For me, the GC calls were caused by communication between Unity and Java (and vice-versa). Anyway, follow the instructions on the post below to fix it! Hopefully future updates of the ODK will include these fixes (or better!). Note that implementing this is not for the faint of heart:
I think we'll be adding a starter project that has all this setup so you import that as a separate package and you'll have the perfect setup to just get started.
I have exactly the same problem over here: I'm only in my stub scene and it spams at about 0.3 second intervals, I was wondering if this issue is being fixed? I don't think the game is in a state where I could start from a starter project, so is there any explanation on how to fix it? (or is the @Ayrik way the only way? 'cause I'm rather faint of heart)
Thanks Shiel, I'll try this tomorrown if the update does not fix this. The game's performance is satisfying (around 55FPS with sparse hiccups) for now even though it's spamming GC, so this shouldn't be the reason we're not accepted if so.
The reason you are getting slowdowns is because the controller is not being used efficiently. Trying one of the above solutions should fix it (notwithstanding the efficiency of your game)...
Hmm, I think the bridge is incompatible with the current package, the Ouya panel is missing some settings, I thought I could just plug them on, but then I realized the OuyaPanel.cs is missing like 700 lines, so I don't think it should be a good idea for me to play Frankenstein with this.
There is more manual muscle necessary with bridge, you'll have to get down and dirty in some java code to add products and set your developer uuid, etc. when integrating, you'll also need to completely remove the official ODK. It uses its own version of the OUYA panel.
If you can wait til next week the controller mess should be fixed in the official package and even allow you to use the unity input manager.
Comments
http://forums.ouya.tv/discussion/comment/5541
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].
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].