Yeah it doesn't appear to be skipping them just behaves randomly actually on the Ouya, I tried your solution, again works perfectly on PC, random on Ouya. Can anybody give me a test scene with four button elements that they know works on the Ouya?
Sorry, I was unclear. More than 2 buttons.
With two everything works, with more than two it seems to just go between the top and bottom buttons and miss out the middle entirely. Does anybody have a demo scene I can test with more than two working pl…
This is great stuff but is anybody else having trouble with it directly on Ouya? It works fine on Ouya with 2 buttons but as soon as I move above that it picks 2 (seemingly randomly) to choose between. Works perfectly on PC at all times, directly on…
I'm using the 0.0.5.1 version and still having the issue, I know the input is getting through somewhere because the framerate drops when you press anything. Tried going back to the top menu and that didn't work either.
Hi all,
Anybody having any issues with loading between levels? My Input works great on the initial level but as as soon as I load another in-game with Application.Loadlevel it stops working.
Any ideas?
I'm a soloist, however on my Ouya project I'm having a friend create the sound. That's the one aspect I can't really do on my own...then again I could do with some 3D artists too.
In case this helps anyone else, here's a work in progress to simplify wrapping Ouya input for Unity. It uses Inspector fields with custom classes to allow specifying virtual and actual axis/key codes/names to simplify integration into existing Input…
Can anybody summarise how to actually implement the OuyaInputManager? I've got my controls working by bastardizing the ShowContoller class but I don't understand how they relate to one another.
It's a wrapper around the Unity API.
Input.GetAxis(…
Can anybody summarise how to actually implement the OuyaInputManager? I've got my controls working by bastardizing the ShowContoller class but I don't understand how they relate to one another.
Yeah, it's pretty confusing imho. I'm working on some…
Can anybody summarise how to actually implement the OuyaInputManager? I've got my controls working by bastardizing the ShowContoller class but I don't understand how they relate to one another.
I'm still implementing my controls at the (first person) and if anything they're too sensitive at the moment so I wouldn't worry about it. As long as they're sensitive enough you can tone it down to your own preference in-game.
Any chance you can provide more detail on that Ayrik or even your code?
There is a class already in the ODK for this, which is OuyaInputManager.cs that provides as an excellent resource to make your own.
Indeed, unfortunately I wouldn't have a clue …
public int mSeq;
Oh yeah I forgot that step, I had to add that in both places also.
This is definitely worth adding to the documentation. Now I need to figure out why the hell it doesn't work with my first person controller....
The_Craig, the controller demo won't work in the Unity Editor, only on hardware. Try this - in OuyaGameObject.cs, at the bottom are a couple classes "KeyEvent" and "MotionEvent" - add this line to both:
public int mSeq;
I had to do that on mine…
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 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.
This is how I got my drivers working: http://forums.ouya.tv/discussion/comment/304/#Comment_304
Awesome Ayrik, that worked for me thanks. The controller demo now builds and deploys to the device so thanks for the help :D.
Is this the only way we ca…
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.
Hi all!
My name is Craig Littler, I'm a professional game dev with an indie side currently working on a first person puzzler in the same vein as Portal. I'll be sharing my progress as we run up to launch and can't wait to share what I've created so…
Hi Guys,
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 erro…