Dynamic dll loading

As I was reading into the new features of unity, I saw the whole .net dll loading. Cheers unity crew, it’s an awesome feature. I do though have a question about it:

  • Can I load a plugin, say for example:

SomeObject obj;

function start()
{
var resource = Resource.Load(‘somedl.dlll’);
obj = new resource.LoadObjectInhereited(“SomeObject”);
}

Or in any other form? SomeObject is declared in the project itself, where as LoadObjectInherited loads the first model that is in the resource dll.

or something similar? I am interested in this cause I would like to start a modable project just to see what is possible, and give something back to the unity community when possible.

You can not load dlls that way.
You just drop them into the project and then use the classes as if they were in as normal source code files.

I know you can drop them, I want to know if there is another way to load them, to be able to introduce dynamic code directories that are not precompiled into one large bundle, to achieve what all FPS shooters support…

Through .NETs reflection and manually handling it all its possible yes, but not through “just use them as if they were in right from the start” no, thats not possible.