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
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.
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