Publishing a new level for an existing game

So say I have developed a stand alone game for the PC with Unity, with several included levels. At a later date I create a few new levels for the game (new scenes with new scripts and assets), how would i be able to update peoples existing game with this new content?

Would the only option be to build an entirely new executable with all the the old content and the new content, and give them that? Or is there a way to only have one executable (the first one i gave them) and be able to add content like i described (the key is including new compiled scripts)?

Unity doesn’t provide an update system but you can look at some third party patchers to do the job.

Not with new compiled scripts…

Can always use the asset bundles for the rest. We are using something in the form of an asset bundle for our main content where you just put the file in the root of the exported player and it automatically picks it up and makes it available in-game. If it’s not present in the directory it just doesn’t appear in-game. Of course, you have to predefine the names of those levels (eg. assetBundles)… It’s not exactly what you are looking for as it’s more of a way to control/update available content other than add new content.

So I was reading somewhere about BuildStreamedSceneAssetBundle, is this just for packing some scenes and prefabs? I would not be able to package compiled .cs files? Can anyone recommend a third party patch that would work for what i am trying to do?

I would just like a scene to be data driven with new scripts that can be loaded at run time, otherwise i would need to create some sort of data driven logic that can be loaded at run time that would work with existing assets. For example i would want my new map to have a new enemy type that would require new scripts.

-Ryan