iSlandFace, did you go into the OUYA menu and choose "Use Ouya Project Input Settings"? That should replace everything in Unity's ProjectSettings->Input with the ones used in the Unity ODK.
Yeah I have all 71 in there but I don't see any of them named Joystick Button0 and when you call GetButton isn't that what it would be looking for in the input manager?
Yeah I have all 71 in there but I don't see any of them named Joystick Button0 and when you call GetButton isn't that what it would be looking for in the input manager?
That's why KeyCodes have pre-defined enums for each of the 20 buttons for N joysticks.
We also get the list of joystick names from the Unity Input API. Yet I've seen with only 2 joysticks connected, the input is detected as a higher indexed joystick. I've also seen the wrong joystick button being detected.
Wow, my problem seems to have been the Java version, now that I'm using 1.6 instead of 1.7, the buttons are suddenly working exactly like I expected them to! Analogue axes aren't of course, but you know that.
Thanks a lot man, you're on here helping people even more than I'm on here wasting time :)
Comments
Yeah, right now the line I'm doing is "return (Input.GetButton("Joystick Button0"));"
Note that I'm not registering any input listeners or anything.
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].
Per this bug report:
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].
Wow, my problem seems to have been the Java version, now that I'm using 1.6 instead of 1.7, the buttons are suddenly working exactly like I expected them to! Analogue axes aren't of course, but you know that.
Thanks a lot man, you're on here helping people even more than I'm on here wasting time :)