OuyaMenuButtonUp - not being called.

carminegcarmineg Posts: 102Member
I've registered the button listener... it was working before but now isn't. The only major change I made was to the AndroidManifest. Would that have anything to do with catching this event?

- I have everything setup in the class, in awake, in destroy, etc.

Quintet: a cooperative scifi game where players control the same ship through 5 roles - Captain, Helm, Tactical, Engineering & Science.


Comments

  • OMGWTFGAMESOMGWTFGAMES Posts: 34Member
    edited July 2013
    Edit: Oh, whoops, thought that said July 18 not June 18 ... just a month too late. Since Quintet is on the OUYA marketplace, I guess you got it resolved :P

    ---
    Just a guess, but try regenerating the plugin jar by going to the OUYA -> "Generate OUYA Unity plugin" (in Unity menus), then redeploy using the "Build, Run and Compile" button in the Unity OUYA panel.

    Check the console for any errors when recompiling the Java parts.

    Also, if the only change you made was in AndroidManifest.xml, might be worth posting what you added/removed.
    Post edited by OMGWTFGAMES on
    --- Andrew Perry
    --- http://omgwtfgames.com
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Ugh that's still in there. I should remove that menu option.

    After you updated you probably need to recompile the plugin and java application.
    ~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].
  • OMGWTFGAMESOMGWTFGAMES Posts: 34Member
    Ha, there's a Compile Plugin button now .. it's probably been there for ages.

    Tim: Just to clarify - does both the plugin and the Java application now get compiled when you click "Build, Run and Compile" (which I presume actually happens in the order "Compile, Build then Run") ?
    --- Andrew Perry
    --- http://omgwtfgames.com
  • OMGWTFGAMESOMGWTFGAMES Posts: 34Member
    Looking at the source and answering my own question - it looks like the plugin jar isn't recompiled when the "Build, Run and Compile" is pressed.

    Is there any good reason not to automatically recompile the plugin jar every time the Java application is built ? Given that the Java parts are rarely manually modified after initial setup, I'm using "Build and Run" most of the time. As such, compiling the plugin by default for any "Compile" operation wouldn't slow down the typical Unity edit, build and deploy cycle, but it could potentially simplify the recompilation steps after editing AndroidManifest.xml or updating ouya-unity-plugin, and potentially prevent people getting tripped up on the issue @carmineg hit.
    --- Andrew Perry
    --- http://omgwtfgames.com
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    You have the option to:

    Compile (Java and Plugin), Build (Unity), And Run (Application).

    Build (Unity), and Run (Application).

    Build (Unity)

    Whichever is convienent.

    You only need to compile Java after importing or after you've changed the Java source or your bundle identifier.
    ~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].
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