I was looking at ways to store player scripts from within Unity. UnityEngine.PlayerPrefs looks like a simple solution for cross-platform compatibility, but I notice on windows it uses the registry for this. The windows registry is already a possible plague point for system performance and reliability, and with scripts being potentially large, it doesn't seem like a good idea.
So I'm wondering if using the Application.persistentDataPath and then using the System.IO method File.WriteAllText() and File.ReadAllText() is the way to go? There are also Async versions if blocking is likely to be an issue, but that would require more coding. I'm also not sure if this method is available on all platforms. If just working around windows, it could be surrounded with the platform dependent compiler directive
#if UNITY_STANDALONE_WIN
// Windows specific File IO code here
#endif
Does this sound viable?
Russell.