private float GetAxis(OuyaSDK.KeyEnum keyCode, OuyaSDK.OuyaPlayer player)
    {
        // Check if we want the *new* SDK input or the example common
        if (m_useSDKForInput)
        {
            // Get the Unity Axis Name for the Unity API
            string axisName = OuyaSDK.GetUnityAxisName(keyCode, player);

            // Check if the axis name is valid
            if (!string.IsNullOrEmpty(axisName))
            {
                //use the Unity API to get the axis value, raw or otherwise
                float axisValue = Input.GetAxisRaw(axisName);
                //check if the axis should be inverted
                if (OuyaSDK.GetAxisInverted(keyCode, player))
                {
                    return(-axisValue);
                }
                else
                {
                    return(axisValue);
                }
            }
        }
        // moving the common code into the sdk via above
        else
        {
            return(OuyaExampleCommon.GetAxis(keyCode, player));
        }
        return(0f);
    }