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Creating a component without a type dependency

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So I have a runtime MonoBehavior **IN A PLUGIN** that wants to see if a certain editor helper MonoBehavior is available **FROM ANOTHER PLUGIN**. It's only available in the editor. The solution was this object o = m_gameObject.AddComponent("MyEditorOnlyClass"); if (o != null) { m_gameObject.SendMessage("InitEditorOnlyClass", this); } But now adding a component by name is deprecated. I can't use `gameObject.AddComponent` because it will fail to compile when not in the editor and the editor only class will also fail to compile for runtime only code (it accesses UnityEditor stuff). So what's the suggested workaround now that I'm not allowed to do this anymore? The part about **IN A PLUGIN** means the code is in DLL so using `#if UNITY_EDITOR` won't help because the code has already been compiled. `MyEditorOnlyClass` is in a DLL sitting in Plugins/Editor. The usage of `MyEditorOnlyClass` is in a DLL sitting in Plugins.

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