Scripting in the unity game engine is done in c#
0ops
Imo this meme would be better if you flipped panels 3 and 4 and messed with the spelling in one and two to hide the setup
I mute that shit
My stance is that if we can define, measure, and test experience, then it's science. But "experience" is a pretty vague term, and the way it's used is pretty human-centric. To me "experience" isn't so much a sliding scale thing that's actually measurable in nature as much as it's a human construct. If you ask me, if there's a fuzzy breakpoint, it's due to the word's ambiguous definition, not reality.
Someone correct me if I'm wrong, but eventually the universe is going to be expanding faster than the speed of light. At that point all interaction ceases, and any photons that didn't get absorbed by something yet never would.
Genuine question, how do we know that photons are being emitted that never get absorbed if observing them requires absorbing them? Is it an energy loss type of thing with the emmiter where we have to assume x many photons had to have been emitted to explain the loss?
Well now we're getting into philosophy
Well it didn't
I'm too lazy to check, but I swear I turned on the setting for that in connect. Doesn't seem to work though so moot point I guess
When I tried it yesterday morning it wouldn't perform searches. I'm sure it'll get better, but honestly it feels like a sidestep from connect for me
I used to have a couple steam controllers, but they had a weird shape to them. I could never figure out how to hold them comfortably. They seem to have figured it out with the steam deck though - mine is plenty comfortable. If valve releases a controller that's basically the steam deck without a screen I swear to god I'll be the first in line.