Ive just updated the console to the latest version, the same problem still occurs, and the controller name (on the blue tooth settings in my Mac is OUYA Game Controller
My Xbox controller is black, the input from it displays corretly on the Mac OS X driver (which is basically the same thing as the Ouya ShowController scene, shows which button is being pressed).
My Ouya controller, Im not sure there is another one right now, but is the "transparent" dev controller.
Yes, I've tried creating a new project, with the same results.
The real problem is the game running on Ouya with the Ouya controller not getting the right keys. If it did, I could test directly on the device, of course, testing on the editor would be great, but if it couldnt work there is no problem... however its not like "Y key is being received as A key", there are some buttons that simply doesnt work at all, arent mapped as anything...
I was trying to use the equivalents to L1 L2 R1 R2 but no mapping receives input from those...
Using Unity's Input System, I can get my Ouya controller to work as expected. The mapping is actually quite simple...
O = Input.GetKey(KeyCode.Joystick1Button0)
U = Input.GetKey(KeyCode.Joystick1Button1)
Y = Input.GetKey(KeyCode.Joystick1Button2)
A = Input.GetKey(KeyCode.Joystick1Button3)
and so on...
Left Joystick = Input.GetAxis(Joystick X/Y)
Right Joystick = Input.GetAxis(4th/5th)
And so on...
And every single button can be found this way... I am no great programmer... I dont understand much of Java or native development for Android... but why not use the standard input manager? Its very easy to get values from these...
However, once I import Ouya ODK, this stop working and I honestly dont know why. I understand the need of the ODK for stuff like In-Apps, but if Input can be so easy and native to unity at least... why not use it?
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].
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].
My black controllers are working as expected. Did you try importing to a new project?
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].
Mac *does* have different key bindings for Xbox 360 controllers in Unity, maybe that's the issue? Maybe the OUYA controller is the same.
http://wiki.unity3d.com/index.php?title=Xbox360Controller