"Couldn't find Android device" - why won't Unity recognize my Ouya?

EvaXephonEvaXephon Posts: 5Member
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.

I plugged my Ouya into my computer with a USB cable, and my computer can recognize my Ouya and browse its contents, etc.

However, when I tell Unity to "Build and Run Application" through the Ouya Panel, it just shows me an error message saying:

Couldn't find Android device

No Android devices found. If you are sure that device
is attached then it might be USB driver problem, for
details please check Android SDk Setup section in Unity
Manual.

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.

Is there some kind of really simple, obvious "Gotcha!" that I am forgetting about?

Comments

  • DreamwriterDreamwriter Posts: 768Member
    edited May 2013

    I assume you're using Windows?  You need to add the OUYA to the basic Android device driver found in usb_driver\android_winusb.inf, as seen here:

    https://github.com/ouya/docs/blob/master/setup.md#windows

    (don't do that adb -killserver stuff).  Then you need to set that as the driver Windows uses to talk to the OUYA (you may need to turn off the Windows Driver Signing requirement to install the newly edited driver).

    Post edited by Dreamwriter on
  • EvaXephonEvaXephon Posts: 5Member
    Thanks, Dreamwriter. You're right, I'm using Windows 7 (64-bit). Unfortunately, I'm still having problems.

    I followed the instructions in that link you posted (up until the abd -killserver line). I edited the android_winusb.inf file to have the Ouya Console lines in the [Google.NTx86] section.

    When I opened the Device Manager and tried to point Windows at the location of the driver (C:\Program Files (x86)\Android\android-sdk\extras\google\usb_driver) I simply get an error message that says "Windows could not find driver software for your device".

    Why won't Windows 7 recognize the android_winusb.inf file as a driver? Does it have something to do with the fact that I'm using a 64-bit system and Google.NTx86 is a 32-bit driver?
  • EvaXephonEvaXephon Posts: 5Member
    I learned that there are several others who have had this same problem, and posted about it. I followed the instructions in their threads, but following those steps hasn't helped yet.

    I went through the "Have Disk..." process and pointed my computer at the Android Composite ADB Interface Driver. Now, my computer recognizes the Ouya as an "Android Composite ADB Interface".

    However, Unity still does not recognize the Ouya as an Android device!

    I edited the adb_usb.ini to have 0x2836 on a new line, and typed "adb devces" into a command window. It prints out "List of devices attached" but it doesn't show any Android devices attached.

    I've repeated these steps several times in various orders, but I still can't get Unity to acknowledge the Ouya! Do you have any further suggestions?
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Docs:
    https://github.com/ouya/docs/blob/master/setup.md

    In the Android SDK\Tools folder you can run in the terminal:

    android update adb

    that creates your .android folder

    When you use Have Disk, be sure to pick Android Composite Device. You should get something about an unsigned driver, that's why automagic doesn't find it.

    Make sure you added "0x2836" to the adb_usb.ini before trying to install the driver.

    If you still have trouble ping me on skype...
    ~Tim Graupmann
    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].
  • EvaXephonEvaXephon Posts: 5Member
    I did exactly as you instructed, and now Unity recognizes my Ouya, and pushed an APK to it! This is great!

    This time, I did one thing differently - instead of manually adding 0x2836 to the ini, I did it through the command line with the following command:
    echo 0x2836 >> "%USERPROFILE%\.android\adb_usb.ini"
    Maybe this is what made the difference.

    Thanks for taking the time to respond, and pointing me in the right direction, tgraupmann!
  • BovineBovine Posts: 81Member
    I am on OSX and getting the same - which I apparently shouldn't :/

    I really don't want to have to keep using dropbox
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    edited May 2013
    Maybe you need a new line after the hex value?

    This is how I setup on the Mac.

    Mac Driver Setup

    Post edited by tgraupmann on
    ~Tim Graupmann
    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].
  • BovineBovine Posts: 81Member
    Thanks I'll check it out - I am an ex-PC user so I open the terminal and do things in there very rarely :P

    And... I didn't install the SDK that way... so here goes
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