i would'nt mind the game launch to be set at march >30 if you ask me, but that's a personal opinion lol
hopefully, updates would be easy to download for players and well documented for developers ( as is everything right now actually!! )
it worked when parenting the player object ( containing the "gamepad" unityScript ) to the OuyaGameObject ( containing OuyaGameObject.cs ) in OuyaGameObject.cs , i added a public Monobehavior gamepad; at line 9 ( right before # region data interfac…
perhaps in this thread ? :) did'nt tested it yet , but there is a ready to use manifest http://forums.ouya.tv/discussion/188/androidmanifest-changes-thread#latest
yes, looks very fun! (great work on smoke trails and sounds too!!)
about the youtube dislikes, I doubt that Ouya gamers would react the same ( googlePlay and Ios are pretty decent in terms of comments and ratings)
hopefully, OuyaLive is'nt going to…
okay, i got it to work with a mobile/normal shader, indeed
however for each normal map, it seems better to import them with 'texture type' set to 'advanced' and 'generate mip maps' unchecked
that's going to take a little bit of time to test, also, testing it on desktop seems to require to remove the ouyaSdk files, and it's a bit tedious at this point...
trying all this, brb
for instance, that's the source for the mobile bumped shader http://pastebin.com/8mG31Sny
but i don't see anything that would prevent it to run.. also, it does display the diffuse correctly , only the normals are missing
will try to add a "# openg…
yes it's a mobile shader, but i don't have the source, only the compiled version
( looking into shader sources http://download-cdn.unity3d.com/unity/download/archive )
in the compiled shader, there is nothing saying "opengl es 2.0" in the compiled…
okay, now it works, but it crashes with the level geometry... there's barely 100mb of textures/meshes, even with a dxt(tegra) compression, figuring how to fix that
but it's already very very awesome , Major thanks to you guys , and thanks -a lot- m…
bundle identifier is tv.ouya.demo.OuyaUnityApplication and product name is OuyaUnityApplication
when looking in the manifest, i can indeed read the activity tag is
" activity android:name=".OuyaUnityApplication"
should it be " tv.ouya.demo.OuyaUnit…
yes , that's super nice: i can see lots of error in DDMS , it seems a bit difficult to see how to fix those, but browsing trough errors, i can read stuff like
" could not get driver version for /dev/input/js0 , Invalid argument "
or "fatal exeption…
i'm compiling the apk, and installing it on Ouya using adb yes, also tried compile&run ( with unity free ) and it did'nt worked, only a very short blackscreen
terryKim426, i can compile and run the tutorials very easily, but indeed, i'll try to switch to another android version
Shiels, for now i'm in the process of seing what makes the app crash, so i've imported the tutorial scene , and made it the only…
yes, totally, i'll check the tags a little bit so the game appears in the right tab
so far, i can't seem to have the game project running
it's in the software tab, with the right icon and name, exept it crashes at launch
it will be difficult to unde…
ookay, indeed, did'nt needed to modify the AndroidManifest at all
using install -r game.apk, (-r tag seems to be very important to overwrite previous apks) i can deploy and run the unity sample on Ouya
now i'm trying to redo the same thing with m…
Balbi i did'nt because i can't find the right AndroidManifest
i guess it's located in the [projectname]\Assets\Plugins, but i have unity free, so i'm not sure it's the correct one ( since unity free can't use plugins?)
i have 3 other AndroidManif…
yes,it seems to work with any 12v adaptor... i'm using some old laptop adaptor and it works great; altrough i'm planning to use the given adaptor+some converter to be sure there's no power issue on the long run
Glenn, thanks a lot : keyboard worked fine it's awesome! it was really simple; mouses are seeming a bit more difficult to handle outside the web browser, but it's all good
Usb mouse or keyboard should work. If it's not being recognized try turning…
at the moment, i'm almost done downloading android SDK, hopping to be able to solve this trough usb connection...
i also noticed that controllers are reacting differently, one haves the Ouya button blinking , and the other have the four buttons on t…