#Adding content to base app

1 messages · Page 1 of 1 (latest)

trail seal
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I am currently trying to find a way to add more content to my base app, which can be used by many different users.
So imagine two clients with different assets and scripts on their assets coming from different unity projects. They of course could create addressables targeting the same app bundle, which would be fine. But since scripst cant be included into addressables, does any of you have a workaround for that or is it straightforward not possible, after compilation of the main app, to add more scripts to it.
I am actually not sure, if this already falls into modding, because its my own project that I need to extend, but if thats the case, I am happy to remove this thread.

hidden owl
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this is basically the same thing as adding mod support for your game, even if you're the only one making the mods, so there's frameworks you can look into for that

trail seal
hidden owl
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one way or another you need to be able to store scripts as assets and load them at runtime, which some of those tools will help with, but a common solution is to use a script interepreter of your own, something like MoonSharp (LUA)

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for super simple stuff visual scripting isn't awful either, you can add new script graphs via addressables with no code changes

trail seal
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Ah, so everything that visual scripting knows at that time can be used. Might be a workaround, good point

hidden owl
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yeah, unity's visual scripting is all reflection based (not precompiled to scripts) so you can generally add whatever you like