Hello, I was wandering if there was another new change recently that has affected how projects are meant to be built. I've setup a new scene for some testing with the ODK, I went to run the showcontroller example, and after it finishes building, when it goes to run on the device (OUYA is connected), it doesn't actually run the game but goes into the Manage panel??.... No matter what menu option I am selecting before the build, it goes into the manage panel. What on earth?
Edit: It does add the project to my game library also though, but when running it it exits immediately?
I'd really appreciate if anyone knows what is happening with this.
Oh you probably haven't compiled the Java. The examples now have a drop down, and you have to click the button next to the drop down to switch. Double check your tabs to make sure that everything is compiling. If the bundle id is mismatched you should see a notification.
So my problem has just gotten worse, and worse, and just...gah....
What you mention was indeed related to the problem. I had done all of that, except I found out it was having compile errors (but because I didn't see those errors when building the actual game I didn't notice). It was the android picked up _java_options -Xmx512M error, which was being caused because of a solution I was using for ANOTHER problem that unity was throwing at me. It wouldn't build the game telling me I had no memory, even after I exited every program except unity (and I've built previous projects before without that trouble, so I know it should have had enough memory). http://forum.unity3d.com/threads/88119-Could-not-reserve-enough-space-for-object-heap-RESOLVED
So then I had to try and find out if there was a solution to the new picked up _java_options -Xmx512M error, after a lot of searching people had mentioned that it was solved sometimes by going back to a previous android version, r21.1 instead of r22, and of course the official site didn't think that there could possibly be any problems with the new versions, so after searching for methods to actually get r21.1, downloaded, installed, it didn't fix it...
I then tried to turn off the option in the Ouya panel 'stop build on errors', hoping it might then ignore the 'android picked up' error.... And NOW Unity has stopped recognizing the OUYA as an android device, and I've spent the last couple hours trying every method and mixing and matching trying to re-setup my OUYA driver to act like an android again, except It keeps telling me that android_winusb.inf isn't a compatible driver for the device..... I've made sure killed and restarted adb, I've added ;OUYA Console %SingleAdbInterface% = USB_Install, USB\VID_2836&PID_0010 %CompositeAdbInterface% = USB_Install, USB\VID_2836&PID_0010&MI_01 in the correct places, I'm losing my mind here x=x
And even if I can get the OUYA recognized again, I'm not even sure if unticking 'stop build on error' in the OUYA panel will cause it to build properly or just stop without notifying me....... =_=............
If you could please help me with any of the above problems I'd be incredibly grateful.
I added the ignore errors on build because somebody else had limited memory on their notebook.
If the OUYA disappears from your adb devices that's not anything you did here.
Here's a quick troubleshoot list:
1) Reboot the console
2) Unplug the microusb and plug it back in
3) If you've updating anything in the Android SDK, it resets your profile/.android/usb ini file. So you have to go back and add that 0x2836 entry. (Every time you update the Android SDK) I might even add a notification for this.
4) adb kill-server
5) adb devices
and then your OUYA should show up.
And then the change you did should ignore the memory problem and keep going.
Thank you so very very much!! OUYA is being detected again and that ignore errors did indeed work a charm for the compiling, project is up and running now, thank you so much for your help :)!!! On a side note I'm loving how much examples are included now, keep up the good work :)!
Comments
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].
What you mention was indeed related to the problem.
I had done all of that, except I found out it was having compile errors (but because I didn't see those errors when building the actual game I didn't notice).
It was the android picked up _java_options -Xmx512M error, which was being caused because of a solution I was using for ANOTHER problem that unity was throwing at me. It wouldn't build the game telling me I had no memory, even after I exited every program except unity (and I've built previous projects before without that trouble, so I know it should have had enough memory).
http://forum.unity3d.com/threads/88119-Could-not-reserve-enough-space-for-object-heap-RESOLVED
So then I had to try and find out if there was a solution to the new picked up _java_options -Xmx512M error, after a lot of searching people had mentioned that it was solved sometimes by going back to a previous android version, r21.1 instead of r22, and of course the official site didn't think that there could possibly be any problems with the new versions, so after searching for methods to actually get r21.1, downloaded, installed, it didn't fix it...
I then tried to turn off the option in the Ouya panel 'stop build on errors', hoping it might then ignore the 'android picked up' error....
And NOW Unity has stopped recognizing the OUYA as an android device, and I've spent the last couple hours trying every method and mixing and matching trying to re-setup my OUYA driver to act like an android again, except It keeps telling me that android_winusb.inf isn't a compatible driver for the device.....
I've made sure killed and restarted adb, I've added
;OUYA Console
%SingleAdbInterface% = USB_Install, USB\VID_2836&PID_0010
%CompositeAdbInterface% = USB_Install, USB\VID_2836&PID_0010&MI_01
in the correct places, I'm losing my mind here x=x
And even if I can get the OUYA recognized again, I'm not even sure if unticking 'stop build on error' in the OUYA panel will cause it to build properly or just stop without notifying me.......
=_=............
If you could please help me with any of the above problems I'd be incredibly grateful.
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 is being detected again and that ignore errors did indeed work a charm for the compiling,
project is up and running now,
thank you so much for your help :)!!!
On a side note I'm loving how much examples are included now, keep up the good work :)!