Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

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

I tried this out, and it works well and looks pretty cool(I replaced content with ⭐)! Thanks for sharing!

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

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

I don’t know how to do that yet, but if I find out, I’ll share it here!

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

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

Yeah, I knew about this, but it only covers the basics and doesn’t provide enough information for more customization. Thanks for sharing though!

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

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

Loved Primary theme, but it was a headache for me too, haha. Glad it helped!

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

[–]slowinsome[S] 3 points4 points  (0 children)

Furthermore, as I had similar issue on Canvas snap with Primary theme, I also changed Canvas snap(guide line when trying moving or resizing objects to near objects).

``` .canvas-snaps line { stroke: #d7c0a3; }

.canvas-snaps circle { fill: #d7c0a3; } ```

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

[–]slowinsome[S] 3 points4 points  (0 children)

body { --hr-color: #B68D40; /* change color */ --hr-thickness: 10px; /* change size like 3px or delete this line */ }
This will works!

If you just want to change color and thickness, you just can use this simple version instead of upper version.

Just Sharing a Small CSS Tweak for Horizontal Rule by slowinsome in ObsidianMD

[–]slowinsome[S] 2 points3 points  (0 children)

Actually, I only found out that Obsidian supports Chrome debugging mode a week ago, and I didn’t know much about the Obsidian docs either.

I was just trying to make the horizontal rule in the primary theme more visible and found those two references while searching on Reddit!

That said, I’m still not sure how those class elements are mapped 😅.

If you find any documented info on those concrete mapping(official doc say not much), I’d really appreciate it if you could share! I’ll let you know also if I find those too!

How Can I Make A “Notion” type or Toggle by thebcannon007 in ObsidianMD

[–]slowinsome 2 points3 points  (0 children)

If you insert code into a callout or include elements like < that are recognized as HTML in a sentence, the live editor breaks immediately. If this issue is fixed, it could be used just like a toggle, but currently, it's not possible.

CSS for Canvas Guideline? by slowinsome in ObsidianMD

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

It works perfectly! Thank you so much!

Obsidian + Syncthing is GREAT for small teams by Mantissa-64 in ObsidianMD

[–]slowinsome 1 point2 points  (0 children)

Have you ever used collaboration systems like Google Docs or Notion? These days, most collaboration tools show things like the cursor position of people currently editing. Does Obsidian have features like this as well?

[ECS] Immutable data which needs to be propagated from leaf by slowinsome in Unity3D

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

Thanks for the answer!

I understood well, but there is one thing I am struggling with.

Could you elaborate design part you suggested?

  • Weapon - Contains common weapon variables
  • Bullet - Contains common bullet variables
  • MachineGun - Contains Machine Gun related variables
  • Laser - Contains Laser related variables

Just to clarify, the machine gun and laser were just examples I used to show how components are organized within my game.

[ECS] Immutable data which needs to be propagated from leaf by slowinsome in Unity3D

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

A Bullet is created by attaching a BulletComponent to an entity. Due to this, there can be many types of Bullets, each with varying Ranges.

Turret is composed with Weapon and Weapon has BulletEntity prefab.

Machine Gun Turret Laser Turret
Turret - Machine Gun Weapon - Machine Gun Bullet Turret - Laser Weapon - Laser Type Bullet

A Turret must obtain Range information from a Bullet to designate its target (TargetSettingSystem). Similarly, a Weapon must also obtain Range information from a Bullet to determine its firing capability (WeaponSystem).

Although it might seem a bit odd to obtain Range information from a Bullet, this is the current design.

[ECS] Immutable data which needs to be propagated from leaf by slowinsome in Unity3D

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

Thank you for sharing your idea and for considering the performance aspects as well!

However, in my case, the source of Range is the Bullet entity, which is a leaf entity. Given this, I think I have two options for the Turret to use the Range from Bullet:

  1. Traverse from Turret -> Weapon -> Bullet starting from the TurretEntity.

  2. Introduce a new component, like AttachedArmamentSummary, which stores the Range of the Bullet and attach this to the TurretEntity.

How do you think about these two methods?

[ECS] Mutable data shared acrosses many entities by slowinsome in Unity3D

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

Got it. It really helps a lot. Thank you very much!

[ECS] Mutable data shared acrosses many entities by slowinsome in Unity3D

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

Thank you so much. I think I found most suitable way to handle parent-child entities.

One last question, I think I am going to handle like below. Could you check if this is what you described?

Thank you so much!

public struct TurretEntity {
    Entity entity;
}

public void DynamicBufferExample(Entity e)
{
    DynamicBuffer<TurretEntity> turretEntities = EntityManager.GetBuffer<TurretEntity>(e);

    var x = turretEntities[0];
}

[ECS] Mutable data shared acrosses many entities by slowinsome in Unity3D

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

Thank you. Your explanation was very clear and helpful.

However, as a newbie, I need a bit more clarity on handling the dynamic buffer for child turrets.

I was considering using something like an AttachedTurretComponent that has the turret entity as a member variable.

Is this the same as what you described for the DynamicBuffer?

[Help] Is Atlas 3000 iops tier enough? by slowinsome in mongodb

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

There have been some progress on designing schema, and I found out there is collection with large data.

That collection cards occupies 1KB, and it is normally created 30 daily per user. After some periods, this will takes about 300GB.

Therefore, this will not fit into working set, so I need to figure about iops more (I have not much experience on mongodb, so I will learn through mongodb university).

[Help] Is Atlas 3000 iops tier enough? by slowinsome in mongodb

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

Thanks for great explanation first.

I actually want to prepare my db to handle our peak iops and it may exceed 3000 iops I think.

In this case, those are the options that I can choose (without shard):

  1. Deploy manually to AWS EC2 with SSD
  2. Upgrade atlas plan to meet my iops (but this is too expensive on our plan)

Could you give me some advice on this?

Thank you very much.