SharkyPants@lemmy.worldOPtohomeassistant@lemmy.world•A different option for the Ikea Vindritning air quality sensorEnglish
1·
1 year agoSame thing here. Using ESPHome almost identical config from the tutorial except for my wifi secrets.
If anyone is interested here is the ESPHome config I arrived on:
substitutions:
name: "vindriktning_01"
friendly_name: "vindriktning 01"
project_name: "ikea.vindriktning-sensor"
ota:
password: !secret freindly_password
wifi:
ssid: !secret wifi_ssid
password: !secret wifi_password
# Enable fallback hotspot (captive portal) in case wifi connection fails
ap:
ssid: "Ikea-Vindriktning-01"
password: !secret freindly_password
ap_timeout: 30s
esphome:
name: "${name}"
project:
name: "${project_name}"
version: "1.0"
esp8266:
board: esp01_1m
# Enable logging
logger:
baud_rate: 0
# Enable Home Assistant API
api:
uart:
rx_pin: GPIO2
baud_rate: 9600
sensor:
- platform: pm1006
pm_2_5:
name: "Particulate Matter 2.5µm Concentration"
web_server:
port: 80
local: true
As a Unity dev of 6 years, playerPreffs (the unity system that stores data in the registry) are a good place to store small amounts of data in a dictionary style structure quickly without creating your own data system. But they are extremely limited in the types of data they can hold and the control a dev has over them. Whenever I see playerPreffs used I think the dev must-have needed something quick and easy. They may have also created their own registry save system in that case should be an easy fix. (De)Serializing json or even custom binary files in compartmented files in a defined folder like StreamingAssets gives much more flexibility in data types and control. You can see playerPreffs limitations in the documentation below: (https://docs.unity3d.com/ScriptReference/PlayerPrefs.html)