Oh......... it's going to be one of THOSE days..
The rebuilding internal state from playerprefs was defined out for Ouya in my code... sorry for the false alarm!!
It loads perfectly now, between builds also..
*sigh* :D
Okay, tried the Force Stop. No difference.
Tried running the game twice in a row... so not a new build.. still not loading data from the previous run...
I'll try clearing the data, and if that doesn't work I'll try deleting the app and re-installing…
From testing the left stick I'm noticing that X is more sensitive than the Y direction. So I have currently coded up an X and Y filter with separate dead zones..
I also don't feel safe with 1.0 being hit right at the limit. Feels like hardware diffe…
This:
Step 4:Insert the following lines int onGenericMotionEvent() between Line 142 and 143:int playerNum = OuyaController.getPlayerNumByDeviceId(event.getDeviceId());ControllerState data = playerStates[playerNum];OuyaController c = OuyaController.g…
Okay, I've got back on this as I have an OUYA event to go to on the 25th.
On Mac, Unity 4.0, I have just got to reading the O button. And there is no GC output at all!! High five!!
I had a few hiccups along the way...
For a start, in OuyaPanel.cs,…
My game is killed by constant garbage collection. Pretty much every frame. Doesn't happen when I run on Nexus 7 or Galaxy S2. I'm building my game using Unity 4.
It's not my game as such. If I build the example ODK scenes it happens on those too.
…
Dreamwriter said:
VAMflax said:
Will OUYA controls make it into Unity proper? So we can just call the usual input code? That would be cool.
It really doesn't sit right that we have to do more to support a single Android device than we…
Will OUYA controls make it into Unity proper? So we can just call the usual input code? That would be cool.
It really doesn't sit right that we have to do more to support a single Android device than we do to support cross-platform iOS/Android/PC/M…
I've done that. But you also have to remove the plugin from the Plugins/Android folder, otherwise it overrides the manifest and things go a bit weird for 'normal' Android. And change the minimum OS version, etc..
It's okay, but enough of a pain to j…
The problem lies with the overridden manifest and such stuff.
To get back to a working Android version I've moved Assets/Ouya and Assets/Plugins/Android to outside of the folder structure. And I've set the 'Minimum API Level' back to what it was be…
I would like a tick box that toggles OUYA specific settings, to keep my existing Android build working properly, (especially as I'll be releasing that before OUYA launches).
Things I can think of now:
I define "OUYA" to the script compiler, which i…
Am I right in thinking the key to all 'magic' is the manifest file...?
Seems like it would be time well spent learning what it is that thing does!
Just for starters, I guess:
activity android:name=".OuyaUnityApplication"
Is what in…
Well... I have noticed something spooky with the game running on at least the Nexus 7.. It won't shut down properly! If I press the home button, the game minimises, but the music keeps playing!!
Same if I press the power button. I have to go into t…
I just tried logcat on Nexus 7. This is about a minute's worth in the titles:
D/dalvikvm(21858): GC_CONCURRENT freed 388K, 8% free 7601K/8180K, paused 6ms+3ms, total 37msD/dalvikvm(21858): GC_CONCURRENT freed 388K, 8% free 7601K/8180K, paused 6ms+…