Or, y'know, launching arbitrary binaries with arbitrary command line arguments
Given that UdonScript theoretically has complete access to the Unity runtime, this might be a problem.
@fluffy so I don't think a sand box but instead a limited white list of functionality
@chimerror the node-based visual language is very restricted but under the hood it's running a bytecode that has complete access to the Unity CLR bindings
I'll have to experiment with something
@fluffy for sure, like I've only played with it a little bit few months ago, and I was using UdonSharp, which lets you not use the nodes and write in C#
So that might be an even easier way to inject in there!
@chimerror yeah I mean it's UdonSharp I was specifically going to use
@fluffy I haven't fully dove down in it but from what I can see, they have a very limited set of properties and objects you're allowed to change in udonscript
so I don't think it actually has full access to the Unity runtime by design