Thanks, good point. Didn’t know about that risk
Thanks, good point. Didn’t know about that risk
It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.
Here is what I’m using atm. Is there a better way to do this? I’m still learning K8S :)
apiVersion: v1
kind: PersistentVolumeClaim
metadata:
name: sonarr-pvc
spec:
accessModes:
- ReadWriteOnce
storageClassName: longhorn
resources:
requests:
storage: 250Mi
---
[....]
volumes:
- name: config
persistentVolumeClaim:
claimName: sonarr-pvc
Yeah I’m using Longhorn. Might be that I have set it up wrong, but didn’t seem to have helped with the DB corruption issue.
Basically this. I have my home stuff running in a K3S cluster, and I had to restore my Sonarr volume several times because the SQLite DB has corrupted. Transitioning to Postgres should solve this issue, and I already have quite a few other stuff in it, for example Radarr and Prowlarr
I got the same Obsidian+Syncthing setup atm, just haven’t really tried to use it for writing yet. Wanted to see what else others use that may trump it :)
Will try this, thanks for the tip