Tim, What about the axis all of a sudden being inverted now that I put in this update? Do I need to code around that now or is this a small bug that snuck into this version?
What's weird about it is... using my xbox controller on my desktop the ax…
Problem: Now my axis seems inverted!
- It's only inverted on the OUYA Controller !- When I test on my computer with my XBox controller. It's not inverted.
Please advise. I'm trying to use the left stick to scroll through my menus. This all changed …
OK, I think that'll work... any plans to out the this in the Unity Asset Store? All of us are used to getting our components in and out of there, it let's us know when there is something new, etc.
Thanks for your help!
-Carmine
Right, I tried this also... problem is... when I try
OuyaExampleCommon.GetButton ... KeyCode.BUTTON_SYSTEM.. it's always false..
Looking here (line 331 in OuyaExampleCommon) case "OUYA GAME CONTROLLER": ... it doesn't seem to look for that KeyCo…
I'm trying to find the single tap on the system button so I did this:
added this to void Awake(): OuyaInputManager.OuyaButtonEvent.addButtonEventListener(HandleButtonEvent);
Then for the handler, I have this:void HandleButtonEvent(Ouy…
I've tried this... doesn't seem like KeyDown is every called...
Event e = Event.current;
if (e.type == EventType.KeyDown)
{
int keyCode = (int)Event.current.keyCode;
Debug.Log("KeyDown: " + keyCode.ToStri…
Is there any word on this issue? I can't get my game to be in 720p properly. If I SetResolution to 720 it works, however... the mousepointer is sending the wrong coordinates to Unity's GUI
If I use Java.SetResolution, I get the weird windowing thing…
Any word on this issue?
- If I use Screen.SetResolution ... it does go into 720p no problem, however, the mouse pointer is telling Unity the wrong coordinates. It's "mouse-overing" buttons when it's off to the side of them
- If I use OuyaSDK.OuyaJ…