The multiple plugin system is good for sharing behaviors and script extension,
there is two unresolved problems, and that's why I disabled it before finding a good approach.
- The first is linked to MGame, it's possible to create a custom class that override the default one, which is good when using a single plugin, but when using multiple plugins it means that one plugin can override a previous plugin custom class.
There is some options, like finding a way to block access to the game class if the plugin is not THE game plugin, by checking the name of the plugin at loading time, but it's not hack proof. The other would be to enable the use of multiple game class, but it poses the problem of the update order and multiple similar calls.
- The second is the separation between the editor and the game, some "tool" plugins should be only used inside the editor and not published with the game, and some things that an editor plugin could access should not be accessed by a game plugin.
It's an important feature to be able to load multiple plugins, I feel a bad to block the feature for now but this two questions needs to be handled before, I'm still thinking about it, Nistur is also working on it.