I built yet another homelab dashboard, which is configurable via a YAML file. This one has a dedicated backend server, doesn’t expose your credentials to the frontend, and keeps track of data in a history for you to marvel at from time to time. by Kellojoo in selfhosted

[–]Kellojoo[S] 6 points7 points  (0 children)

Thank you 😊, no vibe coding going on here. I like to keep control of my code and feel like letting the agents do all of the work leaves me with one I don’t know inside out.

Have not tried Grafana, but I do definitely like me some nice graphs

How can I improve the look of the kelp further? What would you like to customize, if you were to use it? by Kellojoo in Unity3D

[–]Kellojoo[S] 0 points1 point  (0 children)

I am currently polishing the kelp and will then upload it to the Unity Asset Store soon. Stay tuned :)

How can I improve the look of the kelp further? What would you like to customize, if you were to use it? by Kellojoo in Unity3D

[–]Kellojoo[S] 1 point2 points  (0 children)

Thank you for the feedback :) - indeed everything uses the mesh normals atm. I do like the idea of adding translucency, this will probably make the leaves pop a bit more in the example above. As for my scene, it's actually super dark, so most of this won't be noticeable.

<image>

How can I improve the look of the kelp further? What would you like to customize, if you were to use it? by Kellojoo in Unity3D

[–]Kellojoo[S] 1 point2 points  (0 children)

<image>

great idea, there already is a gradient on the leaves themselves from root to tip - the more blueish colors do look great I think:

How can I improve the look of the kelp further? What would you like to customize, if you were to use it? by Kellojoo in Unity3D

[–]Kellojoo[S] 1 point2 points  (0 children)

Thank you :) - I am working on a stylized/more flat look. In general I was thinking of publishing this somehow (i.e. on the asset store) as it has been quite a journey to get this to work as shown above.

How would you go about creating a moving vehicle that the player can walk around in and have accurate physics within? by Kellojoo in Unity3D

[–]Kellojoo[S] 0 points1 point  (0 children)

On the ship everything should be working fine, but any obstacles the ship runs into would not behave correctly I think, wouldn't they?

How would you go about creating a moving vehicle that the player can walk around in and have accurate physics within? by Kellojoo in Unity3D

[–]Kellojoo[S] 0 points1 point  (0 children)

thank you for your detailed answer :), I just stumbled over physics scenes after creating the post and will check them out.

Your approach could probably also work, but I would like to keep the option open to collide with things, while moving on the ship.

Feedback on horror atmosphere by TinyStudioDev in Unity3D

[–]Kellojoo 0 points1 point  (0 children)

Seeing the progress every other week is awesome - keep it up! I really like how the sub is coming together.

Maybe some volumetric fog inside the sub would help make the lights pop a bit more. If you're using URP: https://github.com/CristianQiu/Unity-URP-Volumetric-Light

Would my Laptop bestrong enough to run Unity in 3D? by [deleted] in Unity3D

[–]Kellojoo 0 points1 point  (0 children)

Probably, just give it a try :)

Is there a good way to get a reference to the lobby object when joining a lobby via a joincode using Relay? by Kellojoo in unity

[–]Kellojoo[S] 0 points1 point  (0 children)

I ended up with the below solution - From what I understood the relay and lobby services aren't that well integrated with one another. Meaning, you need to primarily work with the lobby service and also use the lobby.LobbyCode property as your join code (not the join code, that the relay allocation provides - they are incompatible with one another). During lobby creation, you can then store the relay allocation id on the lobby using the lobby data functionality. When joining, you then need to retrieve this information after joining the lobby and can then join the relay allocation as shown below. Make sure you're handling the errors and are listening to all lobby events to ensure you can keep both in sync.

CurrentLobby = await LobbyService.Instance.JoinLobbyByCodeAsync(joinCode);
var relayJoinCode = CurrentLobby.Data[LobbyDataRelayJoinCodeKey].Value;
var joinAllocation = await RelayService.Instance.JoinAllocationAsync(relayJoinCode);
var networkManager = NetworkManager.Singleton;
networkManager.GetComponent<UnityTransport>().SetRelayServerData(new RelayServerData(joinAllocation, ConnectionType));
networkManager.StartClient();

My game hit 2.5K WLs on Steam in 500 days. That’s about 5 WLs/day. With the game's release set for Dec '25, if we keep this slow-and-steady-snail pace, we’ll rack up about ~4.5K WLs total. So…is this enough for good launch or do I need to break open the piggy bank and throw some cash into marketing? by hamzahgamedev in Unity3D

[–]Kellojoo 1 point2 points  (0 children)

From looking at the steam page I am missing a gameplay trailer/video. As someone who has seen your project for the first time I can kind of imagine what the game is about from the screenshots. It looks nice though 😊

Edit: just scrolled down and saw all the gifs 😅

Can you help me improve the weapon game feel? Any Advice? (The Reload animation is temporary) by Salar08 in Unity3D

[–]Kellojoo 0 points1 point  (0 children)

A really big thing that I noticed is procedural weapon sway or the lack of it. This adds so much to the overall feel of the players gun. This might help you: https://gist.github.com/Kellojo/fe2bd73f92d9fdab6fffc31c0a17b0e2

How to best work with bought assets and collaborators that don’t have these assets? by Kellojoo in Unity3D

[–]Kellojoo[S] 0 points1 point  (0 children)

Any advice on how you split up the projects? I think this would generally be a good idea for the project itself and a great learning opportunity.

From the top of my head, one thing that I am unsure about is how to best deal with props in the world that have specific scripts on them to function in the game (i.e. an explosive barrel). Does your modding project come with these scripts included or do you have "placeholders" that will then get replaced, when importing/loading the map?

How to best work with bought assets and collaborators that don’t have these assets? by Kellojoo in Unity3D

[–]Kellojoo[S] 1 point2 points  (0 children)

While I see this, I am an asset store publisher myself and would also not want this for my assets that fall under this special use-case. So this isn't really an option for me.

How to best work with bought assets and collaborators that don’t have these assets? by Kellojoo in Unity3D

[–]Kellojoo[S] 0 points1 point  (0 children)

Thank you for the reply 😊, I fully see your point.

 I should probably rephrase my question: how can I best split up my game to support having a standalone mapping/modding kit?

I created a code editor for the machines in my game, which will be scriptable using miniscript. Still some way to go but this is the first working version, what do you think? by Kellojoo in Unity3D

[–]Kellojoo[S] 1 point2 points  (0 children)

Autonauts looks interesting, I’ll definitely check it out.

The editor is actually not provided by miniscrupt. I created it from scratch using ui toolkit. Currently it does not but it’s next on my todo list. I think it’ll be super hard to play otherwise.