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Is it possible to load an Editor assembly to add menus dynamically?

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Our projects share editor components (MenuItems) used for our build pipeline etc. and currently we're just copying scripts and merge/integrate (we use Perforce) whenever there are updates to the shared components. I'd rather like to be able to build these into a separate DLL which is loaded by a simple "stub" which is included by each project. By loading it from a shared location (a share drive, for example) each project always has the most up-to-date version. I.e. each projects has an editor class, OurLoader, say, which just does something like this ... var editorAssembly = Assembly.LoadFile(pathToEditorAssembly); ...now what..? I can load an assembly of course, but can I get Unity to process it as editor scripts and add MenuItems to its menus?

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