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57102
|
My first slack bot! by @cosmic89 | Stardance
|
cosmic89
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @cosmic89 | Stardanc Title: My first slack bot! by @cosmic89 | Stardance...
|
1793418484.2073429
|
1794023284.2073429
|
|
57103
|
Fantasy Basketball Math by @kian_george | Stardanc Fantasy Basketball Math by @kian_george | Stardance...
|
kian_george
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fantasy Basketball Math by @kian_george | S Title: Fantasy Basketball Math by @kian_george | Stardance...
|
1793418486.0283003
|
1794023286.0283003
|
|
57104
|
Fantasy Basketball Math by @kian_george | Stardanc Fantasy Basketball Math by @kian_george | Stardance...
|
kian_george
|
0
|
2.88
|
0
|
[]
|
[{"post_id": 60996, "ts": "202 [{"post_id": 60996, "ts": "2026-09-03T18:08:02Z", "hours": 0.8039, "text": "Day 3 I replaced the old injury consideration system with a marakov chain system not sure how that work but its something about transition probabilities . really I jsut copied the formulas and code."}, {"post_id": 60160, "ts": "2026-09-02T11:06:32Z", "hours": 2.0775, "text": "DAY 1: Today I worked on the math and the basic player evaluation algorithm, everything seemed to be working well. The AF and the Injury factors needed to be readjusted because it assumed an inverse proportion between the age and the skill of the players. Which was wrong and I fix the next day. Day 2 I used a function of the form -b(e^(-c(x-a))^n)/d where x was the age of the player. honestly idk if this change is good yet but eh. The problem iwth the Player Value score was that it preferred player who did really good in one stat as compared to a generalist like Luka. Which idk how ill fix"}]...
|
Title: Fantasy Basketball Math by @kian_george | S Title: Fantasy Basketball Math by @kian_george | Stardance
Devlogs:
DAY 1: Today I worked on the math and the basic player evaluation algorithm, everything seemed to be working well. The AF and the Injury factors needed to be readjusted because it assumed an inverse proportion between the age and the skill of the players. Which was wrong and I fix the next day. Day 2 I used a function of the form -b(e^(-c(x-a))^n)/d where x was the age of the player. honestly idk if this change is good yet but eh. The problem iwth the Player Value score was that it preferred player who did really good in one stat as compared to a generalist like Luka. Which idk how ill fix
Day 3 I replaced the old injury consideration system with a marakov chain system not sure how that work but its something about transition probabilities . really I jsut copied the formulas and code....
|
1793418494.2814765
|
1794023294.2814765
|
|
57105
|
MCLogooz by @obaiddev | Stardance
|
obaiddev
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MCLogooz by @obaiddev | Stardance
|
1793418498.3032334
|
1794023298.3032334
|
|
57106
|
Mini arduino car by @TheLemonEater | Stardance
|
TheLemonEater
|
1
|
1.25
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:31:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project.", "repo": "https://github.com/TheLemonEater312/arduino-obstacle-avoiding-car/blob/main/README.md", "demo": ""}]...
|
[{"post_id": 76187, "ts": "202 [{"post_id": 76187, "ts": "2026-10-02T16:53:09Z", "hours": 1.25, "text": "Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo."}, {"post_id": 74470, "ts": "2026-09-27T13:29:11Z", "hours": 1.4028, "text": "i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it."}, {"post_id": 71144, "ts": "2026-09-20T10:56:03Z", "hours": 1.0853, "text": "i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo"}, {"post_id": 70564, "ts": "2026-09-19T11:31:28Z", "hours": 1.1836, "text": "i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano"}, {"post_id": 66494, "ts": "2026-09-12T10:24:10Z", "hours": 1.4956, "text": "i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job"}, {"post_id": 60840, "ts": "2026-09-03T13:48:28Z", "hours": 1.15, "text": "i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor"}, {"post_id": 60340, "ts": "2026-09-02T16:52:48Z", "hours": 0.6544, "text": "tested the reused motors and combined them with a arduino nano and a stepper model module"}]...
|
Title: Mini arduino car by @TheLemonEater | Starda Title: Mini arduino car by @TheLemonEater | Stardance
Devlogs:
tested the reused motors and combined them with a arduino nano and a stepper model module
i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor
i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job
i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano
i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo
i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it.
Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo.
Ships:
I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project....
|
1794023361.0805247
|
1794109761.0805247
|
|
57107
|
tracepad by @clumsy261 | Stardance
|
clumsy261
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: tracepad by @clumsy261 | Stardance
|
1793418501.2365725
|
1794023301.2365725
|
|
57108
|
My awesome macropad! by @kanishk_balyan181209 | St My awesome macropad! by @kanishk_balyan181209 | Stardance...
|
kanishk_balyan181209
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kanishk_balyan1812 Title: My awesome macropad! by @kanishk_balyan181209 | Stardance...
|
1793418503.0568924
|
1794023303.0568924
|
|
57109
|
CorporateTranslator by @thatoneburntroot | Stardan CorporateTranslator by @thatoneburntroot | Stardance...
|
thatoneburntroot
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T20:25:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that translates corporate phrases into literal meanings, im happy it turned out a bit funny, im hoping to link it to real ai api calls in the future so the user isnt limited to an amount of phrases to translate Enjoy", "repo": "https://github.com/thatoneburntroot/test", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*1gtjmh5*_gcl_au*NjQyNDI3MzkxLjE3ODgyNjc3MDYuLS4tLjE3ODgyNjc3MzkuMzY0NDE4Njg2LjE3ODgyNjc3MzkuMTc4ODI2Nzc5OQ.."}]...
|
[{"post_id": 60471, "ts": "202 [{"post_id": 60471, "ts": "2026-09-02T20:16:07Z", "hours": 0.3064, "text": "Finally after a bunch of debugging i got the bot up and running, im very excited to further improve it in the future!"}, {"post_id": 60370, "ts": "2026-09-02T17:45:32Z", "hours": 0.8, "text": "Finished the Help command, it basically shows a list of available phrases to translate"}, {"post_id": 59754, "ts": "2026-09-01T18:01:12Z", "hours": 0.3953, "text": "Just finished the very first basic command. I plan on adding many more"}]...
|
Title: CorporateTranslator by @thatoneburntroot | Title: CorporateTranslator by @thatoneburntroot | Stardance
Devlogs:
Just finished the very first basic command. I plan on adding many more
Finished the Help command, it basically shows a list of available phrases to translate
Finally after a bunch of debugging i got the bot up and running, im very excited to further improve it in the future!
Ships:
I made a slack bot that translates corporate phrases into literal meanings, im happy it turned out a bit funny, im hoping to link it to real ai api calls in the future so the user isnt limited to an amount of phrases to translate Enjoy...
|
1793875664.3329787
|
1793962064.3329787
|
|
57110
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793764384.5510018
|
1794628384.5510018
|
|
57111
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1793764385.4053378
|
1794628385.4053378
|
|
57112
|
Multipurpose esp32 device by @Mateiux | Stardance
|
Mateiux
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Multipurpose esp32 device by @Mateiux | Sta Title: Multipurpose esp32 device by @Mateiux | Stardance...
|
1793418508.7462738
|
1794023308.7462738
|
|
57113
|
Blare Phone Locker by @anasluqman089 | Stardance
|
anasluqman089
|
0
|
18.02
|
0
|
[]
|
[{"post_id": 73499, "ts": "202 [{"post_id": 73499, "ts": "2026-09-25T07:45:57Z", "hours": 0.2836, "text": "The staff said to remove the capacitor, enlarge the hinge and edit the size holding the screen so I did that and I edit the file a bit in the repos"}, {"post_id": 68610, "ts": "2026-09-15T12:11:45Z", "hours": 0.2836, "text": "I have finished modelling and the hinge system."}, {"post_id": 67929, "ts": "2026-09-14T07:35:39Z", "hours": 0.8336, "text": "Almost ready for submitting for funding"}, {"post_id": 67182, "ts": "2026-09-13T07:43:57Z", "hours": 0.6336, "text": "I have refined the design a bit but Im still continuing the locking mechanism"}, {"post_id": 66463, "ts": "2026-09-12T09:37:24Z", "hours": 1.8342, "text": "Devlog #7 Hello everyone! One of the staff has given me recommendations to change how the locker lock itself. I will now use hinges and tomorrow I will put a locking mechanism using the servo"}, {"post_id": 65141, "ts": "2026-09-10T02:21:15Z", "hours": 0.3061, "text": "Devlog #6 Hello everyone! Today I want to explain something about the phone section. The lid that is disconnected from the phone locker will be connected to the servo, so the servo can open it and close it. Then, the wire of the servo will go under the support and throught the hole and connected to the PCB. Finally, the phone locker section is connected to the alarm section. This means the alarm section and the phone locker section will be printed together but if the 3D printer printing margins is to small, the alarm section and the locker section will be printed separatedly and be glued by using a 3D pen but it will not looked as good. so that is all from me and also follow along my other projects."}, {"post_id": 62755, "ts": "2026-09-06T08:41:32Z", "hours": 2.325, "text": "Devlog #5 Hello everyone today I continue on building the 3D model. There is a hole for the wire to connect to the servo. The locker is almost ready but I need to add the support for the servo and the lid but there is something bugging me. How should the alarm and the locker be connected? That is all for me see you again~~~~"}, {"post_id": 62027, "ts": "2026-09-05T07:39:30Z", "hours": 3.0128, "text": "DEVLOG #4 Hello everyone today I continued on building the 3D model but I decided to make the 3D model of the alarm and the phone locker separate, It so confusing using OnShape for me but I managed. As you can see below, thats the alarm. It only take 2 AND A HALF HOUR but it look so horrible but I will continue."}, {"post_id": 61500, "ts": "2026-09-04T13:25:17Z", "hours": 2.6578, "text": "Devlog #3 Hello everyone, today I have flipped the connection pin for the display and servo motor so it will be an easier connection. I continued on building the 3D model but it took me 1 HOUR just to understand how 3D modelling work and another 1 HOUR for the first sketch but i I continued but I did my sketch wrong and as you can see the model below it is incomplete but I will continue tomorrow. Finally, I will be using a 500 mah Li-Po battery for the power sources. That is all for today"}, {"post_id": 60790, "ts": "2026-09-03T11:52:26Z", "hours": 0.5389, "text": "Quick Question Should I made it battery powered or usb powered"}, {"post_id": 60269, "ts": "2026-09-02T15:20:00Z", "hours": 3.0767, "text": "Devlog #2 Hello everyone, so I realized I need to change the PCB so I decided to edit it. At first, I edit the old PCB with the new part but it got very messy because THERE ARE TOO MANY TRACES. I NEED TO PUT SO MANY HOLE but then, I realized I can redo it. So I redo it but THERE IS STILL TOO MANY TRACESSSSS . It was tiring but the new PCB have a vertical pin for the servo. Then I continue with CAD and it was very confusing, I keep rotating SO MUCH . Tomorrow I can’t continue because I’m going to vacation but my STREAKKK gonna enddd . So that’s all for today and give me your advice"}, {"post_id": 60123, "ts": "2026-09-02T09:19:26Z", "hours": 2.2319, "text": "Devlog 1 : First time using the software so it took me 2 hours just to do the basic thing but I will continue"}]...
|
Title: Blare Phone Locker by @anasluqman089 | Star Title: Blare Phone Locker by @anasluqman089 | Stardance
Devlogs:
Devlog 1 : First time using the software so it took me 2 hours just to do the basic thing but I will continue
Devlog #2 Hello everyone, so I realized I need to change the PCB so I decided to edit it. At first, I edit the old PCB with the new part but it got very messy because THERE ARE TOO MANY TRACES. I NEED TO PUT SO MANY HOLE but then, I realized I can redo it. So I redo it but THERE IS STILL TOO MANY TRACESSSSS . It was tiring but the new PCB have a vertical pin for the servo. Then I continue with CAD and it was very confusing, I keep rotating SO MUCH . Tomorrow I can’t continue because I’m going to vacation but my STREAKKK gonna enddd . So that’s all for today and give me your advice
Quick Question Should I made it battery powered or usb powered
Devlog #3 Hello everyone, today I have flipped the connection pin for the display and servo motor so it will be an easier connection. I continued on building the 3D model but it took me 1 HOUR just to understand how 3D modelling work and another 1 HOUR for the first sketch but i I continued but I did my sketch wrong and as you can see the model below it is incomplete but I will continue tomorrow. Finally, I will be using a 500 mah Li-Po battery for the power sources. That is all for today
DEVLOG #4 Hello everyone today I continued on building the 3D model but I decided to make the 3D model of the alarm and the phone locker separate, It so confusing using OnShape for me but I managed. As you can see below, thats the alarm. It only take 2 AND A HALF HOUR but it look so horrible but I will continue.
Devlog #5 Hello everyone today I continue on building the 3D model. There is a hole for the wire to connect to the servo. The locker is almost ready but I need to add the support for the servo and the lid but there is something bugging me. How should the alarm and the locker be connected? That is all for me see you again~~~~
Devlog #6 Hello everyone! Today I want to explain something about the phone section. The lid that is disconnected from the phone locker will be connected to the servo, so the servo can open it and close it. Then, the wire of the servo will go under the support and throught the hole and connected to the PCB. Finally, the phone locker section is connected to the alarm section. This means the alarm section and the phone locker section will be printed together but if the 3D printer printing margins is to small, the alarm section and the locker section will be printed separatedly and be glued by using a 3D pen but it will not looked as good. so that is all from me and also follow along my other projects.
Devlog #7 Hello everyone! One of the staff has given me recommendations to change how the locker lock itself. I will now use hinges and tomorrow I will put a locking mechanism using the servo
I have refined the design a bit but Im still continuing the locking mechanism
Almost ready for submitting for funding
I have finished modelling and the hinge system.
The staff said to remove the capacitor, enlarge the hinge and edit the size holding the screen so I did that and I edit the file a bit in the repos...
|
1793418512.6667333
|
1794023312.6667333
|
|
57114
|
Sneeky Robot by @Umair2011 | Stardance
|
Umair2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Sneeky Robot by @Umair2011 | Stardance
|
1793418515.1496027
|
1794023315.1496027
|
|
57115
|
Robotic arm by @Parzi | Stardance
|
Parzi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Robotic arm by @Parzi | Stardance
|
1793418516.9594646
|
1794023316.9594646
|
|
57116
|
my first project by @simonhorak | Stardance
|
simonhorak
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my first project by @simonhorak | Stardance
|
1793418521.7570176
|
1794023321.7570176
|
|
57117
|
My awesome macropad! by @Ejtheking1 | Stardance
|
Ejtheking1
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Ejtheking1 | Stard Title: My awesome macropad! by @Ejtheking1 | Stardance...
|
1793418531.6860793
|
1794023331.6860793
|
|
57118
|
My own app! by @G_Diva299 | Stardance
|
G_Diva299
|
3
|
2.0
|
17
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T20:57:07Z", "hours": 0.0, "multiplier": 4.16, "payout": 1, "blessing": "neutral", "text": "First of all, thanks a whole bunch for all your feedback! I added the url launcher package so the GitHub, LinkedIn and email links in my app’s footer can open externally. I also updated the home screen and kept the medical disclaimer prominent so users can easily see it. I ran flutter analyze to check for issues, and it passed successfully. I also committed and pushed my changes to GitHub. I’m still working on improving the heart illustration to better match the calm, caring feel I want Sick Bae to have. Next, I’ll refine the design and test the updated app. Buh I guess there’s kinda not going to be a next time cuz the challenge is almost over so this is officially my last and final ship. It’s been amazing connecting and gettinf feedback from new people. I look forward to the next hack club challenge. So, it’s byee for now. Sick Bae will get better and one day everyone will get to use it!", "repo": "https://github.com/gDiva-blip/Sick-bae", "demo": "https://gdiva-blip.github.io/Sick-bae/"}, {"ship_num": 2, "ts": "2026-10-21T14:05:44Z", "hours": 1.0, "multiplier": 4.2, "payout": 6, "blessing": "neutral", "text": "Sick Bae is a healthcare support app I’m working on with students on my mind. The idea was inspired by my school’s sick bay and the experiences of students who have to balance schoolwork, classes and other responsibilities while also dealing with health concerns. Sometimes, a student may feel unwell but be unsure about what to do. Other times, students visit the school nurse for concerns that could first benefit from basic health guidance. I also thought about students who feel shy or uncomfortable asking for help when something is wrong. I wanted to create something that could make getting basic health information easier and help students know when they need to seek further assistance. Sick Bae is not meant to replace a school nurse or other healthcare professional. Instead, it provides basic guidance while encouraging students to seek professional help whenever necessary. What I found challenging is the new programming language and framework I had to use which are dart and flutter respectively. This project was a bit challenging and broadened my skills for which I’m very grateful. Please let me know you’re thoughts about it", "repo": "https://github.com/gDiva-blip/Sick-bae", "demo": "https://gdiva-blip.github.io/Sick-bae/"}, {"ship_num": 3, "ts": "2026-09-08T01:48:12Z", "hours": 1.0, "multiplier": 8.4, "payout": 10, "blessing": "neutral", "text": "Sick Bay is a healthcare support app I’m creating. I haven’t created any apps before so new languages lie Dart and frameworks like flutter were a bit challenging to use", "repo": "https://github.com/gDiva-blip/Sick-bae", "demo": "https://gdiva-blip.github.io/Sick-bae/"}]...
|
[{"post_id": 84547, "ts": "202 [{"post_id": 84547, "ts": "2026-10-29T20:53:13Z", "hours": 0.3144, "text": "First of all, thanks a whole bunch for all your feedback! I added the url launcher package so the GitHub, LinkedIn and email links in my app’s footer can open externally. I also updated the home screen and kept the medical disclaimer prominent so users can easily see it as some of you suggested. I ran flutter analyze to check for issues, and it passed successfully. I also committed and pushed my changes to GitHub. I’m still working on improving the heart illustration to better match the calm, caring feel I want Sick Bae to have. Next, I’ll refine the design and test the updated app. Buh I guess there’s kinda not going to be a next time cuz the challenge is almost over so this is officially my last and final ship. It’s been amazing connecting and gettinf feedback from new people. I look forward to the next hack club challenge. So, it’s byee for now. Sick Bae will get better and one day everyone will get to use it!"}, {"post_id": 76266, "ts": "2026-10-02T23:56:14Z", "hours": 0.4411, "text": "Today I fixed the broken-heart icon in Sick Bae’s header and corrected the error that was stopping the app from building for the web. I also set up automatic deployment through GitHub Actions. The latest build passed, and the app is now available for anyone to view at https://gdiva-blip.github.io/Sick-bae/ . I’m going to change the app launcher icon in the next devlog, byeeee!!!!"}, {"post_id": 72891, "ts": "2026-09-23T23:36:30Z", "hours": 0.3119, "text": "Today I continued developing Sick Bae and focused on improving the health-guidance experience. I added a Get Help option so users can access additional support from health personnel instead of relying only on information provided by the app. I also connected this into the health guidance flow and removed the old timezone/world-clock screen because it wasn’t central to the app’s purpose. I ran flutter analyze and got No issues found, then committed and pushed the changes to GitHub. I also spent time troubleshooting Hackatime because my recorded coding time isn’t matching the amount of time I’ve actually spent working in my Code space. The tracker is installed and configured, but my dashboard is currently showing significantly less time than expected. I’m continuing to investigate this while working on the app. To be honest, it’s really frustrating because I spend hours sometimes but currently, my entire projects has just two hours logged like what the heck! The app is now further along and I’m continuing toward a polished, review-ready demo."}, {"post_id": 68834, "ts": "2026-09-15T20:36:03Z", "hours": 0.3333, "text": "Ok. So today, I tried to setup the project for multiple platforms including Android, iOS, macOS, Windows and web. Still not done though. I fixed some Git issues and got my repository back to a clean state. Then, I redesigned the home screen since they’re a limited number of symptoms. So instead of choosing from already existing symptoms, users can describe what’s actually wrong with them hence the “What’s going on section”. It stills doesn’t really give feedback which I’ll continue tomorrow. The best part of today is that; I confirmed that the deployment worked and was able to install the preview on my PC. Oh yeah and the world clock feature isn’t really necessary. I was just trying something, even forgot to add a devlog on that."}, {"post_id": 67768, "ts": "2026-09-14T00:39:05Z", "hours": 0.3, "text": "At first, I didn’t understand the concept of a demo url so my demo url just kept taking me back to the readme file on my repository, but my reviewer drew my attention to it. I fully understood it and worked on it : Demo readiness. I set up and verified Linux desktop support. Cleaned up the flutter project and got flutter analyze passing. Verified the app could actually build and run. Addes flutter web support so the app could be demonstrated from my code space. Built the web version successfully. Served the web build through the code space. Configured a forwarded demo url so someone outside my code space can access the actual app. Verified that the url opens the Sick-bae interface and not just the GitHub ReadMe. Prepared the project for reviewer recertification. https://gdiva-blip.github.io/Sick-bae/"}, {"post_id": 63962, "ts": "2026-09-08T01:42:51Z", "hours": 0.7461, "text": "I’m working on the symptoms tab; trying to add features"}, {"post_id": 63427, "ts": "2026-09-07T08:26:44Z", "hours": 0.4394, "text": "I worked on developing SickBae;an application designed purposefully for students, to help them acess basic heath info and get guidance when they aren’t feeling well. This is to say, in the school environment during their hectic schedules. I’m working on improving the app’s design and user experience"}]...
|
Title: My own app! by @G_Diva299 | Stardance
Devl Title: My own app! by @G_Diva299 | Stardance
Devlogs:
I worked on developing SickBae;an application designed purposefully for students, to help them acess basic heath info and get guidance when they aren’t feeling well. This is to say, in the school environment during their hectic schedules. I’m working on improving the app’s design and user experience
I’m working on the symptoms tab; trying to add features
At first, I didn’t understand the concept of a demo url so my demo url just kept taking me back to the readme file on my repository, but my reviewer drew my attention to it. I fully understood it and worked on it : Demo readiness. I set up and verified Linux desktop support. Cleaned up the flutter project and got flutter analyze passing. Verified the app could actually build and run. Addes flutter web support so the app could be demonstrated from my code space. Built the web version successfully. Served the web build through the code space. Configured a forwarded demo url so someone outside my code space can access the actual app. Verified that the url opens the Sick-bae interface and not just the GitHub ReadMe. Prepared the project for reviewer recertification. https://gdiva-blip.github.io/Sick-bae/
Ok. So today, I tried to setup the project for multiple platforms including Android, iOS, macOS, Windows and web. Still not done though. I fixed some Git issues and got my repository back to a clean state. Then, I redesigned the home screen since they’re a limited number of symptoms. So instead of choosing from already existing symptoms, users can describe what’s actually wrong with them hence the “What’s going on section”. It stills doesn’t really give feedback which I’ll continue tomorrow. The best part of today is that; I confirmed that the deployment worked and was able to install the preview on my PC. Oh yeah and the world clock feature isn’t really necessary. I was just trying something, even forgot to add a devlog on that.
Today I continued developing Sick Bae and focused on improving the health-guidance experience. I added a Get Help option so users can access additional support from health personnel instead of relying only on information provided by the app. I also connected this into the health guidance flow and removed the old timezone/world-clock screen because it wasn’t central to the app’s purpose. I ran flutter analyze and got No issues found, then committed and pushed the changes to GitHub. I also spent time troubleshooting Hackatime because my recorded coding time isn’t matching the amount of time I’ve actually spent working in my Code space. The tracker is installed and configured, but my dashboard is currently showing significantly less time than expected. I’m continuing to investigate this while working on the app. To be honest, it’s really frustrating because I spend hours sometimes but currently, my entire projects has just two hours logged like what the heck! The app is now further along and I’m continuing toward a polished, review-ready demo.
Today I fixed the broken-heart icon in Sick Bae’s header and corrected the error that was stopping the app from building for the web. I also set up automatic deployment through GitHub Actions. The latest build passed, and the app is now available for anyone to view at https://gdiva-blip.github.io/Sick-bae/ . I’m going to change the app launcher icon in the next devlog, byeeee!!!!
First of all, thanks a whole bunch for all your feedback! I added the url launcher package so the GitHub, LinkedIn and email links in my app’s footer can open externally. I also updated the home screen and kept the medical disclaimer prominent so users can easily see it as some of you suggested. I ran flutter analyze to check for issues, and it passed successfully. I also committed and pushed my changes to GitHub. I’m still working on improving the heart illustration to better match the calm, caring feel I want Sick Bae to have. Next, I’ll refine the design and test the updated app. Buh I guess there’s kinda not going to be a next time cuz the challenge is almost over so this is officially my last and final ship. It’s been amazing connecting and gettinf feedback from new people. I look forward to the next hack club challenge. So, it’s byee for now. Sick Bae will get better and one day everyone will get to use it!
Ships:
Sick Bay is a healthcare support app I’m creating. I haven’t created any apps before so new languages lie Dart and frameworks like flutter were a bit challenging to use
Sick Bae is a healthcare support app I’m working on with students on my mind. The idea was inspired by my school’s sick bay and the experiences of students who have to balance schoolwork, classes and other responsibilities while also dealing with health concerns. Sometimes, a student may feel unwell but be unsure about what to do. Other times, students visit the school nurse for concerns that could first benefit from basic health guidance. I also thought about students who feel shy or uncomfortable asking for help when something is wrong. I wanted to create something that could make getting basic health information easier and help students know when they need to seek further assistance. Sick Bae is not meant to replace a school nurse or other healthcare professional. Instead, it provides basic guidance while encouraging students to seek professional help whenever necessary. What I found challenging is the new programming language and framework I had to use which are dart and flutter respectively. This project was a bit challenging and broadened my skills for which I’m very grateful. Please let me know you’re thoughts about it
First of all, thanks a whole bunch for all your feedback! I added the url launcher package so the GitHub, LinkedIn and email links in my app’s footer can open externally. I also updated the home screen and kept the medical disclaimer prominent so users can easily see it. I ran flutter analyze to check for issues, and it passed successfully. I also committed and pushed my changes to GitHub. I’m still working on improving the heart illustration to better match the calm, caring feel I want Sick Bae to have. Next, I’ll refine the design and test the updated app. Buh I guess there’s kinda not going to be a next time cuz the challenge is almost over so this is officially my last and final ship. It’s been amazing connecting and gettinf feedback from new people. I look forward to the next hack club challenge. So, it’s byee for now. Sick Bae will get better and one day everyone will get to use it!...
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1793875681.3299153
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1793962081.3299153
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57119
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BLARE by @shreyas_kempannanavar07 | Stardance
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shreyas_kempannanavar07
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0
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0.0
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0
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[]
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Title: BLARE by @shreyas_kempannanavar07 | Stardan Title: BLARE by @shreyas_kempannanavar07 | Stardance...
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1793418535.6406832
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1794023335.6406832
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57120
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My awesome macropad! by @KJstar22 | Stardance
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KJstar22
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @KJstar22 | Stardan Title: My awesome macropad! by @KJstar22 | Stardance...
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1793418537.4056783
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1794023337.4056783
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57121
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Rustify by @brny | Stardance
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brny
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0
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3.67
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0
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[]
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[{"post_id": 64977, "ts": "202 [{"post_id": 64977, "ts": "2026-09-09T18:53:48Z", "hours": 0.5731, "text": "cout, or idk how you print strings i lost my sticky streak new feature just dropped you can now use simple cout statements but with one catch. the cout statement has to not have any spaces and be structured like cout « “foo” « endl; future goals: vector support function calling support string support thanks for reading this short devlog 1x bonus meme included in the screenshots in the screenshot below, all the commented code is features that will be implemented soon in the future."}, {"post_id": 63798, "ts": "2026-09-07T19:17:49Z", "hours": 0.3519, "text": "data types are fun a devlog a day keeps my streak alive whats up rust programmers who are looking to rewrite everything in rust. some new features just dropped that will make your lives much easier. (not guaranteed) new rustify features: support for booleans support for doubles support for floats support for bool, double and float functions future goals: cout && cin support support for calling functions note: this project is still in development and is lacking a lot of features. thanks for reading this short little devlog screenshot 1: code that was converted from c++, screenshot 2: original c++ code"}, {"post_id": 63181, "ts": "2026-09-06T20:53:06Z", "hours": 0.3583, "text": "rust > c++ a devlog a day keeps the heidi away whats up crustaceans (or c++ devs), some slight changes dropped to rustify the new changes include: functions (half working) a very nice looking and updated readme this readme includes instructions on how to build it or download it and the lore behind it some interesting lore behind this project as this devlog is very short Q: what is the inspiration behind this A: i made this because of the meme that rust developers rewrite c++ in rust Q: can i use this in production A: this is not made to be used standalone in production but it could work really well if used with an ai agent, might even write a opencode or claude skill for it. Q: can this convert c code? A: no thanks for reading this devlog screenshot of the new readme"}, {"post_id": 62462, "ts": "2026-09-05T20:21:19Z", "hours": 0.3319, "text": "small devlog a devlog a day keeps the orpheus away really small devlog, i just wanted to publish today’s one new changes: begin work on handling vectors remove completed todo items add a new test c++ file future goals: vector handling handling cout handling cin thanks for reading this devlog screenshot of the new file being converted, the compile errors arent a bad thing they are just reminders that you need to manually fix the code."}, {"post_id": 61657, "ts": "2026-09-04T17:58:29Z", "hours": 0.5361, "text": "new rustify feature! new rustify feature just dropped now, instead of having comments for unkown keywords e.g // UNKNOWN KEYWORD std::foo() they are replaced with compile errors e.g compile_error!(\"UNKNOWN KEYWORD std::foo()); this makes it easier to catch unknown keywords in large codebases and cancels the auto-compilation at the end. this is useful as the code may be broken if its missing a function or an integer the code is now also compiled at the end and the executable is placed next to the rust source file to-do list: ability to call functions std::cout support thank you for reading this devlog screenshot of the converter compiling the code and the compile errors doing their thing"}, {"post_id": 61054, "ts": "2026-09-03T19:22:54Z", "hours": 0.3608, "text": "devlog time! ok, this is a short devlog as i just wanted to get one out for the day new features: support for code in the comments support for void functions current todo-list: change comments regarding errors in the code to compile errors when detecting specific keywords, set a boolean to true that signifies that it requires a library be able to call functions from the converted code even though its really short, thanks for reading it screenshot of the converted code below"}, {"post_id": 60188, "ts": "2026-09-02T12:45:59Z", "hours": 0.6044, "text": "another day, another quick devlog Lots of new additions have just dropped for rustify that is going to make converting c++ code into rust easier. New features include: Support for integers Support for functions Support for returning Other, smaller changes in the code: Instead of reading directly from a vector, an iterator is being read, this allows for more flexibility with the code. Goals for the future: Verify C++ code before converting Call rustc when finished Support for vectors, strings and booleans Support for calling functions Support for cout, cerr, cin and endl Support for some other basic libraries I know this is a short devlog, but thank you for reading it. Image of the process and the converted code output"}, {"post_id": 59800, "ts": "2026-09-01T18:54:18Z", "hours": 0.5508, "text": "🤖 must rewrite it in rust new project! rustify is a simple tool that allows the user to rewrite c++ code in rust, with just the click of a button. only works on simple code tho but is blazing fast because it is written in rust. currently, it can: open the c++ source file write to the rust source file parse simple code such as include iostream or int main() color text output! things to implement in the future: support for more c++ keywords call rustc to compile the program call a compiler to verify the c++ program is correct before rewriting adding comments to functions/keywords that are not detected thank you for reading this devlog screenshot of the current version of the program parsing a source file and writing it to a rust source file (visible in second screenshot)"}]...
|
Title: Rustify by @brny | Stardance
Devlogs:
🤖 mu Title: Rustify by @brny | Stardance
Devlogs:
🤖 must rewrite it in rust new project! rustify is a simple tool that allows the user to rewrite c++ code in rust, with just the click of a button. only works on simple code tho but is blazing fast because it is written in rust. currently, it can: open the c++ source file write to the rust source file parse simple code such as include iostream or int main() color text output! things to implement in the future: support for more c++ keywords call rustc to compile the program call a compiler to verify the c++ program is correct before rewriting adding comments to functions/keywords that are not detected thank you for reading this devlog screenshot of the current version of the program parsing a source file and writing it to a rust source file (visible in second screenshot)
another day, another quick devlog Lots of new additions have just dropped for rustify that is going to make converting c++ code into rust easier. New features include: Support for integers Support for functions Support for returning Other, smaller changes in the code: Instead of reading directly from a vector, an iterator is being read, this allows for more flexibility with the code. Goals for the future: Verify C++ code before converting Call rustc when finished Support for vectors, strings and booleans Support for calling functions Support for cout, cerr, cin and endl Support for some other basic libraries I know this is a short devlog, but thank you for reading it. Image of the process and the converted code output
devlog time! ok, this is a short devlog as i just wanted to get one out for the day new features: support for code in the comments support for void functions current todo-list: change comments regarding errors in the code to compile errors when detecting specific keywords, set a boolean to true that signifies that it requires a library be able to call functions from the converted code even though its really short, thanks for reading it screenshot of the converted code below
new rustify feature! new rustify feature just dropped now, instead of having comments for unkown keywords e.g // UNKNOWN KEYWORD std::foo() they are replaced with compile errors e.g compile_error!("UNKNOWN KEYWORD std::foo()); this makes it easier to catch unknown keywords in large codebases and cancels the auto-compilation at the end. this is useful as the code may be broken if its missing a function or an integer the code is now also compiled at the end and the executable is placed next to the rust source file to-do list: ability to call functions std::cout support thank you for reading this devlog screenshot of the converter compiling the code and the compile errors doing their thing
small devlog a devlog a day keeps the orpheus away really small devlog, i just wanted to publish today’s one new changes: begin work on handling vectors remove completed todo items add a new test c++ file future goals: vector handling handling cout handling cin thanks for reading this devlog screenshot of the new file being converted, the compile errors arent a bad thing they are just reminders that you need to manually fix the code.
rust > c++ a devlog a day keeps the heidi away whats up crustaceans (or c++ devs), some slight changes dropped to rustify the new changes include: functions (half working) a very nice looking and updated readme this readme includes instructions on how to build it or download it and the lore behind it some interesting lore behind this project as this devlog is very short Q: what is the inspiration behind this A: i made this because of the meme that rust developers rewrite c++ in rust Q: can i use this in production A: this is not made to be used standalone in production but it could work really well if used with an ai agent, might even write a opencode or claude skill for it. Q: can this convert c code? A: no thanks for reading this devlog screenshot of the new readme
data types are fun a devlog a day keeps my streak alive whats up rust programmers who are looking to rewrite everything in rust. some new features just dropped that will make your lives much easier. (not guaranteed) new rustify features: support for booleans support for doubles support for floats support for bool, double and float functions future goals: cout && cin support support for calling functions note: this project is still in development and is lacking a lot of features. thanks for reading this short little devlog screenshot 1: code that was converted from c++, screenshot 2: original c++ code
cout, or idk how you print strings i lost my sticky streak new feature just dropped you can now use simple cout statements but with one catch. the cout statement has to not have any spaces and be structured like cout « “foo” « endl; future goals: vector support function calling support string support thanks for reading this short devlog 1x bonus meme included in the screenshots in the screenshot below, all the commented code is features that will be implemented soon in the future....
|
1793418547.3146532
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1794023347.3146532
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57122
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NULL
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1793764388.401508
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57123
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1793764394.8731186
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1794628394.8731186
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57124
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first slackbot by @Abhrajit | Stardance
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Abhrajit
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0
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0.0
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0
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[]
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[]
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Title: first slackbot by @Abhrajit | Stardance
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1793418554.3453543
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1794023354.3453543
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57125
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NULL
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NULL
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1793764395.7474968
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1794628395.7474968
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57126
|
webos1 test by @Wahab | Stardance
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Wahab
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0
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0.0
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0
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[]
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[]
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Title: webos1 test by @Wahab | Stardance
|
1793418557.297619
|
1794023357.297619
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57127
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CHAOX-TAB by @chaox | Stardance
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chaox
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T16:57:25Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made it to learn and practice coding and to get the stardust nothing was that challenging except the css i think its a little hard", "repo": "https://github.com/01HACKER01/CHAOX-TAB", "demo": "https://01hacker01.github.io/CHAOX-TAB/"}]...
|
[{"post_id": 59697, "ts": "202 [{"post_id": 59697, "ts": "2026-09-01T16:54:12Z", "hours": 2.4017, "text": "i made the website for the mission give ur website a pulse"}]...
|
Title: CHAOX-TAB by @chaox | Stardance
Devlogs:
i Title: CHAOX-TAB by @chaox | Stardance
Devlogs:
i made the website for the mission give ur website a pulse
Ships:
i made it to learn and practice coding and to get the stardust nothing was that challenging except the css i think its a little hard...
|
1793875727.1063673
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1793962127.1063673
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57128
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alarm by @KJstar22 | Stardance
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KJstar22
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0
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0.0
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0
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[]
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[]
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Title: alarm by @KJstar22 | Stardance
|
1793418566.5787203
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1794023366.5787203
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57129
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starc build main.hmx by @DEV369 | Stardance
|
DEV369
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0
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5.64
|
0
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[]
|
[{"post_id": 69541, "ts": "202 [{"post_id": 69541, "ts": "2026-09-17T08:28:06Z", "hours": 0.9567, "text": "status update of my compiler you all can see it at https://github.com/himanshu-2010/hmx-lang"}, {"post_id": 69530, "ts": "2026-09-17T07:30:14Z", "hours": 0.9414, "text": "currently working on the closures and nested functions arrays anr loops for arrays like foreach are done so excited to finish this"}, {"post_id": 69509, "ts": "2026-09-17T06:33:30Z", "hours": 1.3192, "text": "building arrays and loops for arrays in my HMX language"}, {"post_id": 65946, "ts": "2026-09-11T12:47:04Z", "hours": 0.5069, "text": "building AST and arrays into the transpiler"}, {"post_id": 61384, "ts": "2026-09-04T08:30:53Z", "hours": 0.3083, "text": "working on the next version having oops concept and method overloading and more stuff like optimisation and stuff very exited for the first github release of this language 🥳"}, {"post_id": 60797, "ts": "2026-09-03T12:04:01Z", "hours": 1.6058, "text": "making the looping statements compatible with this programming language"}]...
|
Title: starc build main.hmx by @DEV369 | Stardance Title: starc build main.hmx by @DEV369 | Stardance
Devlogs:
making the looping statements compatible with this programming language
working on the next version having oops concept and method overloading and more stuff like optimisation and stuff very exited for the first github release of this language 🥳
building AST and arrays into the transpiler
building arrays and loops for arrays in my HMX language
currently working on the closures and nested functions arrays anr loops for arrays like foreach are done so excited to finish this
status update of my compiler you all can see it at https://github.com/himanshu-2010/hmx-lang...
|
1793418569.3533154
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1794023369.3533154
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57130
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NULL
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NULL
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0
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0.0
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[]
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1793764396.5976217
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1794628396.5976217
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57131
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NULL
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mini keyboard by @david_souldatos | Stardance
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david_souldatos
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0
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14.4
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[]
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[{"post_id": 77860, "ts": "202 [{"post_id": 77860, "ts": "2026-10-08T15:52:20Z", "hours": 1.785, "text": "Today I worked on the code for my mini keyboard. I programmed the microcontroller to recognize the four buttons and the rotary encoder and give each input its own function. I also added the logic for detecting when buttons are pressed and for reading the encoder when it is turned. After testing everything, I made a few changes to fix input issues and make the controls respond more reliably."}, {"post_id": 77558, "ts": "2026-10-07T13:53:34Z", "hours": 12.6114, "text": "Today I worked on my 3D chess board and pieces project. I started by creating the basic board layout and designing the chess pieces in CAD. I also worked on the PCB design and began turning the 2D design into a 3D model. I’m still improving the shapes and dimensions, but the project is starting to come together."}]...
|
Title: mini keyboard by @david_souldatos | Stardan Title: mini keyboard by @david_souldatos | Stardance
Devlogs:
Today I worked on my 3D chess board and pieces project. I started by creating the basic board layout and designing the chess pieces in CAD. I also worked on the PCB design and began turning the 2D design into a 3D model. I’m still improving the shapes and dimensions, but the project is starting to come together.
Today I worked on the code for my mini keyboard. I programmed the microcontroller to recognize the four buttons and the rotary encoder and give each input its own function. I also added the logic for detecting when buttons are pressed and for reading the encoder when it is turned. After testing everything, I made a few changes to fix input issues and make the controls respond more reliably....
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1793418581.9982293
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1794023381.9982293
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57138
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Reselling Program - RedLs by @Ellosan | Stardance
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Ellosan
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0
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0.0
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0
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[]
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[]
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Title: Reselling Program - RedLs by @Ellosan | Sta Title: Reselling Program - RedLs by @Ellosan | Stardance...
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1793886641.647668
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1794750641.647668
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57139
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Grid-Vision by @Thenuja | Stardance
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Thenuja
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0
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0.0
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0
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[]
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[]
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Title: Grid-Vision by @Thenuja | Stardance
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1793418649.2445402
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1794023449.2445402
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57140
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Visora by @Amadev | Stardance
|
Amadev
|
1
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:29:23Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection.", "repo": "https://github.com/AmaLS367/Visora", "demo": "https://github.com/AmaLS367/Visora/releases/tag/v0.1.3"}]...
|
[{"post_id": 65482, "ts": "202 [{"post_id": 65482, "ts": "2026-09-10T17:21:38Z", "hours": 5.3419, "text": "Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage."}, {"post_id": 64760, "ts": "2026-09-09T12:27:18Z", "hours": 8.7661, "text": "Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed."}, {"post_id": 62172, "ts": "2026-09-05T13:09:04Z", "hours": 2.9436, "text": "Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers."}, {"post_id": 61583, "ts": "2026-09-04T15:45:13Z", "hours": 5.5072, "text": "Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!"}, {"post_id": 60781, "ts": "2026-09-03T11:33:29Z", "hours": 2.2286, "text": "Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line."}, {"post_id": 60717, "ts": "2026-09-03T08:42:43Z", "hours": 0.915, "text": "Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed."}, {"post_id": 60695, "ts": "2026-09-03T07:39:13Z", "hours": 3.4883, "text": "Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene)."}, {"post_id": 60167, "ts": "2026-09-02T11:47:32Z", "hours": 1.5803, "text": "Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora"}]...
|
Title: Visora by @Amadev | Stardance
Devlogs:
Bui Title: Visora by @Amadev | Stardance
Devlogs:
Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora
Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene).
Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed.
Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line.
Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!
Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers.
Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed.
Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage.
Ships:
Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection....
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1794023363.1155767
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1794109763.1155767
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57141
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My awesome macropad! by @oMLX | Stardance
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oMLX
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @oMLX | Stardance
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1793418654.6303437
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1794023454.6303437
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57142
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Macropad/Hackpad by @adelrasul | Stardance
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adelrasul
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0
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4.01
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0
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[]
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[{"post_id": 60636, "ts": "202 [{"post_id": 60636, "ts": "2026-09-03T03:25:48Z", "hours": 1.2222, "text": "I think I finished the PCB for my macropad"}, {"post_id": 60027, "ts": "2026-09-02T04:14:42Z", "hours": 2.785, "text": "Trying to do the Hackpad Mission"}]...
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Title: Macropad/Hackpad by @adelrasul | Stardance
Title: Macropad/Hackpad by @adelrasul | Stardance
Devlogs:
Trying to do the Hackpad Mission
I think I finished the PCB for my macropad...
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1793418657.9454236
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1794023457.9454236
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57143
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Nine-O by @techibaggy | Stardance
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techibaggy
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0
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0.0
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Title: Nine-O by @techibaggy | Stardance
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1793418662.7190847
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1794023462.7190847
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57144
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My awesome macropad! by @aynaz | Stardance
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aynaz
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0
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Title: My awesome macropad! by @aynaz | Stardance
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1793418664.5122538
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1794023464.5122538
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1793764409.054497
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1794628409.054497
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57146
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Macropad by @raghav_atla | Stardance
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raghav_atla
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0.0
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Title: Macropad by @raghav_atla | Stardance
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1793418665.4242907
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1794023465.4242907
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57147
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My own site! by @hania_mahsud | Stardance
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hania_mahsud
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Title: My own site! by @hania_mahsud | Stardance
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1793418666.557032
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1794023466.557032
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57148
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Intent-An Extension you need. by @PrakstheBruce | Intent-An Extension you need. by @PrakstheBruce | Stardance...
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PrakstheBruce
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0
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2.24
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0
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[{"post_id": 66470, "ts": "202 [{"post_id": 66470, "ts": "2026-09-12T09:48:02Z", "hours": 1.2667, "text": "The Crazyyy CHAotic Bug!!: Hey Guyss Today I successfully hard coded my JS, html and CSS files for Intent. BUt I encountered a Crazy and fun looking Logical Bug. Seee…Intent is supposed to remind you your task/reason for opening the website, but Its supposed to do it only once!!! Now due to an error The popup appears everytime I switch between subpages, for example: Scrolling Shorts on Yt…..and just Look AT IT!!! 😭😂"}, {"post_id": 59680, "ts": "2026-09-01T16:31:54Z", "hours": 0.9764, "text": "Hey Guys, I just started working on my simple Yet effective Chrome Extension- “Intent”- Which simply Reminds you of “Why you opened a website(distracting ones), (sometimes it could be for useful purposes!!)” and gently reminds you!"}]...
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Title: Intent-An Extension you need. by @PrakstheB Title: Intent-An Extension you need. by @PrakstheBruce | Stardance
Devlogs:
Hey Guys, I just started working on my simple Yet effective Chrome Extension- “Intent”- Which simply Reminds you of “Why you opened a website(distracting ones), (sometimes it could be for useful purposes!!)” and gently reminds you!
The Crazyyy CHAotic Bug!!: Hey Guyss Today I successfully hard coded my JS, html and CSS files for Intent. BUt I encountered a Crazy and fun looking Logical Bug. Seee…Intent is supposed to remind you your task/reason for opening the website, but Its supposed to do it only once!!! Now due to an error The popup appears everytime I switch between subpages, for example: Scrolling Shorts on Yt…..and just Look AT IT!!! 😭😂...
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1793418676.8414466
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1794023476.8414466
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57149
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My customisable macropad by @Abhrajit | Stardance
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Abhrajit
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0
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0.0
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0
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[]
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[]
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Title: My customisable macropad by @Abhrajit | Sta Title: My customisable macropad by @Abhrajit | Stardance...
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1793418679.7348013
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1794023479.7348013
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57150
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TaskForge by @princekumar | Stardance
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princekumar
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0
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11.5
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0
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[]
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[{"post_id": 64250, "ts": "202 [{"post_id": 64250, "ts": "2026-09-08T14:46:03Z", "hours": 1.5564, "text": "Devlog 5 — Building the Study Timer Today I worked on the js/timer.js file of my TaskForge study planner. I wanted to add a simple timer that I could actually use while studying. What I added Added a 25-minute study timer. Added a 5-minute short break. Added a 15-minute long break. Added Start, Pause, and Reset buttons. Added a countdown that updates every second. Added different messages depending on the timer state. Added a message when the timer reaches zero. Added buttons for switching between timer modes. Made sure another timer does not start while one is already running. What I learned While making this file, I learned how JavaScript timers work. I practiced using: setInterval() clearInterval() Functions Variables if statements Event listeners Updating HTML using JavaScript Converting minutes into seconds I also learned how to stop and restart a JavaScript timer without refreshing the webpage. Testing I tested the Start, Pause, and Reset buttons. I also tested all three timer modes. To make testing faster, I temporarily used a shorter countdown instead of waiting for the full 25 minutes. I checked the browser console and fixed small problems while testing. Now TaskForge has a working study timer that can be used for focused study sessions and breaks."}, {"post_id": 63483, "ts": "2026-09-07T11:17:51Z", "hours": 3.0683, "text": "Devlog 4 — Building the TaskForge Today I worked on the js/tasks.js file of my TaskForge study planner. This was a bigger part of the project because I wanted TaskForge to actually manage my study tasks instead of just displaying the website. What I added Added a system for creating new study tasks. Added task name, subject, and due date. Added input checking so empty tasks cannot be added. Added a task list that updates when I add a task. Added Complete and Undo buttons. Added a Delete button with a confirmation message. Added All, Pending, and Completed filters. Added a task counter. Added better formatting for due dates. Added an automatic current date for new tasks. Added an empty-state message when there are no tasks. Added basic HTML escaping for task names. What I learned While making this file, I learned more about JavaScript arrays and objects. I also learned how to use: addEventListener() filter() find() createElement() classList dataset Date Template literals I also practiced connecting JavaScript with the HTML elements I created earlier. Testing I tested adding different tasks, completing and undoing tasks, deleting tasks, and switching between the three filters. I also checked what happens when there are no tasks and tested empty form fields. There were some small things I had to check and fix while testing, but now the task manager is working with the current TaskForge layout. This was one of the most useful parts of the project so far because TaskForge is starting to feel like a real study planner. Next, I will work on js/timer.js and build the study focus timer."}, {"post_id": 61958, "ts": "2026-09-05T04:31:47Z", "hours": 1.5722, "text": "Devlog 3 — Building the Main JavaScript Today I worked on the js/script.js file of my TaskForge study planner. I added the main JavaScript functionality that connects the different parts of my website. What I added Navigation between Home, Tasks, Timer, and Subjects. Active navigation button styling. Automatic display of the current date. Automatic setting of today’s date in the task form. Basic console messages to check that the JavaScript is loading correctly. What I learned While working on this file, I learned how to use JavaScript event listeners, query elements from HTML, change CSS classes, work with data attributes, and use the JavaScript Date object. Testing I tested the navigation buttons and checked that the current date appears correctly. I also checked the browser console to make sure the script loads without errors. file 3 - script.js completed!"}, {"post_id": 61456, "ts": "2026-09-04T11:56:23Z", "hours": 3.2989, "text": "Devlog 2 — Designing the TaskForge Interface Today I worked on style.css and started designing the interface of TaskForge. I added a simple color theme, cards, buttons, navigation styling and a dashboard layout. I also added responsive CSS so the project can adjust to smaller screens. I wanted the website to look attractive but still keep it simple and realistic for a student project. I tested the page in the browser and checked the main sections, task area, timer and subject cards. The JavaScript functionality will be added in the next steps. File completed: style.css ✅"}, {"post_id": 60203, "ts": "2026-09-02T13:03:33Z", "hours": 2.0, "text": "Devlog 1 — Building the HTML Structure Today I started working on my TaskForge project. I created the index.html file and made the basic structure of my study planner. I added a header, navigation buttons, a home section, task section, study timer section, and subjects section. I also added places for showing total tasks, completed tasks, pending tasks, and progress. For the task section, I added a form where a user can enter a task name, choose a subject, and select a date. I also added the basic timer buttons and subject cards. The page is not fully functional yet because I still need to add CSS and JavaScript. My main goal in this step was to create a good HTML structure that I can build on in the next files. File completed: index.html ✅"}]...
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Title: TaskForge by @princekumar | Stardance
Devl Title: TaskForge by @princekumar | Stardance
Devlogs:
Devlog 1 — Building the HTML Structure Today I started working on my TaskForge project. I created the index.html file and made the basic structure of my study planner. I added a header, navigation buttons, a home section, task section, study timer section, and subjects section. I also added places for showing total tasks, completed tasks, pending tasks, and progress. For the task section, I added a form where a user can enter a task name, choose a subject, and select a date. I also added the basic timer buttons and subject cards. The page is not fully functional yet because I still need to add CSS and JavaScript. My main goal in this step was to create a good HTML structure that I can build on in the next files. File completed: index.html ✅
Devlog 2 — Designing the TaskForge Interface Today I worked on style.css and started designing the interface of TaskForge. I added a simple color theme, cards, buttons, navigation styling and a dashboard layout. I also added responsive CSS so the project can adjust to smaller screens. I wanted the website to look attractive but still keep it simple and realistic for a student project. I tested the page in the browser and checked the main sections, task area, timer and subject cards. The JavaScript functionality will be added in the next steps. File completed: style.css ✅
Devlog 3 — Building the Main JavaScript Today I worked on the js/script.js file of my TaskForge study planner. I added the main JavaScript functionality that connects the different parts of my website. What I added Navigation between Home, Tasks, Timer, and Subjects. Active navigation button styling. Automatic display of the current date. Automatic setting of today’s date in the task form. Basic console messages to check that the JavaScript is loading correctly. What I learned While working on this file, I learned how to use JavaScript event listeners, query elements from HTML, change CSS classes, work with data attributes, and use the JavaScript Date object. Testing I tested the navigation buttons and checked that the current date appears correctly. I also checked the browser console to make sure the script loads without errors. file 3 - script.js completed!
Devlog 4 — Building the TaskForge Today I worked on the js/tasks.js file of my TaskForge study planner. This was a bigger part of the project because I wanted TaskForge to actually manage my study tasks instead of just displaying the website. What I added Added a system for creating new study tasks. Added task name, subject, and due date. Added input checking so empty tasks cannot be added. Added a task list that updates when I add a task. Added Complete and Undo buttons. Added a Delete button with a confirmation message. Added All, Pending, and Completed filters. Added a task counter. Added better formatting for due dates. Added an automatic current date for new tasks. Added an empty-state message when there are no tasks. Added basic HTML escaping for task names. What I learned While making this file, I learned more about JavaScript arrays and objects. I also learned how to use: addEventListener() filter() find() createElement() classList dataset Date Template literals I also practiced connecting JavaScript with the HTML elements I created earlier. Testing I tested adding different tasks, completing and undoing tasks, deleting tasks, and switching between the three filters. I also checked what happens when there are no tasks and tested empty form fields. There were some small things I had to check and fix while testing, but now the task manager is working with the current TaskForge layout. This was one of the most useful parts of the project so far because TaskForge is starting to feel like a real study planner. Next, I will work on js/timer.js and build the study focus timer.
Devlog 5 — Building the Study Timer Today I worked on the js/timer.js file of my TaskForge study planner. I wanted to add a simple timer that I could actually use while studying. What I added Added a 25-minute study timer. Added a 5-minute short break. Added a 15-minute long break. Added Start, Pause, and Reset buttons. Added a countdown that updates every second. Added different messages depending on the timer state. Added a message when the timer reaches zero. Added buttons for switching between timer modes. Made sure another timer does not start while one is already running. What I learned While making this file, I learned how JavaScript timers work. I practiced using: setInterval() clearInterval() Functions Variables if statements Event listeners Updating HTML using JavaScript Converting minutes into seconds I also learned how to stop and restart a JavaScript timer without refreshing the webpage. Testing I tested the Start, Pause, and Reset buttons. I also tested all three timer modes. To make testing faster, I temporarily used a shorter countdown instead of waiting for the full 25 minutes. I checked the browser console and fixed small problems while testing. Now TaskForge has a working study timer that can be used for focused study sessions and breaks....
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1793886732.1719277
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1794750732.1719277
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57151
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website by @rekogen | Stardance
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rekogen
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0.0
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[]
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Title: website by @rekogen | Stardance
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1793418968.9832115
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1794023768.9832115
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