I should add that the OUYA panel right now expects your application.java name to stay named: OuyaUnityApplication.java where changing the name is not supported presently. Ideally the panel needs an object array field where the input java source files can be altered. Otherwise you'll have to build your own application jar.
I should add that the OUYA panel right now expects your application.java name to stay named: OuyaUnityApplication.java where changing the name is not supported presently. Ideally the panel needs an object array field where the input java source files can be altered. Otherwise you'll have to build your own application jar.
Does having OuyaUnityApplication as the application name have any visual effects? For example would we still be able to have the name of our game somewhere and not have it show up as OuyaUnityApplication to the consumer? Just curious.
Aggro Tactics - A tactical strategy virtual board game built with Unity3D 4.0, designed around the concept of Threat/Aggro inspired by the mechanics of chess and a customizable party like in table top games.
I just wanted to let you know that I got rid of the delay once and for all! The BUTTON_DPAD_CENTER message was being called several times per frame, and is seriously the most pointless message I've ever seen, so I commented out the dispatching of it in OuyaGameObject.cs. Maybe in the official ODK version, have an inspector bool whether to dispatch this one and default it to false.
Also, if you just copy the Xbox 360 controller case, and paste a new "OUYA Game Controller" case, all the buttons and axes are mapped perfectly except the D-Pad. To get that working, you need to remove all the AxisHat checks, and simply add more KeyDown/KeyUp cases for numbers 19, 20, 21, 22--BUTTON_DPAD_UP, _DOWN, _LEFT, _RIGHT, respectively.
Now all I need to figure out how to get rid of that giant panel that has my game name and icon on it and I'll be set for my OUYA "port" (of a game that's not even close to done).
The top bar should be controlled by Assets\Plugins\Android\res\layout\main.xml You should be able to use the Eclipse layout editor to make it "full screen".
Thanks :) Just saved me a lot of effort hehehe. Could you add this to the docs?
In the "Imported Files" section. A small comment, but I can expand the docs on it. Have you been able to convert it to fullscreen? When you do, the steps can be added to the docs.
I have plans for a roadmap of documenting the process after you've imported the package. How you change the bundle identifier, what files need to change to support that. And maybe what to do if you already have a java project and how to integrate.
It falls under Android programming, tweaking, and all that.
I got rid of the title bar - in the Manifest XML file, there's a line starting with "Application", add this to it: android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
I got rid of the title bar - in the Manifest XML file, there's a line starting with "Application", add this to it: android:theme="@android:style/Theme.NoTitleBar"
That's good to hear Dreamwriter. :) I REALLY hope my console comes in today so I can start tweaking things properly.
Aggro Tactics - A tactical strategy virtual board game built with Unity3D 4.0, designed around the concept of Threat/Aggro inspired by the mechanics of chess and a customizable party like in table top games.
I got rid of the title bar - in the Manifest XML file, there's a line starting with "Application", add this to it: android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
I can confirm this worked for me as well. Thank you so much! :)
I got rid of the title bar - in the Manifest XML file, there's a line starting with "Application", add this to it: android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
You rock sir. I could add a presentation toggle to the OUYA panel for that one.
Yeah adb isn't detecting the Ouya, any ideas what drivers I need and from where? I double checked the project settings and I can only change the API level to 14, not 16.
The demo also appears to be detecting input according to the debug text but nothing is highlighting or reacting? Apologies for all the questions I do genuine appreciate the help.
The demo also appears to be detecting input according to the debug text but nothing is highlighting or reacting? Apologies for all the questions I do genuine appreciate the help.
Look up a few posts in this thread, Ayrik had the fix for the controls (the official OUYA controller isn't one of the ones programmed into the Unity ODK yet, you have to add it manually). To get your apps to show up in the game or app section of the Launcher, you have to add a line to the Android Manifest (which is in the Plugins folder in the Unity ODK), look here for what to add.
I tried this, it detects the controller correctly and lists it top center but I still get no reaction even from a 360 controller in both the editor on PC and on the Ouya itself.
The console prints the following (on PC):
JavaSetDeveloperId UnityEngine.Debug:Log(Object) JNI: Unable to find method id for 'setDeveloperId' (static) UnityEngine.AndroidJavaObject:CallStatic(String, Object[]) obj_Activity = 0 UnityEngine.Debug:Log(Object) JavaClass object = 0 UnityEngine.Debug:Log(Object)
OK! So I've got everything working almost perfectly, my game installs to the emulator flawlessly, however, for some odd reason my script to change to the next level for the first screen (my logo) doesn't seem to work, it just stays on my logo screen. This is my script:
Just another note, it seems to be only building my one scene, when I click build and run application it only shows that it builds scene 0, no others, WHAT AM I DOING WRONG?!?
Sounds to me like you need to add all the scenes to Build Settings - open each scene, then go to File->Build Settings and press the "Add Current" button.
Ya they are all added to the build list, the samples work fine, everything works fine but it just isn't adding my other scenes, only the current scene that I have open
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].
Failed to compile Java code to DEX:
/Users/Miguel/Documents/SkyRoads/Temp/StagingArea> dx --dex --verbose --output=bin/classes.dex bin/classes.jar plugins
Then it lists a bunch of files.. any ideas?
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].
Founder of ReachingPerfection.com
You can always search and replace the "OuyaUnityApplication.java" name if you wanted to change it.
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].
Also, if you just copy the Xbox 360 controller case, and paste a new "OUYA Game Controller" case, all the buttons and axes are mapped perfectly except the D-Pad. To get that working, you need to remove all the AxisHat checks, and simply add more KeyDown/KeyUp cases for numbers 19, 20, 21, 22--BUTTON_DPAD_UP, _DOWN, _LEFT, _RIGHT, respectively.
Now all I need to figure out how to get rid of that giant panel that has my game name and icon on it and I'll be set for my OUYA "port" (of a game that's not even close to done).
You should be able to use the Eclipse layout editor to make it "full screen".
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].
https://devs.ouya.tv/developers/docs/unity
In the "Imported Files" section. A small comment, but I can expand the docs on it. Have you been able to convert it to fullscreen? When you do, the steps can be added to the docs.
I have plans for a roadmap of documenting the process after you've imported the package. How you change the bundle identifier, what files need to change to support that. And maybe what to do if you already have a java project and how to integrate.
It falls under Android programming, tweaking, and all that.
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].
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
Founder of ReachingPerfection.com
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].
I've followed the docs to the letter but I'm having a few issues (my first proper Android project so bear with me).
Setup all my paths to not be greyed out, seems fine.
When I compile NDK I get this:
[Results] elapsedTime: 1.070061 errors: C:/android-ndk-r8d/build/core/add-application.mk:128: Android NDK: WARNING: APP_PLATFORM android-14 is larger than android:minSdkVersion in ./AndroidManifest.xml
output: "Compile++ arm : -ouya-ndk <= jni.cpp
StaticLibrary : libstdc++.a
SharedLibrary : lib-ouya-ndk.so
Install : lib-ouya-ndk.so => libs/armeabi/lib-ouya-ndk.so
UnityEngine.Debug:Log(Object)
OuyaPanel:RunProcess(String, String, String, String&, String&) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:991)
OuyaPanel:RunProcess(String, String, String) (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:965)
OuyaPanel:CompileNDK() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:277)
OuyaPanel:Update() (at Assets/Ouya/SDK/Editor/OuyaPanel.cs:505)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
The other thing is that Unity won't recognise my Ouya as a device, is there a way to install via an APK rather than build&run?
I'm using Unity Free along with Android basic.
Cheers
Craig
You should be able to run a shell. Go to the AndroidSDK platform tools folder and run "adb devices".
The OUYA should be detected, otherwise you need drivers.
If you are rooted, you can use wireless adb. And in that case you type:
adb connect IPADDRESS
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].
Is this the only way we can build at the moment? The application doesn't appear in the game or app section from the front end.
Edit: Beaten!
Do this: http://forums.ouya.tv/discussion/comment/754/#Comment_754
I tried this, it detects the controller correctly and lists it top center but I still get no reaction even from a 360 controller in both the editor on PC and on the Ouya itself.
The console prints the following (on PC):
JavaSetDeveloperId
UnityEngine.Debug:Log(Object)
JNI: Unable to find method id for 'setDeveloperId' (static)
UnityEngine.AndroidJavaObject:CallStatic(String, Object[])
obj_Activity = 0
UnityEngine.Debug:Log(Object)
JavaClass object = 0
UnityEngine.Debug:Log(Object)
var secondsToChange: int;
function Start(){
yield WaitForSeconds (secondsToChange);
Application.LoadLevel(Application.loadedLevel+1);
}
Then in the editor I have the seconds to change set to 6. Any ideas?