Unity Editor and Ouya controller

TristTrist Posts: 71Member
I'm a bit confused when it comes to the way you have to setup unity and the ouya controller. Do you configure unity to use the ouya controller and that would allow other controllers to work such as a usb or PS3 controller by way of the SDK. Or do you have to code up your own input for said controllers alongside the ouya controller? 

Comments

  • XaakXaak Posts: 68Member
    Code for the OUYA and other controllers should work alongside it. So coded for the OUYA, you can just plug in an Xbox 360 controller and play with it in the editor.

  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    The whole idea is the ODK input would handle all platforms, Android, and Standalone.
    ~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].
  • PushyPixelsPushyPixels Posts: 13Member
    Is there a particular reason why we should be using the Unity ODK controller calls rather than the built-in Unity Input manager?  Our game works fine with the Unity Input manager if I am not using the ODK.  Can we choose to just disable the ODK input or is there something vital that's missing if we go that route?
  • LitteratusLitteratus Posts: 28Member
    @PushyPixels: The Unity Input Manager does not work with the Ouya Controllers, so you must use the ODK (Which wraps xbox/ps3 controllers, so in theory you wouldn't need the Unity Input Manager).

    There are still some outstanding issues, like:
    What to do about controllers in the Unity Editor (Because the ODK is for running on the Ouya specifically)
    Testing the Ouya controllers in the Unity Editor (currently there are no Bluetooth drivers that allow the Ouya controllers to work on the PC)
    And the ever present Input Lag on the Ouya itself.

    There are good people working on all of these issues, but there is no concrete solution to any of them yet.

  • DreamwriterDreamwriter Posts: 768Member
    @PushyPixels: The Unity Input Manager does not work with the Ouya Controllers, so you must use the ODK (Which wraps xbox/ps3 controllers, so in theory you wouldn't need the Unity Input Manager).


    Actually, it seems to work just fine with OUYA controllers.  Like PushyPixels said, if you don't install the ODK, you can use the OUYA controllers just fine once you figure out how they are mapped.
  • HashbangGamesHashbangGames Posts: 96Member
    @Litteratus,  I would advise you to stop advising people to not use the ODK.  We have created, the Unity Plugin to work with the Ouya controllers, we are supporting any bugs that arise.  But we know for a fact that it works on the Ouya and that all input, buttons and axis work on the controllers.   We are here to support the community and we are consistently applying fixes and patches.   If people stop using the ODK it will be difficult for us to troubleshoot their issues and by you advising them to stop using the the code we are providing  your causing more issues than your helping.

    I do thank you for participating, but we all need to be on the same page and using the ODK in the same way.   If anyone has questions or concerns please post them here or in the forums and Tim and I will attempt to help you the best we can.  In addition, we are holding Google+ hangouts On Air to provide extended support and work with all dev's using the Unity Plugin to get any bugs and issues resolved.

    Thanks,
    Marco G. Williams 
    Hashbang Games

    Note:  I am not affiliated with Ouya and have no authority to tell anyone to use or not use the ODK,  but since I've been apart of the project and helping to support it,  I am providing my recommendation to continue to use the ODK and let us work out your issues.
    Marco Williams
    Hashbang Games

    Gravi is available on the OUYA look for it in the store!

    Steam Greenlight Vote yes on Gravi
    Purchase our Gravi on Desura
    Desura Digital Distribution
  • kiwicocokiwicoco Posts: 86Member
    I've got to stand by Marco on this one, the ODK just keeps getting better and better and if you have ANY issues at all, him and @tgraupmann will almost certainly reply to any question you throw at them within a few hours, and they're extremely helpful.

    I would say just avoid a bunch of headaches now and in the future: Work with the ODK and you'll avoid a toooooon of extra work and valuable build+compile time =P

    The ODK way of handling input isn't that complicated anyway, the examples make it pretty simple to understand.
  • LitteratusLitteratus Posts: 28Member
    @HashbangGames:
    Err.. I believe there was a misunderstanding.  The ODK is fantastic, and I have never advised anybody *not* to use it.  There are still outstanding issues, and I know you, Tim, and others in the community (myself included) are working through the problems encountered.

    Now, to further clarify my previous post.  The supplied Unity Input Manager (The panel that you use to set up joysticks, keybindings, etc) worked in every case for me except the Ouya controllers, on the Ouya itself (This may have changed, but I am unaware).  So instead, I used the ODK and OuyaInputManager directly.  And even then, I created my own input manager which wrapped some functionality for my specific purposes.

    I apologize if I was unclear about anything.  Again, I have never advised against the use of ODK


  • HashbangGamesHashbangGames Posts: 96Member
    @Litteratus,

    I gotcha,  okay so here is the thing about the Unity Input Manager.   It is specifically used ( in the Ouya Unity Plugin ) for the sole purpose of using controllers from within the editor and pc / mac / linux ( aka standalone ).   I think you might be confused on the usage,  because everything is funneled into the OuyaInputManager via the OuyaGameObject.   Therefore,  you should never have to intercept or do anything specific. 

    For example,  if you use   OuyaInputManager.getAxis("LX") , OuyaInputManager.getButtonDown([button string])  or  Bind to the events via  OuyaInputManager.OuyaButtonEvents.addButtonEventListener( [your function goes here] )  this will work cross platfroms ( on the ouya, android tablets, standalones ) ..  you should never have to do anything other than use the above mentioned.

    If any of those three are not working for you,  then I'd like to see what you've got going on.  Because I have helped countless and gotten them up and running, in addition I have Gravi using this setup and it works great!

    Feel free to ping me privately and we can do a one on one session if you want me to go over anything.

    Thanks,
    Marco G. Williams 
    Hashbang Games, LLC
    Marco Williams
    Hashbang Games

    Gravi is available on the OUYA look for it in the store!

    Steam Greenlight Vote yes on Gravi
    Purchase our Gravi on Desura
    Desura Digital Distribution
  • XaakXaak Posts: 68Member
    edited February 2013
    Marco ( @HashbangGames ), I think you meant to tag @Dreamwriter, not @Litteratus (who was quoted in Dreamwriter's post)
    Post edited by Xaak on

  • AmazingSparckmanAmazingSparckman CanadaPosts: 344Member
    How the hell do you use that ODK. Unity lets me pick the android SDK But the ODK it just doesn't.

    Hmmm kinda dumb.
  • tgraupmanntgraupmann Posts: 2,869Administrator, Team OUYA
    Take a look at the Unity docs.

    Basically when you set the Unity platform to Android and build it creates a temp\StagingArea with all the Android files.

    You can copy any of these files into your Assets\Plugins\Android folder to override the defaults.

    The defaults btw come out of C:\Program Files x86\Unity\Editor\...

    The github ouya-unity-plugin adds the OUYA hooks but sitting in your plugins folder.
    ~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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