I am currently adding mod support to my game and I have some questions. I am using the extra RuntimeCode asset that comes with TNet to compile C# code at runtime for the scripting part of modding. Now the question is with datanodes, currently our mod system utilizes asset bundles to package assets but datanodes seem to offer a more simplistic system for the modders side. I was wondering how I would package the datanodes in the project without packaging the actual whole TNet as that would redistribute TNet and that is not permitted. Hope the above makes sense and I am looking forward to a reply.