Loading Unity Content in UWP on HoloLens at Runtime

[Cross posted from Scripting forum]

I’m building a Unity UWP app which will host an unknown number of child applications. The host application would contact a server and load child applications at runtime. Users interact with the host and can discover new content there.

Currently, I don’t understand how to load self-contained external modules with scripted functionality. By comparison, in a Flex/Flash application, you might load an external SWF. In the browser, you could point to another .js file. I’m trying to understand how to do this with Unity/UWP.

Here’s the closest answer I’ve found so far:

I don’t know how to create assemblies for this purpose nor how to communicate with them once they load. Is there a best practice for what I’m trying to do or documentation on how this can be done, that I may have missed?

Note: Loading scripts from asset bundles is not supported on Windows Store Apps and Windows Phone.

I appreciate any leads you might be able to share. Thanks in advance,
Ben

The only thing I can think of at the moment is sharing, maybe have a look a this.

https://developer.microsoft.com/en-us/windows/mixed-reality/shared_holographic_experiences

I think the purpose of shared experiences is for multiple HoloLens users to experience the same application content simultaneously, via network communications.

What I am proposing is to load new content, from the network, that includes new scripted behaviors.

Based on my current investigation, it seems that MoonSharp based solutions are popular. I would prefer to have a Unity native solution, meaning C# language able to directly access the unity APIs.

Examples of MoonSharp based solutions:
http://fungusdocs.snozbot.com/fungus_lua.html
http://berserk-games.com/knowledgebase/scripting/

Did you have any luck with this? I’m trying to accomplish something similar with dynamically loading scripts from a server at runtime on Hololens. I’m not sure if it’s even possible though