I actually resubmitted the app as-is and was approved with the additional message:--
Some feedback from OUYA:That error was on our end, apologies.--I am very happy to see that it was approved and I am sure it was just a simple mistak…
Our project had similar problems, ended up all the way at "Gold Master Candidate 5" before everything fell into place. ;) It's ship-shape now and I can't wait to see it up on the store. Not to mention I can't wait to check out and buy other games …
I hope so too, got in there at 11:40PDT. I couldn't really have submitted before yesterday because IAP really wasn't ready for the Unity package till this morning.
Dreamwriter said:Pushy, try Compile Plugin before doing Compile Java, that fixed the mismatching UUID issue for me and someone else.I love you Dreamwriter, thank you. That part's all fixed up nicely now.
Now I just need to figure out where that 1.0…
tgraupmann said:
You should only need to set your Developer UUID in the OuyaGameObject and the Purchasables in the OuyaGameObject.
You shouldn't need to put the ids anywhere else.
Your purchaseable identifier can't be right if it says inval…
Thank you for the info. So I've set up things this way now: http://pastebin.com/XCgcpZaS
When I click the button that activates the "Clicked()" method, I see a "Contacting Ouya Servers screen" flash up for a second, and then it returns to the game.…
What actually *is* the process to get the OUYA IAP screen to show up? I set up a script similar to your example above and am currently calling requestProductList using the following setup and it doesn't seem to do anything, but I realize I am not e…
This one appears to work with my controller when I have legacy mode checked. What does it mean if it's not checked?
I'm working on getting a test case together for IAP to let you know how that's going.
Hey Tim,
First off, thanks for your work on the Unity side of things; I was annoyed by some of your decisions regarding the input system along the way but I realize that you are just one person and you are doing quite well considering.
I grabbed you…
Is there a particular reason why we should be using the Unity ODK controller calls rather than the built-in Unity Input manager? Our game works fine with the Unity Input manager if I am not using the ODK. Can we choose to just disable the ODK inpu…