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.
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.
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This isn't something OUYA should really be concerned with. You'll have to find a way to make your game run in portrait mode, which could just be as simple as rotating the camera.
OUYA Inc | Android Developer
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http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
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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].
You're right, there's no programming reason, the reason is one of time and resources. The OUYA, hackable as it is, was designed first and foremost as a video game console designed to run on normal widescreen TV's at 1920x1080, and it's obvious the people at OUYA who are developing its SDK and interface are swamped and crunched for time as it is, so wouldn't have time to implement fringe cases (since they are having a hard time just getting the basics done and bug-free on time). Android itself does to some basic automation of orientation, but that's on cell phones with fixed screen resolutions; the OUYA had to change how some of that works because it has a couple different resolutions it can run at (1080p, 720p), and because it is being output to a TV, which I would guess uses some of the screen mirroring functions in Android and thus don't support orientation changes except to make a tall thin box in the middle of the wide screen.
And this is the exact kind of fringe case that isn't really useful to most game developers - there will be the rare case like yours or maybe an independent developer might want to make a vertical shooter use the true vertical orientation by turning their TV onto its side, but definitely not as many people who would want more important features like a reliable in-app-purchase system or the ability to easily upgrade games in a minimum of steps without losing any of their data. If enough developers ask for the feature I could see the OUYA folks adding support for changing the orientation, but that would be a fairly low priority feature.
For now I agree that rotating the camera is the best option, unless you could use an external tool to rotate all of your art first and then write the OUYA app to work as if your game was sideways.