The theory could be reused but the actual code can't. The plugin system is obviously very specific to Torque 6, but yes, it functions pretty much exactly as its being described here.Yeah, was thinking that myself - but wasn't entirely sure. Maybe he'll chime in on it.Actually it seems like what @ flysouth is discussing, is exactly what @ andrewmac implemented in Torque6! Since the code-bases are sort-of-similar, it might be possible to use some of the same code for plugins in Torque3D.