<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
      <title>Unity on OUYA - OUYA Developer Forums</title>
      <link>http://forums.ouya.tv/</link>
      <pubDate>Sat, 02 May 2015 21:04:13 +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/p17/feed.rss" rel="self" type="application/rss+xml" />
   <item>
      <title>Controller Mapping ?</title>
      <link>http://forums.ouya.tv/discussion/1459/controller-mapping</link>
      <pubDate>Thu, 30 May 2013 16:48:25 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>THUGZ357</dc:creator>
      <guid isPermaLink="false">1459@/discussions</guid>
      <description><![CDATA[do i need to edit my FPSController scrip. For the player in my game to work on the ouya controller?]]></description>
   </item>
   <item>
      <title>Unity profiler cannot account for drop in framerate</title>
      <link>http://forums.ouya.tv/discussion/1479/unity-profiler-cannot-account-for-drop-in-framerate</link>
      <pubDate>Fri, 31 May 2013 23:22:23 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Bovine</dc:creator>
      <guid isPermaLink="false">1479@/discussions</guid>
      <description><![CDATA[Hi There<div><br /></div><div>So I was profiling an issue we have - large particle effect covering screen, alpha and additive, so expensive. In game when I step towards this effect I see the in-game FPS on our noddy in-game counter drop to ~18fps, probably fill-limited, but in the Unity Profiler there is no meaningful spike period that can explain it?</div><div><br /></div><div>Anyone else seeing this?</div><div><br /></div><div>Any other means of profiling?</div><div><br /></div><div>Thanks</div><div>Ian H</div><div><br /></div>]]></description>
   </item>
   <item>
      <title>"Couldn't find Android device" - why won't Unity recognize my Ouya?</title>
      <link>http://forums.ouya.tv/discussion/1309/couldnt-find-android-device-why-wont-unity-recognize-my-ouya</link>
      <pubDate>Sun, 05 May 2013 18:31:42 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>EvaXephon</dc:creator>
      <guid isPermaLink="false">1309@/discussions</guid>
      <description><![CDATA[I've got the latest Java JDK, the latest Android SDK, the latest Android NDK, and none of the paths in the Ouya Panel are grey.<br /><br />I plugged my Ouya into my computer with a USB cable, and my computer can recognize my Ouya and browse its contents, etc.<br /><br />However, when I tell Unity to "Build and Run Application" through the Ouya Panel, it just shows me an error message saying:<br /><br /><blockquote><div><b>Couldn't find Android device</b><br /><br />No Android devices found. If you are sure that device<br />is attached then it might be USB driver problem, for<br />details please check Android SDk Setup section in Unity<br />Manual.<br /></div></blockquote><br />I've been able to successfully launch games from Unity to my Android smartphone and Android tablet in the past, so I'm baffled as to why Unity won't recognize my Ouya as an Android device.<br /><br />Is there some kind of really simple, obvious "Gotcha!" that I am forgetting about?<br />]]></description>
   </item>
   <item>
      <title>An actual solution for Unity Input?</title>
      <link>http://forums.ouya.tv/discussion/397/an-actual-solution-for-unity-input</link>
      <pubDate>Wed, 16 Jan 2013 03:12:52 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SwiftIllusion</dc:creator>
      <guid isPermaLink="false">397@/discussions</guid>
      <description><![CDATA[I've been hunting through all the forums, looking through all the video tutorials,<br />trying every solution I could manage to spot, but anytime someone has worked<br />it out they haven't specified how, and everyone seems to be either doing something<br />others aren't, or not doing something others are.<br /><br />I'd be incredibly grateful if anyone has an actual working solution to be able<br />to get Unity keys to activate actions, similar to how it is mentioned here -<br /><a href="http://forums.ouya.tv/discussion/255/standard-unity-input-reference" target="_blank" rel="nofollow">http://forums.ouya.tv/discussion/255/standard-unity-input-reference</a><br />So not setting up things in Unity's input manager but having actual<br />existing keys correspond to the OUYA controllers buttons.<br /><br />Is someone please able to either upload a working script change they have,<br />or at least directly detail all code changes they have made?<br />]]></description>
   </item>
   <item>
      <title>GUIText, font size doesn't affect scale on OUYA?</title>
      <link>http://forums.ouya.tv/discussion/1298/guitext-font-size-doesnt-affect-scale-on-ouya</link>
      <pubDate>Wed, 01 May 2013 22:48:53 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SwiftIllusion</dc:creator>
      <guid isPermaLink="false">1298@/discussions</guid>
      <description><![CDATA[I use GUItext in my game, but when I send it to the OUYA none of the text is scaled?<br />Is this a limitation of OUYA, or Unity, or is there a setting besides 'font size' I need to change for this?<br /><br />I'd really appreciate some help with this as it pretty much ruins my entire game not being able to use text as it's used for keeping score/time/etc.<br />]]></description>
   </item>
   <item>
      <title>Noobish question: How do I check for identifier in m_receipts?</title>
      <link>http://forums.ouya.tv/discussion/1465/noobish-question-how-do-i-check-for-identifier-in-m-receipts</link>
      <pubDate>Fri, 31 May 2013 02:38:54 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>iSlandFace</dc:creator>
      <guid isPermaLink="false">1465@/discussions</guid>
      <description><![CDATA[Ive been trying check for receipts in my game but I'm not sure how to use m_receipts. I've tried Contains but I get "The best overloaded method match for `System.Collections.Generic.List&lt;OuyaSDK.Receipt&gt;.Contains(OuyaSDK.Receipt)' has some invalid arguments"]]></description>
   </item>
   <item>
      <title>Compiling with Unity Basic</title>
      <link>http://forums.ouya.tv/discussion/1456/compiling-with-unity-basic</link>
      <pubDate>Thu, 30 May 2013 11:03:11 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>ManlyStump</dc:creator>
      <guid isPermaLink="false">1456@/discussions</guid>
      <description><![CDATA[Can somebody please give me a run-down on how to compile a project (such as one of the Unity OUYA examples) with the basic version of Unity? I've imported all the unity packages from the ODK and loaded the ShowController sample scene, but I can't use the buttons on the OUYA panel because it says plugins require a Unity Pro license.]]></description>
   </item>
   <item>
      <title>Should I start building my game for PC and port to Ouya later?</title>
      <link>http://forums.ouya.tv/discussion/1461/should-i-start-building-my-game-for-pc-and-port-to-ouya-later</link>
      <pubDate>Thu, 30 May 2013 18:24:02 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>aerowyn</dc:creator>
      <guid isPermaLink="false">1461@/discussions</guid>
      <description><![CDATA[So, I don't have an ouya console yet since I was not one of the original backers.&nbsp; I'd like to start programming a game so I can release it as soon as possible, but I have been unable to get the AVD emulator to do anything but error.&nbsp; I get "The Ouya Launcher has stopped" before I can even get my test game to start.&nbsp; I don't have a compatible intel processor to use the HAX emulator anyway, so any Ouya emulation will be poor regardless.<br /><br />Rather than struggle with the emulator, I'm wondering if I can just start my game by programming in Unity for the PC, which I would like to port my game to eventually anyway, and port it over when I get a console.&nbsp; Will this cause problems when I want to switch it to the Ouya later?&nbsp; Is there something I need to do while programming for the PC to make sure it will be an easy transition?<br />]]></description>
   </item>
   <item>
      <title>Good way to side step the OUYA Package w/o deleting it?</title>
      <link>http://forums.ouya.tv/discussion/1450/good-way-to-side-step-the-ouya-package-w-o-deleting-it</link>
      <pubDate>Wed, 29 May 2013 23:29:07 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>MURAinteractive</dc:creator>
      <guid isPermaLink="false">1450@/discussions</guid>
      <description><![CDATA[I am trying to get a different android device to work with our project I am struggling to get it to load up. Is there a good way to side step the OUYA Package w/o deleting it?<div><br /></div><div>The Device I am using is Android V4.0.3 but I want to support all devices V3.0 and forward.</div><div><br /></div><div>I modified my player settings Minimum API Level to Android 3.0 "Honeycomb" API Level 11</div><div>







<p>I modified by Manifest file to be:</p><p>&lt;?xml version="1.0" encoding="utf-8"?&gt;</p>
<p>&lt;manifest xmlns:android="<a href="http://schemas.android.com/apk/res/android" target="_blank" rel="nofollow">http://schemas.android.com/apk/res/android</a>" android:installLocation="preferExternal" package="com.HeliumInteractive.DubWars" android:versionName="1.0" android:versionCode="1"&gt;</p>
<p>&nbsp; &lt;uses-sdk android:minSdkVersion="11" android:targetSdkVersion="16" android:maxSdkVersion="17" /&gt;</p>
<p>&nbsp; &lt;supports-screens android:smallScreens="true" android:normalScreens="true" android:largeScreens="true" android:xlargeScreens="true" android:anyDensity="true" /&gt;</p>
<p>&nbsp; &lt;application android:icon="@drawable/app_icon" android:label="@string/app_name" android:debuggable="false" android:theme="@android:style/Theme.NoTitleBar.Fullscreen"&gt;</p>
<p>&nbsp; &nbsp; &lt;activity android:name=".OuyaUnityApplication" android:label="@string/app_name" android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen" android:screenOrientation="landscape"&gt;</p>
<p>&nbsp; &nbsp; &nbsp; &lt;intent-filter&gt;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &lt;action android:name="android.intent.action.MAIN" /&gt;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &lt;category android:name="android.intent.category.LAUNCHER" /&gt;</p>
<p>&nbsp; &nbsp; &nbsp; &nbsp; &lt;category android:name="tv.ouya.intent.category.GAME" /&gt;</p>
<p>&nbsp; &nbsp; &nbsp; &lt;/intent-filter&gt;</p>
<p>&nbsp; &nbsp; &lt;/activity&gt;</p>
<p>&nbsp; &lt;/application&gt;</p>
<p>&lt;/manifest&gt;</p><div><br /></div><div>Here is my LogCat Error:</div><div><a rel="nofollow" href="https://docs.google.com/document/d/1DvftC14H8OfVmtqnXEpY_UkO3ch8JVNdjYANXukUfcg/edit?usp=sharing">https://docs.google.com/document/d/1DvftC14H8OfVmtqnXEpY_UkO3ch8JVNdjYANXukUfcg/edit?usp=sharing</a><br /></div></div><div><br /></div><div>Thanks for all the help!</div>]]></description>
   </item>
   <item>
      <title>Configure ODK in Unity without Android License</title>
      <link>http://forums.ouya.tv/discussion/1387/configure-odk-in-unity-without-android-license</link>
      <pubDate>Mon, 20 May 2013 16:26:26 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>AllysonSouza</dc:creator>
      <guid isPermaLink="false">1387@/discussions</guid>
      <description><![CDATA[Hi, I'm new on Games Development, and I have one question. There's a way to configure Unity Free, without Android license to develop games for OUYA? I don't want buy the license before the game finished.<br />]]></description>
   </item>
   <item>
      <title>Can I use OuyaSDK key codes with native Unity Input?</title>
      <link>http://forums.ouya.tv/discussion/1446/can-i-use-ouyasdk-key-codes-with-native-unity-input</link>
      <pubDate>Wed, 29 May 2013 16:07:44 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>horriblesoftware</dc:creator>
      <guid isPermaLink="false">1446@/discussions</guid>
      <description><![CDATA[Hi Tim,<div><br /></div><div>I'm just starting my game from scratch, and following your examples on the Ouya website, at first I set my input handling code up like this:</div><div><br /></div><div><p>private void HandleButtonEvent(OuyaSDK.OuyaPlayer p, OuyaSDK.KeyEnum b, OuyaSDK.InputAction bs)</p>
<p>{</p>
<p><br /></p>
<p>	if (b.Equals(OuyaSDK.KeyEnum.BUTTON_O) &amp;&amp; bs.Equals(OuyaSDK.InputAction.KeyDown))</p>
<p>	{</p>
<p>		//Do something</p>
<p>	}</p>
<p>}</p></div><div><br /></div><div>...but then after reading here in the forums, I decided to switch to native Unity input handling before going any further. So in my Update() I put:</div><div><br /></div><div><p>if(Input.GetKeyDown(OuyaSDK.KeyEnum.BUTTON_O))</p>
<p>{</p>
<p>	//Do something</p>
<p>}</p><p><br /></p></div><div>And that doesn't work. Unity says "Argument `#1' cannot convert `int' expression to type `string'".</div><div><br /></div><div>Should I be using your provided key codes when using native Unity input, and if so, how do you recommend I do that? Sorry if this has been answered somewhere else. I know there are a lot of questions about this here on the forums, but I couldn't find a post that clarified this.</div>]]></description>
   </item>
   <item>
      <title>OUYA recognize in unity</title>
      <link>http://forums.ouya.tv/discussion/1447/ouya-recognize-in-unity</link>
      <pubDate>Wed, 29 May 2013 21:22:00 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>THUGZ357</dc:creator>
      <guid isPermaLink="false">1447@/discussions</guid>
      <description><![CDATA[<br /><div>i have followed&nbsp;several different&nbsp;tutoriels and cant seem to get OUYA&nbsp;recognize in unity&nbsp;</div><div><img src="http://oi39.tinypic.com/301zeac.jpg" alt="image" /></div><div>i am using windows 7 32-bit</div><div><br /></div><div><br /></div>]]></description>
   </item>
   <item>
      <title>Unity OUYA</title>
      <link>http://forums.ouya.tv/discussion/1442/unity-ouya</link>
      <pubDate>Tue, 28 May 2013 22:28:08 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>THUGZ357</dc:creator>
      <guid isPermaLink="false">1442@/discussions</guid>
      <description><![CDATA[*fixed unity can not reconizing the SDK, NDK and JAVA<div><br /></div>]]></description>
   </item>
   <item>
      <title>Controller question</title>
      <link>http://forums.ouya.tv/discussion/1428/controller-question</link>
      <pubDate>Sun, 26 May 2013 12:36:49 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Hule-Studios</dc:creator>
      <guid isPermaLink="false">1428@/discussions</guid>
      <description><![CDATA[What data does the analog stick returns? And how to use it?<div><br /></div>]]></description>
   </item>
   <item>
      <title>Everything compiles, Exception: dx (invokation failed)</title>
      <link>http://forums.ouya.tv/discussion/1426/everything-compiles-exception-dx-invokation-failed</link>
      <pubDate>Sun, 26 May 2013 07:25:12 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>CMG_Skyler</dc:creator>
      <guid isPermaLink="false">1426@/discussions</guid>
      <description><![CDATA[I cant seem to get a "build and run" out of unity for the life of me. It seems that I've got everything set up correctly, and compiling Java, NDK, and everything like that works without error. When I try to "build and run" I get "Error building Player : Exception: dx (invokation failed). I have the Android NDK installed at the root of my Mac HDD, and the ODK and Android SDK installed in the USERS\MyName\ folder. I am trying to build and run the controller example scene. Using the default bundle identifier as "tv.ouya.demo.OuyaUnityApplication"&nbsp;but cant seem to get a successful build. Where could I be going wrong?&nbsp;]]></description>
   </item>
   <item>
      <title>Detect Controller type?</title>
      <link>http://forums.ouya.tv/discussion/1431/detect-controller-type</link>
      <pubDate>Mon, 27 May 2013 02:22:42 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>CMG_Skyler</dc:creator>
      <guid isPermaLink="false">1431@/discussions</guid>
      <description><![CDATA[Hey all, I am trying to set my game up support the Ouya, Xbox360, and PS3 controller universally. The issue that I am running into is each controllers button mapping. I'm NOT using legacy controls, just the standard unity input manager. The issue we are running into is that button 13 for instance is the right trigger on the Ouya controller, button 13 is the left thumbstick in on the 360 controller. Is there a way to detect controller types, or some way to make each contoller plugged into the Ouya map the same as the Ouya button mapping? Thanks all.]]></description>
   </item>
   <item>
      <title>Unity Controller Script Errors</title>
      <link>http://forums.ouya.tv/discussion/1410/unity-controller-script-errors</link>
      <pubDate>Fri, 24 May 2013 02:59:58 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Voporak5</dc:creator>
      <guid isPermaLink="false">1410@/discussions</guid>
      <description><![CDATA[So I followed the video tutorials here,&nbsp;<a rel="nofollow" href="http://www.youtube.com/watch?v=0RF8DU7bopw">http://www.youtube.com/watch?v=0RF8DU7bopw</a>&nbsp;, and after all was said and done I tried to play my scene, but then I received two errors. One of them was in two different places but for the same reason, and the other was at the beginning. So....<div><br /></div><div>Error 1 is that in the&nbsp;OuyaSDK.initialize(DEVELOPER_ID); , I keep getting an overload error and I noticed it wants a bool useLegacyInput. Now I've scoured other forum posts saying that they've turn that off. How do I turn that off IF I can and IF that would even be the solution.</div><div><br /></div><div>My second error is in every single instance of&nbsp;OuyaInputManager.GetButtonDown() I'm getting an overload error. I noticed that it wants me to put in the player in addition to which button that needs to be pressed down. How do I get around this if I can get around it or how do I set up the player?</div><div><br /></div><div>I would have put the script but apparently I was 13939 characters too long &gt;.&lt;.&nbsp;</div><div><br /></div><div>Thanks for any help!</div><div><br /></div><div><br /></div>]]></description>
   </item>
   <item>
      <title>OUYA SDK can't compile Java ...</title>
      <link>http://forums.ouya.tv/discussion/1418/ouya-sdk-cant-compile-java</link>
      <pubDate>Sat, 25 May 2013 08:21:42 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>MemorixPilgrim</dc:creator>
      <guid isPermaLink="false">1418@/discussions</guid>
      <description><![CDATA[Hello,&nbsp;<br />I need you help everytime I'm trying build my OUYA project/compile Java I'm get this issue:<br /><br /><div>F:\Freak Mind Games\Projects 2013\Cosmix - OUYA\Assets\Plugins\Android\src\OuyaUnityApplication.java:10: error: package android.hardware.input does not exist</div><div>import android.hardware.input.InputManager; //API 16</div><div>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;^</div><div>F:\Freak Mind Games\Projects 2013\Cosmix - OUYA\Assets\Plugins\Android\src\OuyaUnityApplication.java:11: error: package android.hardware.input.InputManager does not exist</div><div>import android.hardware.input.InputManager.InputDeviceListener; //API 16</div><div><br /><br />How can I fix this ?<br />Thank you :)<br /><br />I'm using the latest ODK.<br /><br />Memorix Pilgrim</div>]]></description>
   </item>
   <item>
      <title>Couldn't find android device</title>
      <link>http://forums.ouya.tv/discussion/1417/couldnt-find-android-device</link>
      <pubDate>Fri, 24 May 2013 23:12:35 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Zimmer</dc:creator>
      <guid isPermaLink="false">1417@/discussions</guid>
      <description><![CDATA[Hello, I recently go to my OUYA and have been working to set it up so I can build my game and run it on my system. However when I attempt to "Build and Run" I receive the "Couldn't find android device" error.<div>I have tried a few of the guides on the forums about drivers and what not but none seem to work. When I try changing what driver to use my computer tells me that &nbsp;that it is not designed to work with 64 bit systems.</div><div><br /></div><div>Currently using windows 7 64 bit</div><div><br /></div><div>Thanks in advance for the help,</div>]]></description>
   </item>
   <item>
      <title>Ouya Window Panel Error</title>
      <link>http://forums.ouya.tv/discussion/1409/ouya-window-panel-error</link>
      <pubDate>Fri, 24 May 2013 02:48:45 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Voporak5</dc:creator>
      <guid isPermaLink="false">1409@/discussions</guid>
      <description><![CDATA[For every project I've started, I've been able to import the ODK but I've had to do it through custom packages every time. I was wondering if there was a way I could just make it so I could choose the package from the list of available packages to import in Unity.<div><br /></div><div>Also, after I exit Unity, the Ouya window panel no longer is available to me when I reopen my project. How do I fix this if anyone knows?</div>]]></description>
   </item>
   <item>
      <title>Unity Building Player Error New to Android Build</title>
      <link>http://forums.ouya.tv/discussion/1400/unity-building-player-error-new-to-android-build</link>
      <pubDate>Thu, 23 May 2013 00:27:17 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>LostAeon</dc:creator>
      <guid isPermaLink="false">1400@/discussions</guid>
      <description><![CDATA[I just got my Ouya, and have used Unity for a while but I am getting a strange error. When I try building an empty project / or one with the Ouya SDK , it is giving me&nbsp;Error building Player: Exception: android (invokation failed) &nbsp;ERROR: unknown error . I have Windows 7 32-bit installed , latest Unity , Java 6 which was shown in the ODK , Android SDK, and the Android NDK.&nbsp;<div><br /></div><div>/* complete error message&nbsp;</div><div><br /></div><div>Error building Player: Exception: android (invokation failed)</div><div>ERROR: unknown error</div><div>cmd:android list target -c</div><div>stdout;</div><div>stderr:</div><div>Exception in thread "main" java.lang.NullPointerException</div><div>	at SDKMain.main(SDKMain.java:62)</div><div>*/</div><div><br /></div><div>any help would be fantastic! Thanks again!</div><div><br /></div>]]></description>
   </item>
   <item>
      <title>Does Unity Ouya Support OpenGL ES 2.0?</title>
      <link>http://forums.ouya.tv/discussion/1392/does-unity-ouya-support-opengl-es-2-0</link>
      <pubDate>Tue, 21 May 2013 05:51:57 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>MURAinteractive</dc:creator>
      <guid isPermaLink="false">1392@/discussions</guid>
      <description><![CDATA[<div>I would like to use a bloom effect in my game which is a Pro features and also requires Android devices to have&nbsp;OpenGL ES 2.0.&nbsp;</div>Does Unity Ouya Support OpenGL ES 2.0?<br />Bloom Effect Reference:<a rel="nofollow" href="http://docs.unity3d.com/Documentation/Components/script-Bloom.html">http://docs.unity3d.com/Documentation/Components/script-Bloom.html</a>]]></description>
   </item>
   <item>
      <title>non-legacy input</title>
      <link>http://forums.ouya.tv/discussion/1388/non-legacy-input</link>
      <pubDate>Mon, 20 May 2013 16:44:11 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>cokerms</dc:creator>
      <guid isPermaLink="false">1388@/discussions</guid>
      <description><![CDATA[I want to verify that I'm not confused about the input system. The previous input system, using the InputManager, is now the legacy system right? And the non-legacy option is.... what exactly? It sounds like it might just be "use Unity input".&nbsp;]]></description>
   </item>
   <item>
      <title>Unity Android Basic Now Free</title>
      <link>http://forums.ouya.tv/discussion/1393/unity-android-basic-now-free</link>
      <pubDate>Tue, 21 May 2013 10:33:29 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>hermesdavidms</dc:creator>
      <guid isPermaLink="false">1393@/discussions</guid>
      <description><![CDATA[unity basic licenses for mobile are now free of charge<div><br /></div><div>so developing for ios, android and supposedly windows phone will be free</div><div><br /></div><div><a href="http://www.gamasutra.com/view/news/192654/Unitys_mobile_licenses_are_now_free.php" target="_blank" rel="nofollow">http://www.gamasutra.com/view/news/192654/Unitys_mobile_licenses_are_now_free.php</a><br /></div><div><br /></div><div>now my question is, can anybody confirm that the ODK works without problems with the basic license?</div><div><br /></div><div><br /></div>]]></description>
   </item>
   <item>
      <title>what files should be checked in to repository?</title>
      <link>http://forums.ouya.tv/discussion/1335/what-files-should-be-checked-in-to-repository</link>
      <pubDate>Fri, 10 May 2013 20:21:58 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>the1plummie</dc:creator>
      <guid isPermaLink="false">1335@/discussions</guid>
      <description><![CDATA[Hey all<div><br /><div>I'm new to Ouya and just started playing around with Ouya ODK. I noticed that the files in Plugins/Android/ directory got changed a lot, and there are a bunch of auto generated files. we are a team of 4 and using git as our repository, so wondering which files we need to keep checking into our code base, and which ones can be safely ignored.</div><div><br /></div><div>Thx!</div></div>]]></description>
   </item>
   <item>
      <title>Portrait Mode</title>
      <link>http://forums.ouya.tv/discussion/1315/portrait-mode</link>
      <pubDate>Wed, 08 May 2013 07:12:48 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>bryanrtboy</dc:creator>
      <guid isPermaLink="false">1315@/discussions</guid>
      <description><![CDATA[I am using a small HD screen and I want to make a game in portrait mode. I want to use the full size of the screen, not just a portion of the screen as it does now in the default landscape mode. <br /><br />I tried altering the AndroidManifest and changing it from landscape to portrait and that didn't work. How do I do this? I'm using Unity and have the player settings to portrait also. <br /><br />]]></description>
   </item>
   <item>
      <title>Input device causing crash</title>
      <link>http://forums.ouya.tv/discussion/1318/input-device-causing-crash</link>
      <pubDate>Wed, 08 May 2013 13:18:41 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Shiels</dc:creator>
      <guid isPermaLink="false">1318@/discussions</guid>
      <description><![CDATA[Hello.<br /><br />We have discovered that our game (made with Unity 3.5) crashes on start up when a keyboard is plugged in to the usb of our Ouya. It runs the first scene and after about one second it crashes.<br /><br />Here is what logcat says about it: <a href="http://pastebin.com/RmWmeiL3" target="_blank" rel="nofollow">http://pastebin.com/RmWmeiL3</a><br /><br />I suspect it might be registering as an input device in the game and freaking out! Has anyone else had this?<br /><br />By the way I am using goodhustle's OuyaUnityBridge.<br /><br /><br />]]></description>
   </item>
   <item>
      <title>Getting the logged user's username through code?</title>
      <link>http://forums.ouya.tv/discussion/1306/getting-the-logged-users-username-through-code</link>
      <pubDate>Thu, 02 May 2013 23:34:30 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>Monzerol</dc:creator>
      <guid isPermaLink="false">1306@/discussions</guid>
      <description><![CDATA[Hey all!<div>Is there a way to do this? I can't find any method/class/property that does it. It's for implementing a leaderboard for our game. We could still prompt the player the enter his name, but using the ouya account directly would be pretty awesome.</div><div><br /></div><div>Any ideas?</div><div><br /></div><div>Thanks a bunch! I hope all of your games are doing good! :D</div>]]></description>
   </item>
   <item>
      <title>[solved]"Failed to compile Java code to DEX", But not using OUYA ODK?</title>
      <link>http://forums.ouya.tv/discussion/1262/solved-failed-to-compile-java-code-to-dex-but-not-using-ouya-odk</link>
      <pubDate>Tue, 23 Apr 2013 06:01:54 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>SwiftIllusion</dc:creator>
      <guid isPermaLink="false">1262@/discussions</guid>
      <description><![CDATA[After the recent update first I wasn't able to find the OUYA device, but I've finally fixed that,<br />however now I've run into this new problem.<br />Everywhere I've looked all I can find are people saying it's just a configuration issue in the OUYA ODK, but I'm not actually using that...soooo?<br /><br />I'd greatly appreciate any advice if anyone knows how this could occur without that ODK, just by having updated the OUYA console.<br /><br />EDIT:<br />So even though I had exited firefox thinking it might be a memory problem, that wasn't enough and I had to exit a bunch of other programs and that was the solution, certainly didn't expect it to need so much.<br />]]></description>
   </item>
   <item>
      <title>XBOX Input example using OuyaInputManager and OuyaControllerMapping</title>
      <link>http://forums.ouya.tv/discussion/1281/xbox-input-example-using-ouyainputmanager-and-ouyacontrollermapping</link>
      <pubDate>Sat, 27 Apr 2013 17:21:46 +0000</pubDate>
      <category>Unity on OUYA</category>
      <dc:creator>pek</dc:creator>
      <guid isPermaLink="false">1281@/discussions</guid>
      <description><![CDATA[Hey guys,<div><br /></div><div>The new Unity package contains a OuyaInputManager class and a OuyaControllerMapping class. Can somebody give me an example of how to <b>detect if player 1 has pressed the Start button on the XBOX controller</b> using both those classes?</div><div><br /></div><div>Thank you in advance,</div><div>Pek</div>]]></description>
   </item>
   </channel>
</rss>
