Godot Version
4.3.0-stable with mono support
Question
I’m developing a modding system using C#, are there any ways to use a custom resource (global class, in the main project) in the mod, and let it can be edited in the engine?
I want the mod creator to use the engine (so they can extend scripts by themselves).
I tried copy the scripts that declared the resource to the mod project but it’s not working.
Also, Is it possible to instantiate a script (specified by resource) using CSharpScript.New()
?
Thank you very much if you can tell me anything about it.