com/d5HJ3t6N" target="_blank" rel="nofollow">http://pastebin.com/d5HJ3t6N</a></div>]]></description>
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      <title>Unity Crashing since OUYA Integration</title>
      <link>http://forums.ouya.tv/discussion/1485/unity-crashing-since-ouya-integration</link>
      <pubDate>Sat, 01 Jun 2013 11:02:18 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Bovine</dc:creator>
      <guid isPermaLink="false">1485@/discussions</guid>
      <description><![CDATA[Hi All<div><br /></div><div>Since starting integrating the OUYA ODK Unity crashes every time I try and go to a breakpoint. It was find before but I have recently upgraded to the newer version, 4.1.3f3.<br /><br />Is anyone else having this problem? Is there anything I shouldn't be doing #if defing out? - that said I cannot get it to break in one of the samples even :/</div><div><br /></div><div>Thanks</div><div>Ian H</div><div><br /></div>]]></description>
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      <title>Controller problem</title>
      <link>http://forums.ouya.tv/discussion/1504/controller-problem</link>
      <pubDate>Mon, 03 Jun 2013 12:18:10 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Kurai</dc:creator>
      <guid isPermaLink="false">1504@/discussions</guid>
      <description><![CDATA[Hi there.<div>I know, that's a newbie question, but I've searched the forum and now I'm more confused than ever.</div><div>The question is fairly simple. How do I read gamepad input on Ouya?</div><div><br /></div><div>I made my demo game, built it and then I ran it on Ouya. But it doesn't get any input from the gamepad.</div><div><br /></div><div>These are my Input panel settings:</div><div><img src="http://www.tinyuploads.com/images/ibD6Wk.png" alt="image" /><br /></div><div><br /></div><div>And I call the buttons on my player script like this:</div><div><br /></div><div>if (Input.GetButtonDown(fireButton))
			InvokeRepeating("Shoot", .001, fireRate);&nbsp;<br /></div><div><br /></div><div>By passing to the fireButton variable the string "Joystick1Button4".</div><div><br /></div><div>But nothing works.</div><div><br /></div><div>I'm puzzled because I cannot understand if I have to write a different code in order to read OUYA controllers (but reading the forum it seemed to me that the custom code is legacy now and that I can use the standard unity input API). Can you help me a bit?</div><div><br /></div><div>Thank you!</div>]]></description>
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      <title>OUYA &amp; Playmaker</title>
      <link>http://forums.ouya.tv/discussion/1507/ouya-playmaker</link>
      <pubDate>Mon, 03 Jun 2013 17:56:26 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>derkoi</dc:creator>
      <guid isPermaLink="false">1507@/discussions</guid>
      <description><![CDATA[I'm not a programmer &amp; use Playmaker to make my games, I get by every now &amp; then by programming Playmaker actions &amp; I've managed to program a OUYA button action for my game. It works really well.<br /><br /><img src="https://www.dropbox.com/s/8kve2wh9l6354zu/OUYA_Button_Playmaker.png" alt="image" /><br /><br />Anyway I've been trying all day to get the Axis controls working and I can't seem to get it working. I've been using various examples with no joy. Can someone point me in the direction of some code I can use that gets the X &amp; Y Axis of the joystick &amp; stores them in floats? Thanks]]></description>
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      <title>A way to use Unity input instead of OUYA input in Unity 3.x?</title>
      <link>http://forums.ouya.tv/discussion/1523/a-way-to-use-unity-input-instead-of-ouya-input-in-unity-3-x</link>
      <pubDate>Tue, 04 Jun 2013 23:29:05 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SwiftIllusion</dc:creator>
      <guid isPermaLink="false">1523@/discussions</guid>
      <description><![CDATA[First I need to say though I understand the efforts being put into the Unity plugin,<br />and I've read through <a href="http://forums.ouya.tv/discussion/713/ouyainputmanager-to-behave-like-unity-inputmanager" target="_blank" rel="nofollow">http://forums.ouya.tv/discussion/713/ouyainputmanager-to-behave-like-unity-inputmanager</a>,<br />regardless the OUYA input does not work like Unity's does, and I need it to<br />because I use Playmaker button actions for the input in my projects,<br />and I need functional 'get up' and 'get down' actions that act for the single frame.<br />My previous solution was to just not have the ODK in the scene, it was the<br />only method I could get to work, however now I'd like to have the ODK<br />but I can't seem to find any of the old examples that were attempting to<br />override the Ouya Input while keeping the ODK.<br />I didn't use any of them originally because all the examples were incomplete<br />or people just saying they got it working without showing how, but I thought<br />if I spent enough time looking at them I might somehow work it out,<br />but I can't even find them now?<br /><br />I've looked at <a href="https://github.com/getluky/OuyaUnityBridge" target="_blank" rel="nofollow">https://github.com/getluky/OuyaUnityBridge</a>,<br />but that seems to be for Unity 4.x, and still requires programming,<br />it doesn't simply allow the Playmaker button actions to function as they should.<br />And the script in the first post here <a href="http://forums.ouya.tv/discussion/713/ouyainputmanager-to-behave-like-unity-inputmanager" target="_blank" rel="nofollow">http://forums.ouya.tv/discussion/713/ouyainputmanager-to-behave-like-unity-inputmanager</a><br />doesn't affect the entire scene which is what I need, I don't want to have to go<br />through every single object and attach this script as I expect that would<br />make an impact on performance and would be very time consuming.<br /><br />So I'm hoping, does anyone have any solution for this?<br />A solution that would allow me to have my button actions act as they should,<br />with the ODK in my scene?<br />I'd appreciate help for this greatly as it's the largest stepping stone I need to<br />get over to start making progress with my project.<br />]]></description>
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      <title>Game now crashes on OUYA</title>
      <link>http://forums.ouya.tv/discussion/1514/game-now-crashes-on-ouya</link>
      <pubDate>Tue, 04 Jun 2013 15:16:31 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>derkoi</dc:creator>
      <guid isPermaLink="false">1514@/discussions</guid>
      <description><![CDATA[I updated to the latest version from Github following the video Tim uploaded &amp; when I build &amp; run my game on the OUYA it instantly returns to the OUYA menu.<br />I've tried removing all the new files &amp; reinstalling the older versions but it still the same. I've tested all the package links &amp; none are greyed out. I've rechecked my developer ID in the OUYA game object, that's fine also.<br /><br />Any ideas please?<br />]]></description>
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      <title>GIT Clone Subfolder Only (eg. Checkout just SDK without examples)</title>
      <link>http://forums.ouya.tv/discussion/1503/git-clone-subfolder-only-eg-checkout-just-sdk-without-examples</link>
      <pubDate>Mon, 03 Jun 2013 12:12:19 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>ClarkGame</dc:creator>
      <guid isPermaLink="false">1503@/discussions</guid>
      <description><![CDATA[Hi Tim,<br /><br />I checked out your GIT repository for having the newest version of your Unity framework – works fine and GIT is very nice to have.<br /><br />However I would like to integrate versioning of your plugin in our running project. In that way we would make sure that we can stay updated without that copy paste madness – after all that's what is cool about versioning tools. However in GIT it is not possible to check out subfolders only (as is in SVN). Therefore we always get a bunch of stuff that mess up our project (examples, additional assets etc.).<br /><br />So wouldn't it be cool to create seperate repositories for the core folders only?<br />My proposal for seperate repositories:<br /><br />Ouya/SDK<br />Ouya/ProjectSetting<br />Ouya/Examples<br />Ouya/StarterKit<br />NGUI<br />LitJson<br />Plugin/Android<br /><br />In that way we could directly link our project with your SDK without checking out NGUI (we use UIToolkit) or the examples. Would be so cool...<br /><br /><br />]]></description>
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      <title>Polygon count for OUYA?</title>
      <link>http://forums.ouya.tv/discussion/1288/polygon-count-for-ouya</link>
      <pubDate>Sun, 28 Apr 2013 16:53:24 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>GlesgaeGames</dc:creator>
      <guid isPermaLink="false">1288@/discussions</guid>
      <description><![CDATA[Hello, I've been thinking of developing for OUYA however, I'm just&nbsp;worried&nbsp;that OUYA won't be powerful enough for 3D. Could anyone tell me, how much polys they've been able to get for 60 FPS and 30 FPS?<div><br /></div><div>Thanks for your time,</div><div><br /></div><div>Sam Kennedy</div>]]></description>
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