

Also System.Reflection can be used to access your game code and load external assemblies which may also be undesirable.

It is not a good idea to allow code from unknown origins to have full access to the file system which is why we prevent code that references System.IO by default. The blacklisting is just used as an added security measure. Yes there should be no issue with supporting multiplayer so long as all the clients are synced correctly and have the same mods loaded. Mods do not have access to your games code by default and we recommend that any game code you want to expose to the modder should be compiled into an intermediate assembly that your game will use and that you can provide to your modders to receive game events and data. I assume you mean that you don't want some of your game scripts to be used by modders? No trouble there. You are able to fully configure the restricted namespaces and references in the uMod settings window if you want to change or add to these default restrictions.

Click to expand.The blacklisting is just used as an added security measure.
