Here's my actual code, in case it helps:
void Update () {
//if(Input.GetButtonDown("Fire2")) {
if(OuyaInputManager.GetButtonDown("U")) {
vehicleCameraScript.SmallThrustShake();
thrusting = true;
…
Man, I'm sorry but it still doesn't work :-/
None of the OuyaInputManager.GetButton* variants are working for me.
The only thing that fires is:
Input.GetButtonDown("Fire1")
...and that fires on a double-tap of the trackpad. That at least demonst…
OK that compiles! Thx =]
Now, in my Update() I have stuff like:
if(Input.GetButtonDown("Fire2")) {
thrusting = true;
}
if(Input.GetButtonUp("Fire2")) {
thrusting = false;
}
...but these even…
(Yeah, I have no idea how to control formatting in this forum! The "code tag" button seems to be very flaky)
So looking in my OuyaSDK.cs, the only declaration of the InputButtonListener type is this:
public class InputButtonListener : GenericL…
OK, thanks for the clarification, that makes sense to me now!
However, I just literally pasted in your example code and I'm getting the same compile error:
Assets/Global/Script/Vehicle.cs(80,61): error CS0426: The nested type `InputButtonListener'…
>Ah yeah I just changed the class name
Not sure I understand... I'm saying that the version of OuyaShowController.cs that works in the same app calls new differently (i.e., it includes a that your example above doesn't).
Not sure how that rela…
Yep, I'm using latest stuff as far as I can tell.
If I use the:
new OuyaSDK.InputButtonListener()
...version I can get it to compile, but my controls don't work =]
Yes, a compile error.
Let me double check I'm using the latest package... I'm 99% sure, but my version of OuyaShowController.cs looks like this:
OuyaSDK.registerInputButtonListener(new OuyaSDK.InputButtonListener()
...as opposed to:
OuyaSDK.regis…
Hmm, I'm getting:
error CS0426: The nested type `InputButtonListener' does not exist in the type `OuyaSDK'
error CS1502: The best overloaded method match for `OuyaSDK.registerInputButtonListener(OuyaSDK.InputButtonListener)' has some invalid argumen…
Tim I could use a little more hand-holding on this... I've been developing my game using the standard Unity input stuff, and as of tonight got it up and running on the dev kit. I did this by importing OuyaSDK.unitypackage into my existing project.
…
+1 on the controller scene working correctly straight out of the box. All button assignments are correct, and I'm no longer seeing the weird lagging I had before.
OK I rewatched your video and I think I got it... the structure of the bundle id needs to reflect the path structure under Plugins/Android/src, right? OK I'm trying that now!
Have you built/deployed the sample apps you get with the ODK? I think by the end of that you'll have all the answers you need:
https://devs.ouya.tv/developers/docs/setup
The iap-sample-app has a detailed README that walks you through how to do it …
What is your bundle identifier set to?
com.flyingcargame.OuyaTestApp
I'm guessing I need to reflect that in my path structure somewhere (?)
I put a copy of my manifest here.
Great video/instructions, thanks for posting these.
I am trying to get one of the test scenes (SceneShowController) working on Ouya (not emulator), but I'm getting errors when I hit "Build Application" in the Ouya panel in Unity. This is Unity 4.0 …