@Piers @nick This is still a problem in the latest build - I sent in ticket #5749 about this yesterday. It's dependent on whether an OUYA framework activity has been called prior to launching the game - if it has, double-tapping will call onPause wi…
Quick note - when I was testing IAP, I never actually activated "test mode" at all. Devs can apparently buy their own products without using credits and also delete their receipts from the portal... and I think that's a way better solution than a te…
@Shiels, sorry, the project tagline didn't mention that I did build it in Unity 4. The first line in the README.md does say: "A minimalist, unofficial bridge between the OUYA ODK and Unity4." I've updated the project tagline on github to be more cle…
KonajuGames said:
Exactly. requestReceipts() is getting the receipts from OUYA's servers. The receipts will be encrypted with your application key and your code will have to decrypt them (code will be supplied by OUYA, but for now the OuyaE…
From what I've seen the key isn't used yet. I'm sure we'll hear more about it soon, but in the end, a Server Product Model-style solution with a receipt validator endpoint will be a much more effective way to address potential cracking of the IAP fl…
If you simply want to bypass the NPE's, just wrap those calls in try/catch blocks and tell your users to wiggle the controller in the first screen. :)
I was able to get around it because I use a polling-based system for Unity to fetch current contr…
Sounds like a bug, this has been very quick for my two submissions. You should email [email protected] and let them know, they monitor it more closely than new threads.
@batyl, this is definitely on their radar. See http://forums.ouya.tv/discussion/678/exception-when-calling-ouyacontroller-getcontrollerbyplayerid-before-first-axis-event#latest
Thanks for trying it out, @nimble_gorilla and @Tyrus! The feedback is much appreciated. :D
I've had a few friends playtest nearby and I usually don't see strategy develop until they've played it several times. I'm okay with that, but I have a nice s…
@Stretcher no problem! I am glad this post wasn't useless, I was beginning to think I was the only one getting this. Do you need more info on a workaround?
@Arakade, the code in my pastebin is actually very old (not to mention it triggers a weird NPE inside of OuyaController before the first axis event, reported as a OUYA bug already), so let me clarify where I've gotten in case it helps you out.
My c…
@SpoonThumb are you are checking isFinished() within pause? Here's what I do within onPause to ensure the app is completely shut down if the OS decides to call finish() on the activity when going back to the home menu:
https://github.com/getluky/Ouy…
I made a post eons ago about my joysticks going up to 0.5f while just barely wiggling within the joystick's physical center, but it didn't seem that many people had the same problem at the time.
For some reason, it mellowed out and now I seem to ge…
tgraupmann said:
If your input is java based, you could also stop sending input to Unity from the time you issue the purchase call until you get the success or fail response.
Since I converted over to JNI-based polling (like in the othe…
@tgraupmann, a note for you about the black screen/transparent thing since I did a port of the iap-sample-app code from scratch in my OuyaUnityBridge as well...
It's purely a function of whether you make the UnityPlayer pause within onPause in your …
newmessage said:
If we look closer, the OUYA controller will look very similiar to XBox 360 controller.
But, we what we need to find out is not its look, but how the OUYA and Controller handle its input.
- Button 'O' -->> keycode 96 --…
Check out the latest IAP sample in the base ODK 0.6. It has some state management around products and receipts, and this may be an example for others to follow. Last time I asked them about it (Jan 8th), Piers said they were still deciding what to d…
Most games have a long scrolling credits reel that includes legal notices from frameworks, font licenses, SDK licenses, and so forth for precisely this purpose. Most people just skip credits screens so it's the kind of thing that's easy to miss. :)
Actually, it's not quite mirrored correctly, which is the point of Setsuki's code - in Unity's input, GetKeyDown only registers true the very first Update that a button was pressed, but in the Unity ODK GetKeyDown registers true every single Upd…
Hi @Setsuki, I've been writing an implementation of this for my own use, and it has some additional features like customizable virtual axis/button names and GetKey support, etc. It isn't official either, but if you need 1:1 exactly to Unity's Input …
Yes, this is a weird case that occurred only when calling getControllerByPlayer after devices were connected but before any input events have been handled by the OuyaController class (such as at application launch). I sent in a repro case to the OUY…
@strangegames When you go to make a final release, just be sure to copy the NOTICE.txt text blurb from one of the ODK samples and put it in your credits.
http://en.wikipedia.org/wiki/Apache_License
The ODK is licensed under Apache 2.0. You have some requirements as to posting notice that you use it (most games have that long legal section in credits where you'd put it).
@tgraupmann Thanks! :) It was actually really dependent on the Unity-standard Input idioms, so I had to write my own input abstraction layer on top of OuyaGameObject/OuyaSDK and fork the java side to keep everything working cross-platform in a singl…