>>401179838
>how do you do that? textassets and some sort of runtime interpreter? unity doesn't have any official loadable scripting support that I'm aware of.
You can load assemblies with .NET by using Assembly.Load().
The way VRC did this for certain worlds and for the old local "Build & Test" worlds (before they removed this unintentionally) is by building a separate DLL that would be included in the assetbundle and then manually loaded by the game. This allows you to use any custom-made component and script in your scene or on your prefabs/objects.