I'm also having problem starting up my apps when using the OUYA object. Even when the OUYA object isn't being refered to or even used on a frame.
Removing the OUYA object from all the frames will make the app boot flawlessly every time.
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Open a TicketI'm also having problem starting up my apps when using the OUYA object. Even when the OUYA object isn't being refered to or even used on a frame.
Removing the OUYA object from all the frames will make the app boot flawlessly every time.
Please post the firmware of your OUYA console
Finally I am not alone!
Mine is running firmware 1.2.771-r1 I believe. I am working with Ouya support and I believe they have provided my crash logs to their engineers to examine. I am waiting to hear back from them today but they've been working on it. I am hoping they can give me some information on what we can change in the apk so I can pass it to Mr Vivolo.
I will update when I have more information.
i will be delight to heard from them, but here again i am not facing any error and i testing using heavy games like this one
Please login to see this link. only some modification to run in OUYA and no error/ no crash
i feel like is something related to firmware update.
in the meanwhile there are several games made with OUYA exporter and are running OK , they are at the OUYA download center.
please give a test running them to see if your console crash or not.
to mention:
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FROM SPARCKMAN
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FROM MATRIAX
Thanks FVivolo, I will try some of these when I get home.
I too believe it may be a firmware issue. Other games are crashing for me too. Amazing Frog for sure crashes at startup. Support told me that it was the issue where controller input being registered as the game is launching is causing crashes. They then instructed me to re-calibrate my controller just in case it was registering movement. Well I did that and I can say that the games do still crash, but not as often (usually 2-5 tries it works. Last time it was more like 1 out of 20)
I really hope that Ouya support can find out what is causing the errors and can help us find a fix to avoid the problem in the future.
My Advise, if is still in warranty, send it back and ask for a new console.
My log here with my unit does not have that big amount of inputs like i saw in your log, they are generated by controller or something (system) that was not correctly copy, that is generating that.
Perhaps you can upload your log and I can send both yours and mine to the OUYA engineers so they can compare and maybe find a fix in the next update.
As Nippe said, the apps work fine without the Ouya plugin. Probably because there is no way for it to receive controller input. Maybe the fix is as easy as having the controllers initialize after runtime. I'm no expert, but I do hope that I can bridge the gap between Fusion and these crash bugs
Update: I tried Tomatoes vs Onions and Ninja Twins. Both games seem to work just fine but I try to go back and launch any of my Fusion 2.5 apps, they crash.
If I had a copy of MMF2 I would test and see if those exports worked, but I do not. Perhaps Nippe has a copy of MMF2 that he can test
Using OUYA build 1.2.771-r1.
Software version 1.0.11
My apps that all have the bug are built using MMF2.
I tried Tomatoes vs Onions and Ninja Twins too. No errors there.
blast.apk built by FVivolo had the same boot errors that occurs in my apps.
Also checked Amazing Frog, I can't get it to run either.
Sounds like your Ouya is doing the exact same thing as mine... I was starting to think this was an isolated issue.
I'm emailing the Ouya devs back and forth. They have the engineers looking at it but haven't gotten to a concrete solution. The Angry Frog issue is a bug in the Unity exporter and newest firmware on the Ouya. If the controller detects any movement when the game is launching then it crashes. The Amazing Frog crash and MMF2/CF2.5 crashes are not the same. My apps all hang for about 10 seconds before closing. I'm guessing something changed in the Ouya plugin since the other games were made that is causing the problem with the latest firmware... but that is just my assumption.
But why just our Ouyas? I have had at least four other people try the apps in question on their machines with no freezes. Hopefully tomorrow I'll hear back and relay more information.
My Ouya is not crashing with the blast example
I have asked the creator of Tomatoes Vs Onions what version of the Ouya exporter he used. Maybe Nippe can try to install that version since he's using MMF2 and see if the problem persists. I'll post an update when I hear back from him.
Please login to see this link. (don't question the strange decor or app icons haha). The clicking sound is not me pressing buttons, just the blinds on my window being hit by the heater.
Any news BiznessMan?
The video is accurate of what happens on my OUYA as well. (both my own apps & blast example)
I'm ready and willing to try things out, to solve this problem. Just tell me what I can do to help.
Hey Nippe, I haven't heard anything from the Ouya support since the last time I posted.
The guy who made Tomatoes Vs Onions is just telling me that his current version of the Ouya exporter works fine. So I have no idea what is going on. I'm trying to decipher the logs but I'm not sure what most of it means. All I know is, some people are having this issue (Just you and I as far as I know) and some people aren't. As we both confirmed, games published in the store are working fine and our apps work if you exclude the Ouya plugin. I still am assuming that it has something to do with the way the Ouya plugin is initialized conflicting with the latest firmware. I'll keep trying to stab at it and find an answer but I'm empty handed as of now
Hi,
I took some minutes (a half hour) testing your application and as i mentioned to you before it works fine here. (i will try to make a movie of it so you may see it).
but the most important thing here is that in your code you are using key press "space bar", why do you that, if you can read button "O" from player 1?
also notice that you are reading the OUYA controller to detect button "O" pressed, but when you really need to check for this button?,
- Is when you get counter 3 or 4 equal 1, right?
so why don´t you make this to be the first condition to check, does not make sense to check for button "O" when the player have not cached the yellow glow, right?
this will keep and forcing the lecture of the controller when not need it, "time is a treasure in Android".
here is the link for your application with the modifications mentioned above.
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please test this version and let me know
Also verify that you don´t have anything in the cache for download during the test, if not you will see a lot of request for this in the log.
I'll try it in a little bit, but also remember I did the simple test app that just showed the frame rate and that crashed as well
Well, Ouya support has gotten back to me and said they are completely perplexed as to why this is happening and they have no further suggestions.
Nobody knows why this happens and it only seems that Nippe and I are affected. I will try to figure things out myself and if I somehow find a solution I'll update this thread
Can i ask you if you have any external storage devices attached to the console now?
I noticed that you are using Quick backdrops on this example. OUYA has very limited memory. You need to optimize your games for optimal performance.
OUYA runs on android, and Android has problems handling quickbackdrops. It's best to put a normal backdrop.
I'll post an example in a little bit.
Can i ask you if you have any external storage devices attached to the console now?
No external devices are plugged in
Can i ask you if you have any external storage devices attached to the console now?
I have made at least 10 examples that do not work. Most of them are simply 1 active object or a counter. As Nippe and I both have said, the applications run just fine without the Ouya plugin.
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