1.0.6 Export to Ouya Crash

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Comments

  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Dex errors are usually a misconfiguration. It's not obvious to me what the issue is?

    What is your logcat for launching the example?
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    edited July 2013
    Should run that logcat while building the scene to the ouya?
    Post edited by Voporak5 on
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Logcat only outputs when the app actually runs on the android device.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    Maybe it's this?

    D/AndroidRuntime( 3171): >>>>>> AndroidRuntime START com.android.internal.os.Run
    timeInit <<<<<<
    D/AndroidRuntime( 3171): CheckJNI is OFF
    D/dalvikvm( 3171): Trying to load lib libjavacore.so 0x0
    D/dalvikvm( 3171): Added shared lib libjavacore.so 0x0
    D/dalvikvm( 3171): Trying to load lib libnativehelper.so 0x0
    D/dalvikvm( 3171): Added shared lib libnativehelper.so 0x0
    I/ethernet( 3171): Loading ethernet jni class
    D/AndroidRuntime( 3171): Calling main entry com.android.commands.am.Am
    I/ActivityManager(  312): START {act=android.intent.action.MAIN cat=[android.int
    ent.category.LAUNCHER] flg=0x10200000 cmp=com.Cameron.Dogma/.OuyaUnityApplicatio
    n u=0} from pid 3171
    W/InputMethodManagerService(  312): Ignoring showSoftInput of uid 1000: android.
    view.inputmethod.InputMethodManager$1@41e3cc48
    D/AndroidRuntime( 3171): Shutting down VM
    D/dalvikvm( 3171): GC_CONCURRENT freed 100K, 89% free 486K/4096K, paused 0ms+0ms
    , total 5ms
    D/dalvikvm( 3182): Late-enabling CheckJNI
    I/ActivityManager(  312): Start proc com.Cameron.Dogma for activity com.Cameron.
    Dogma/.OuyaUnityApplication: pid=3182 uid=10041 gids={3003, 1006, 1015, 1023, 10
    28}
    W/InputMethodManagerService(  312): Ignoring showSoftInput of uid 1000: android.
    view.inputmethod.InputMethodManager$1@41e3cc48
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetTestOuyaFa
    cade, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onActivityRe
    sult
    W/dalvikvm( 3182): VFY: unable to resolve static method 11014: Ltv/ouya/sdk/IOuy
    aActivity;.GetTestOuyaFacade ()Ltv/ouya/sdk/TestOuyaFacade;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0003
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onConfiguration
    Changed
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0003
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.SetActivity,
    referenced from method com.Cameron.Dogma.OuyaUnityApplication.onCreate
    W/dalvikvm( 3182): VFY: unable to resolve static method 11016: Ltv/ouya/sdk/IOuy
    aActivity;.SetActivity (Landroid/app/Activity;)V
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0002
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetTestOuyaFa
    cade, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onDestroy
    W/dalvikvm( 3182): VFY: unable to resolve static method 11014: Ltv/ouya/sdk/IOuy
    aActivity;.GetTestOuyaFacade ()Ltv/ouya/sdk/TestOuyaFacade;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onGenericMotion
    Event
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onKeyDown
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onKeyMultiple
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onKeyUp
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x001b
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onPause
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x003f
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onPause
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0046
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onResume
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0014


  • Voporak5Voporak5 Posts: 73Member
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetTestOuyaFa
    cade, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onSaveInstan
    ceState
    W/dalvikvm( 3182): VFY: unable to resolve static method 11014: Ltv/ouya/sdk/IOuy
    aActivity;.GetTestOuyaFacade ()Ltv/ouya/sdk/TestOuyaFacade;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onTouchEvent
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onTrackballEven
    t
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetUnityPlaye
    r, referenced from method com.Cameron.Dogma.OuyaUnityApplication.onWindowFocusCh
    anged
    W/dalvikvm( 3182): VFY: unable to resolve static method 11015: Ltv/ouya/sdk/IOuy
    aActivity;.GetUnityPlayer ()Lcom/unity3d/player/UnityPlayer;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0003
    I/dalvikvm( 3182): Could not find method tv.ouya.sdk.IOuyaActivity.GetTestOuyaFa
    cade, referenced from method com.Cameron.Dogma.OuyaUnityApplication$1.onReceive
    W/dalvikvm( 3182): VFY: unable to resolve static method 11014: Ltv/ouya/sdk/IOuy
    aActivity;.GetTestOuyaFacade ()Ltv/ouya/sdk/TestOuyaFacade;
    D/dalvikvm( 3182): VFY: replacing opcode 0x71 at 0x0000
    D/AndroidRuntime( 3182): Shutting down VM
    W/dalvikvm( 3182): threadid=1: thread exiting with uncaught exception (group=0x4
    124b300)
    E/AndroidRuntime( 3182): FATAL EXCEPTION: main
    E/AndroidRuntime( 3182): java.lang.NoClassDefFoundError: tv.ouya.sdk.IOuyaActivi
    ty
    E/AndroidRuntime( 3182):        at com.Cameron.Dogma.OuyaUnityApplication.onCrea
    te(OuyaUnityApplication.java:59)
    E/AndroidRuntime( 3182):        at android.app.Activity.performCreate(Activity.j
    ava:5021)
    E/AndroidRuntime( 3182):        at android.app.Instrumentation.callActivityOnCre
    ate(Instrumentation.java:1079)
    E/AndroidRuntime( 3182):        at android.app.ActivityThread.performLaunchActiv
    ity(ActivityThread.java:2023)
    E/AndroidRuntime( 3182):        at android.app.ActivityThread.handleLaunchActivi
    ty(ActivityThread.java:2084)
    E/AndroidRuntime( 3182):        at android.app.ActivityThread.access$600(Activit
    yThread.java:130)
    E/AndroidRuntime( 3182):        at android.app.ActivityThread$H.handleMessage(Ac
    tivityThread.java:1195)
    E/AndroidRuntime( 3182):        at android.os.Handler.dispatchMessage(Handler.ja
    va:99)
    E/AndroidRuntime( 3182):        at android.os.Looper.loop(Looper.java:137)
    E/AndroidRuntime( 3182):        at android.app.ActivityThread.main(ActivityThrea
    d.java:4745)
    E/AndroidRuntime( 3182):        at java.lang.reflect.Method.invokeNative(Native
    Method)
    E/AndroidRuntime( 3182):        at java.lang.reflect.Method.invoke(Method.java:5
    11)
    E/AndroidRuntime( 3182):        at com.android.internal.os.ZygoteInit$MethodAndA
    rgsCaller.run(ZygoteInit.java:786)
    E/AndroidRuntime( 3182):        at com.android.internal.os.ZygoteInit.main(Zygot
    eInit.java:553)
    E/AndroidRuntime( 3182):        at dalvik.system.NativeStart.main(Native Method)

    W/ActivityManager(  312):   Force finishing activity com.Cameron.Dogma/.OuyaUnit
    yApplication
    I/Process ( 3182): Sending signal. PID: 3182 SIG: 9
    I/ActivityManager(  312): Process com.Cameron.Dogma (pid 3182) has died.
    V/DropBoxReceiver(  613): Starting service for tag: data_app_crash, time: 137418
    2928101
    D/CrashReportService(  613): Writing crash report to: /data/data/tv.ouya/cache/.
    reports/1374182928101
    D/OUYAOverlayMenu(  557): onResume called
    D/inAppPurchase(  557): Binding to StoreService
  • Voporak5Voporak5 Posts: 73Member
    I see that it wrote a crash report, is that written on the ouya or in a file on my comp?
  • EricJ13EricJ13 Posts: 24Member
    tv.ouya.sdk.IOuyaActivity was what my logcat revealed too. I did as Tim advised and clicked more of the Ouya buttons and it solved my problem. My order was (I'm fairly certain):
    1. Synv Bundle ID
    2. Compile
    3. Compile NDK
    4. Compile Plugin
    5. Compile Java
    I don't know that it has to be done that way but I clicked 'em all just to be double dang sure I was getting everything. My project didn't crash after that.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    When an activity won't load like that you need to make sure the bundle id  and package match and that you compiled at all levels.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    I wonder if its my Compile Plugin, the first console window it opens just sits there until I close it myself. Then the rest of them open and close on their own and I receive an error.

    C:\Users\Public\Documents\Unity Projects\Dogma_Proto_Ouya_1.0.6_Updated_7_18\Assets\Plugins\Android\src\OuyaUnityPlugin.java:33: error: cannot find symbol
    private static TestOuyaFacade m_test = null;
                  ^
      symbol:   class TestOuyaFacade
      location: class OuyaUnityPlugin

  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    If you have to manually close the compile window it didn't finish. Also not closing right away is a sign the package name isn't synced or there's a compile error.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    Holy crap, finally....

    Ok, so I opened up OuyaUnityPlugin.js inside of Unity which by default opened up with notepad and decided I'll just rewrite it. So I went to my documents and opened up the same file with notepad again and copy and pasted the version from my documents into the version that was already imported into unity. Such a headache, a full day of it.
  • Voporak5Voporak5 Posts: 73Member
    edited July 2013
    Real quick question though, are the Joy Axis 1-10 supposed to be returning values as i move the analog sticks around? All the Joy Buttons do receive input, but not the Joy Axis inside of the ShowUnityInput scene
    Post edited by Voporak5 on
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    It depends on your controller. Some joysticks have buttons mapped to axises and vice versa.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    Do I have to set that up myself then, even though I'm using an Ouya controller?
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    It should be setup already. Which platform? The mappings depend on the platform and the controller. The same controller can have different mappings on each platform.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    I'm working with the Ouya and Ouya controller. I've only been testing my scenes by exporting them to my Ouya. I see in the code where it writes out Joy Axis1 - 10 in the Debug Output, but when I move the analog sticks around the numbers don't change inside of the scene. If I press them down as a button then the analog sticks descend into the controller but that's about it.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    That's weird. There should be no input data in the logcat. Are you sure legacy input is off?
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    I thought you removed the option to use legacy input
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    I did remove it, just thinking you had an old version or something.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    Gotcha, I'm trying something different. If I do Vector3(Input.GetAxis(("Horizontal"),0,("Vertical")), the controller picks up on the left joystick. But how would I specify the player I want to receive input from.
    And also get input from the right joystick?

    I've been having joystick input issues since the beginning and have been working around it up till now.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    The idea is you do OuyaExampleCommon.GetAxis(AXIS_LS, Player1) to get the left stick axis for player 1.

    The idea is you do OuyaExampleCommon.GetAxis(AXIS_LS, Player2) to get the left stick axis for player 2.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    Here's my code 

    Vector2 LS = new Vector2(OuyaExampleCommon.GetAxis(OuyaExampleCommon.GetAxis("LX", player),OuyaExampleCommon.GetAxis("LY", player)));
    if (controller.isGrounded)
            {
                   //get the move direction from the controller axis;
                   moveDirection = transform.right * LS.x;

                   //Set the speed
                   moveDirection *= speed;
            }

    Here's my error

    Assets/Project_Proto/Scripts/PlayerAgain.cs(155,60): error CS1503: Argument `#1' cannot convert `float' expression to type `string'

    which is giving me an error on the line I have Vector 2 LS

    By what you said for 
    OuyaExampleCommon.GetAxis(AXIS_LS, Player1)

    AXIS_LS did not work which I assumed was you just putting that in as a placeholder for 
    either "LX" or OuyaSDK.KeyEnum.AXIS_LSTICK_X. Neither of them work.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    edited July 2013
    Right it takes an enum I meant:

    OuyaExampleCommon.GetAxis(OuyaSDK.KeyEnum.AXIS_LSTICK_X, OuyaSDK.OuyaPlayer.player1)

    And you are just putting in the value into a Vector2;

    Vector2 input = new Vector2(
     OuyaExampleCommon.GetAxis(OuyaSDK.KeyEnum.AXIS_LSTICK_X, OuyaSDK.OuyaPlayer.player1),
     OuyaExampleCommon.GetAxis(OuyaSDK.KeyEnum.AXIS_LSTICK_Y, OuyaSDK.OuyaPlayer.player1)
     );

    Keep in mind you should check for the inner deadzone...
    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].
  • Voporak5Voporak5 Posts: 73Member
    Awesome, what you gave got rid of my errors, although I could swear I had tried that before but I must have typed it out wrong. Anyways, although I'm not having any errors, my cube is not moving when I move the left stick left or right.

    I've got what you wrote, and then right below it I've got this

    if (controller.isGrounded)
            {
    moveDirection = new Vector3(input.x, 0,0); (Do I even need this line?)
                //get the move direction from the controller axis;
                moveDirection = transform.right * input.x; (am i suppoesd to reference it like this?)

                //Set the speed
                moveDirection *= speed;
            }
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Your controller must not be grounded or you aren't doing anything with your move direction.
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    When I had it written like this

    if (controller.isGrounded)
             {
    moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0,0);
                 //get the move direction from the controller axis;
                 moveDirection = transform.right;

                 //Set the speed
                 moveDirection *= speed;
             }

    It worked fine so because of that I know it's grounded, 

    and I have 

    //Move the character;
            controller.Move(moveDirection * Time.deltaTime);

    written in the Update function so the only thing I can think of is that I'm doing my Vector2 wrong or I'm just the worst at setting up the controller inputs.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    There's nothing better than adding logging or a label to debug the code...
    ~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].
  • Voporak5Voporak5 Posts: 73Member
    K, I'll figure it out somehow. 

    I did add a label to make sure it was grounded and it was.

    Thanks for your help though, wouldn't be anywhere near where I am now without it.
  • Voporak5Voporak5 Posts: 73Member
    So, it turns out I haven't been dropping the project settings from the ouya-plugin into my own project. After doing that, all my analog sticks work  >.<.
  • prometheusgrprometheusgr Posts: 2Member
    I was having this issue with a game I am porting from Android to Ouya, and the problem was I needed to build the NDK, Java, and Plugin ffrom the Ouya Panel before it started to work. Now I just need to work on mapping the controllers!
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