Over the last two months I've made minimal progress on the infinite racer game, experimented with higher detail 3D modeling and HDRP, began transitioning to Unity packages and updated a couple of my Node.js libraries.
RectTransformsizing really works.
My biggest 3D modeling project as of late has been this attempt at a 1980's SUV, similar to (but for legal reasons distinct from) a 1980 Toyota Land Cruiser FJ60:
Blender 2.8's real time rendered viewport is great especially for modeling cars since it makes shiny metal look shiny and chrome look chromey.
While I hate to complain about a piece of software that costs nothing while maintaining a feature set on par with some very expensive 3D modeling software, I do wish they made up their mind with the UI. They refreshed it years ago and now again with 2.8 and to an occasional user it feels like whenever I finally manage to commit some of it to muscle memory, they change the shortcuts so I have to learn them all over again.
For a while now I've wanted to do a "control room simulator" game which would feature an intricately modeled control room of some sort, which you would use to control some complex facility or vehicle by means of flicking switches, pushing buttons and turning dials.
At one point I considered a nuclear missile silo, as seen in the opening scene of Wargames (1983) (featuring a young Michael Madsen). The problem from a game design point of view is that once you've launched the missiles, there's not really anything left to do.
Sticking with the nuclear theme, however, I mocked up the basic layout of the unit 4 control room of the Chernobyl nuclear power plant. The logical conclusion of this idea would be to model the room as accurately as possible based on photographs available on the Internet, trying guess what all of it does precisely and hooking it up to a toy simulation of the power plant.
Orange placeholder humanoid mesh for scale. Compare with this photograph of unknown origin, supposedly of a pre-disaster reactor 4 control room: