Nuno Silva
Nuno Silva
Sure, that sounds good
Regarding the memory mods and non-memory mods: You're supposed to bundle your developer mods the same way as the non-developer mods, that's why it doesn't support both. Regarding ModDirectory: Windows...
And yes, loading from memory searches all loaded assemblies for compatible scripts and adds them into the dummy memory mod.
Mod.Init() tries to load the mod and compiles it (but only if MODMANAGER_COMPILES_MODS is on) before attempting to load it (Could maybe make this simpler) And thank you kindly for...
Yeah, I wanna see if there's some better way to do these. What issues did you have with that other project?
I think that might work but you shouldn't store the assemblies in memory, that will likely cause issues with Unity's unloading of assemblies and also we want the assemblies to...
Regarding the mod compilation, we already compile the mods when loading them, so the user doesn't have to wait till mods are done and have to restart, because it compiles...
Regarding your DLL loading, I hope that's demonstration code, because you don't want to add components to some gameobject of every component found on the mods.
You can just make a list of all Types that subclass Monobehaviour
You can just use LINQ to filter through the types. Check what I do when I'm done loading the assembly.