Event JSON
{
"id": "6a1ae9e69f129224c92b7c143a26a7009ebc5c348dd14a59d1aa56f6a03a9157",
"pubkey": "0310544e6619012c1f094d0a394874e5a6a6f9ebcd8479f4f0fed48e204a98c7",
"created_at": 1694096246,
"kind": 1,
"tags": [
[
"p",
"80f08b97c5262fc68877efbb0377d6666730a2e8b885d6ed94463934ba81f281",
"wss://relay.mostr.pub"
],
[
"p",
"878c47bd4979fad7d81d5032895a0cbd8c7b3ac35f6b75f6131bd7144293d9fa",
"wss://relay.mostr.pub"
],
[
"e",
"fbf3fed6847118a55dfb4e1631afd5d5e3af9cb191201ec7d65f0f7041f112b6",
"wss://relay.mostr.pub",
"reply"
],
[
"proxy",
"https://mastodon.gamedev.place/users/fuzzybinary/statuses/111024291599774651",
"activitypub"
]
],
"content": "nostr:npub1srcgh979ychudzrha7asxa7kvennpghghzzadmv5gcunfw5p72qs6xfms4 I think the key for us was keeping a lot of that in the native layer. C# was *just* our scripting language, which Unity doesn't really do.",
"sig": "322ceef438da39c94babe610d9e0de6ae89813d4082d80e844f49d26a1007812227bd3a74c8e3fd661583007dc51697c54ef5c9017604e20ea21075b7319a6ec"
}