Hi Jean -
Yes, understood re: difference between FSMs and scripts. The problem is that the scripts I'm using aren't so simple to convert to an FSM (at least not for me!). In fact, they are already attached to a prefab. Each scene consists of static instances of the prefabs, with the script's variables manually set before runtime.
What I was proposing was having a "core" FSM that would sit with the app (not in the bundle), and then, as script-less versions of the instantiated prefabs are loaded from the asset bundle, the FSM would attach the script to the instantiated prefabs at runtime.
So, for example, if a game object were loaded from an asset bundle that required a trigger script, at runtime the FSM would find the game object, attach a script component to the GO, and set the script's requisite variables.
The larger question is where to pull the data for setting the variable values from. My guess is that some type of correlating JSON or XML file could be used, managed, most likely, via ArrayMaker, but I'm not sure if that's a viable option. I've used ArrayMaker before, and feel somewhat comfortable with it, but I haven't yet actually retrieved data from an external source.
Is any of this making sense?