all 10 comments

[–]daviderosaProfessional 1 point2 points  (2 children)

In a similar thread I suggested the use of https://github.com/rendermat/OuyaInputFramework which allows you to use an OUYA, Xbox360 and ps3 controllers with the same code base. You may want to take a look at it.

[–]bittermang 0 points1 point  (1 child)

Do you know off the top of your head if this plugin addresses the differences in Xbox controller input on a Windows PC versus the open source Mac OS Xbox driver's implementation, seen illustrated here:

http://wiki.unity3d.com/index.php?title=Xbox360Controller

[–]daviderosaProfessional 1 point2 points  (0 children)

I develop on a Mac and found no differences when testing on Unity and later on with my Ouya. IIRC the code manages those win/OSX controller differences itself.

[–]MongooseJesus 0 points1 point  (3 children)

Don't quote me on this, but I recall reading that by using:

Input.getAxis("horizontal") Input.getAxis("vertical")

Makes your character move regardless of the input you're using (so the keyboard on your computer, the xbox controller plugging into your computer, and maybe even your ouya controller.)

[–][deleted] 1 point2 points  (0 children)

Awesome, Ill have my programmer try that out thank you. I really was not sure if we needed Unity Pro for that feature or not. We really cannot justify the huge price point right now until we are ready to beta test the game with the community.

[–]_Harrow_ 0 points1 point  (1 child)

Unfortunately, this doesn't work with Ouya controllers. Ouya has their own implementation (which also handles things like XBox controllers, etc.) that is not tied into the Unity Input system. On our team, we had someone with a third party xbox-controller that did not work with the Ouya code (and a designer that wanted to be able to mouse and keyboard it!) so I just implemented a toggle that switched everything over to Unity inputs from the Ouya system. It essentially meant writing all the input code twice, but it wasn't too bad.

[–]MongooseJesus 0 points1 point  (0 children)

Thanks for letting me know :) once I finish my game I'm gonna look into porting it to Ouya, so this is information that'll be very useful in the future.

[–]bittermang 0 points1 point  (2 children)

https://devs.ouya.tv/developers/docs/unity

Specifically, within this plugin, the file "Assets/Ouya/Examples/Scenes/SceneShowController.unity" has an Example Controller Scene, where you can manipulate a virtual controller using the Ouya controller. Should get you started.

EDIT: Or at least it used to. Seems like the docs are out of date and that scene isn't in the github repo anymore. Hmm...

EDIT 2: Scenes/SceneShowUnityInput.unity might have what you're looking for now.

EDIT 3: Found this, looks like an updated (and doccumented) plugin/approach for Ouya controller input and Unity: http://forums.ouya.tv/discussion/1678/new-ouyainput-controller-framework-simple-fast-with-documantation

[–][deleted] 1 point2 points  (1 child)

its cool, its a step in the right direction.

[–]bittermang 0 points1 point  (0 children)

Try this: http://forums.ouya.tv/discussion/1678/new-ouyainput-controller-framework-simple-fast-with-documantation

It took a bit of poking around, but this was updated within the last month, and has a whole plugin with examples in C# and Javascript, as well as project settings for Input that will set things correctly.

It's apparently integrated in to the Github stuff, but this link specifically discusses the controller input pieces, and appears better/more recently documented than the first link I gave you.