How to include script in Assets Bundle ?

hii all…

I want to load scripts in assets bundle which is component of the gameobject…

But i failed to load those scripts. I have read the documnets given : http://docs.unity3d.com/Manual/scriptsinassetbundles.html

I have tried this like :

 //www = WWW.LoadFromCacheOrDownload ("file://E:/HTML5 Testcase/New Unity Project/Resources.unity3d", 1);
		www = WWW.LoadFromCacheOrDownload ("localpath/sample.unity3d", 1);
		
		// Wait for download to complete
		yield return www;

		if(www.error != null)
		{
			Debug.Log(www.error);
			yield break;
		}

		if(www.error != null)
		{
			throw new UnityException("WWW download had an error : " + download.error);
		}

		// Load and retrieve the AssetBundle
		AssetBundle bundle1 = www.assetBundle;
		bundle1.LoadAllAssets();

		// Load the TextAsset object
		TextAsset txt = bundle1.LoadAsset("Assembly-CSharp.dll", typeof(TextAsset)) as TextAsset;
		Debug.Log ("Txt : " + txt);

		if( txt!= null )
		{
			// Load the assembly and get a type (class) from it
			var assembly = System.Reflection.Assembly.Load(txt.bytes);
			var type = assembly.GetType("MyClassDerivedFromMonoBehaviour");
			
			//Instantiate a GameObject and add a component with the loaded class
			GameObject go = new GameObject();
			go.AddComponent(type);
			Debug.Log("Loaded.. ");
		}

But txt is coming null.

What is the problem with this script. please help me guys.

Thanks.

hello
you can direct attach script to object then make asset bundle of it .
when you are downloading that bundle in unity editor run but it will not display as component in unity editor.

Hum
You are using ‘myCode.cs’ or ‘myCode.txt’?
Your code have into code for execute?
you can test to change ‘txt!=null’ to ‘txt.Length>0’

Any Solution ?