I just wanted to add that I updated to this version on one of my projects and am getting the same issue. I haven't looked into it enough to give a whole lot of details, but I'm getting the same issue as cokerms and Ameon.
k the only difference in this package is that it sends an IAPComplete message to Unity after it's done initting, which can cause a crash. I'll have to make sure Unity has been init before sending it.
I went ahead and removed all the 1.0.3.5 and put in the 1.0.3.6.
I am just using the SceneInit, SceneMain, SceneSplash, SceneGame scenes using the default key. Put in my Dev id. Left legacy input on. 0 purchaseables.
Right I've seen this issue before when the plugin tries to send Unity a message.
I can either send a blank ignore parameter, or change it so that Unity polls the plugin to see if iap init is complete. I'll change it to that and post another update.
I am going to do some tests on that I will get my results up asap.
Is there a recommended way to set up textures? I guess it varies a little from project to project but are their any specific things I should watch for?
Making that change fixed it for me. HeliumIntStudios, make sure after you change the .java file that you rebuild Java in the Ouya panel (I always do Compile Plugin then Compile Java just to be safe).
How do I get my Application Key on OSX? Hexplorer is Windows. I don't think Hex Fiend is giving me usable data. Is there an example of what an Application Key looks like? How many bits is the app key and is it the whole .der file?
Comments
OUYA Inc | Android Developer
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Use caution when setting [persistent wireless mode].
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
http://tagenigma.com/ouya/OuyaSDK-1.0.0/
In 1.0.3.6, I changed it so the OuyaFacade is only constructed when Unity calls OuyaUnityPlugin.unityInitialized()
Versus calling initialize the first time you make a call to getProducts, getReceipts, and requestPurchase.
Let me know if you still get the error. The test example app is able to get the product list without crashing....
Thanks,
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
I just imported 1.0.3.6 to my new project (first import of the ODK to this project), all default values, got the same error:
I/TestOuyaFacade( 1759): TestOuyaFacade.Init(310a8f51-4d6e-4ae5-bda0-b93878e5f5d0);
V/OUYAF ( 1759): ODK version number: 51
I/TestOuyaFacade( 1759): OuyaFacade.init(context, 310a8f51-4d6e-4ae5-bda0-b93878\e5f5d0);
F/libc ( 1759): Fatal signal 11 (SIGSEGV) at 0x00000000 (code=1), thread 1776(UnityMain)
And the first step in the backtrace:
/lib/libunity.so (UnitySendMessage+24)
And you're right about what's killing it, I remarked out the line:
UnityPlayer.UnitySendMessage("OuyaGameObject", "SendIAPInitComplete", null);
and the game launched normally.
I can either send a blank ignore parameter, or change it so that Unity polls the plugin to see if iap init is complete. I'll change it to that and post another update.
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
So the plugin had initialized.
But not the activity yet...
I'll add something like:
if (null == IOuyaActivity.GetUnityPlayer())
{
Log.i("Unity", "OuyaUnityPlugin.InitializeTest: UnityPlayer is null");
return;
}
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
Do you have this?
public void SendIAPInitComplete()
{
OuyaSDK.setIAPInitComplete();
}
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
{
OuyaSDK.setIAPInitComplete();
}
OuyaGameObject.cs
public void SendIAPInitComplete(string ignore)
{
OuyaSDK.setIAPInitComplete();
}
And in the OuyaUnityPlugin.java:
IOuyaActivity.GetUnityPlayer().UnitySendMessage("OuyaGameObject", "SendIAPInitComplete", "");
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
Replace:
UnityPlayer.UnitySendMessage("OuyaGameObject", "SendIAPInitComplete", null);
with:
IOuyaActivity.GetUnityPlayer().UnitySendMessage("OuyaGameObject", "SendIAPInitComplete", "");
When you change the OuyaGameObject to take the ignore string...
Also you should be using JDK 1.6 (32-bit)
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
UnityPlayer.UnitySendMessage("OuyaGameObject", "SendIAPInitComplete", null);
It works right?
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
Okay and if you import the examples and run the show product example, you can get the product list right?
Are you wired or wireless?
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
I've seen start-up crash displaying a texture that was bigger than 2k or had the wrong compression...
Although the error looks like IAP.
Curious if the example works for you...
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
If not you need to install the OuyaFramework and OuyaLauncher in the ODK?
Oh you are saying in the editor you can't run the IAP tests. Right because that depends on Java which doesn't run in the Unity editor.
You could skype me and screen share? tgraupmann_prey
The stack trace says it can't find in the scene the OuyaGameObject SendIAPInitComplete.
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
Change Log: (1.0.3.7) - Fixed issue with UnityPlayer.SendMessage crashing passing a null parameter in 4.X
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].