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); }