This wouldn't be to have the user open and run it directly, but rather to run it yourself through the Level Creator application using command-line arguments, to dynamically create asset bundles and store simple assets like textures, audio, and models in a format that Unity can actually import and understand. It's also possible to include a specific version of the Unity Editor in your game's build, or in a separate download as the "Level Creator" (because it's quite massive really, so including it with the main game is probably not a great idea). You can control what parts of the application can be managed through a language like LUA pretty easily, so it's much safer than compiling and executing arbitrary C# (though this is also technically possible). If you need the user to be able to make logic beyond the scope of selecting preset options and drag and dropping things around in the UI, try using a language like LUA or Python and import and execute those instead, as LUA interpreters are a pretty common sight in Unity dev these days. Letting your users use Unity directly is not a good idea, for the reasons mentioned. I would design the level editor as a separate application and only import and use assets through specific channels.
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