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terrykim426

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terrykim426
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  • I finally have time to deal with the control problems that I had in the editor and window standalone platform, and I'm using Ouya Plugin version 1.0.1.9 and Unity 3.5.7. I had to remove the axisSet variable to allow other dpad button to be able to b…
  • Yup I did, I just din check my email often  :))
  • Oh, I din realised there's a new version one. It was from 1.0.0.3. I have not test out the 1.0.1.2. I won't be able to test it out for another week. I'm stuck in another project for now.
  • tgraupmann said: I hope to remedy the controller issues next week. Thanks for the heads up. In the Show Controller test did you try your OUYA controller? And the R3 and L3 buttons work for you? And the DPAD? Sorry for the late reply, wa…
  • Ah, sorry for the confusion, I forgot to mention that I'm had already updated to 1.0.0.3. The problems are what I found from the 1.0.0.3 version.
  • tgraupmann said: OuyaGameObject.cs update: http://pastebin.com/AAEW4gZq Thanks for the update! =D But I think its still having some problems.1. The getDpadPress() will only return one direction. So if hold Up and Left buttons, it will only…
  • I have been out of ouya-ing for awhile, and only just updated my Ouya firmware to the lastest and OuyaUnity plugin to 1.0.0.2b from 0.0.0.5d. I found that the keyup state wasn't called when i'm using Xbox controller in the editor. Then I realized t…
  • If you are doing this in the editor, maybe the problem is similar to the thread here.  http://forums.ouya.tv/discussion/595/unity-ps3-controller-and-ouya-sdk#latest Its probably just the driver problem, that messing up the input.
  • Changing to version 0.7.0 work well indeed. But I just realized that pushing the Left analog stick (only occurs in PS3 controller) to a diagonal direction, seems to trigger the trigger buttons on the editor.
  • What does the SOL stand for? I checked the Urban Dictionary and I got "Shit Out of Luck" :)) I guess I will go try to do something with the driver then. Thanks!
  • I'm also getting the same problem with my PS3 controller on unity editor. Mine is connected via USB cable and using MotioninJoy to get the controller to work on my PC. Hoping someone has the solution to this. 
  • Yeah, great work! Saved me alot of my production time :)
  • tgraupmann said: 1. It's a feature. ;) We will add a "memory" so an replugged controller will get it's old player id, and bump any imposters to +1. We can do this for the Ouya console. In the Unity IDE once you unplug a controller, you'll hav…
  • I found 2 bugs. Bug 1: I'm testing the input with 2 ouya controllers and 1 xbox controller for v0.0.5.1 on Ouya console. I found out that if I unplugged any of the controllers, the player ID will be shifted for the later controllers. e.g. Controll…
  • I think I made a mistake selecting the composite on Step 7 previously. After my workstation restarted. My ADB couldn't detect Ouya at all. And I tried uninstall the driver and re-install as per instruction here: ZeroDependency said: You shoul…
  • Hicsy said: @Terrykim426 well the major differences were the addition of GoogleNow and a MASSIVE re-write of how Android scales the CPU based on usage. Building targeting the older OS can be OK, but I think the marketplace will likely reject …
  • Looking forward for the docs and videos to come :D
  • There's a way you can set up your own preprocessor defines in Unity, but it's a bit hacky. http://forum.unity3d.com/threads/71445-How-To-Set-Project-Wide-pragma-Directives-with-JavaScript That's an option I can consider. Thanks! =) Note that if you…
  • I had not touch anything on IAP yet. Not sure if its related but I remember I read it somewhere that you have to register your In-app product first at here. Hope it helps =)
    in IAP Comment by terrykim426 January 2013
  • Just sharing an alternative way to get the game into ouya. If you have installed the driver for ouya correctly and has connected ouya to your workstation, you should be able to build and run from Unity in Android platform to Ouya console automatica…
  • That works too, but the problem will be that my game will be on other non-ouya android devices. So the UNITY_ANDROID will be true for both non-ouya and ouya device in my case. Currently I'm separating the code by checking if the device model is "NI…
  • Oh, thanks for the alternative solution =)
  • As in for the OUYA console. The link does not have the Ouya included. I wan to have code just for OUYA, as I may have other codes for other platform.
  • Just a simple question, is there a platform define statement that we can use to define codes just for Ouya? Like "#if UNITY_STANDALONE" or something? I tried "OUYA" and "UNITY_OUYA" just for testing, it din work for me. =)
  • (for some reason I have no permission to edit my own post above) That was a good hint! The error went away after I set back to version 15. My guess is that one of the "fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLa…
  • Are you sure that you've set the minSDK version? The issue from here I have tried setting to both version 12 and 15, and I have those API installed. Is there a particular version that I have to use?
  • Hi guys, I had: - gone through this thread and the unity doc for ODK-unity. - updated the driver - made sure the bundle identifier is the same in the player setting and android manifest, which is currently "tv.ouya.demo.OuyaUnityApplication". - cha…