This is a question about importing texture 3D - unity3d

Nice to meet you all. Good day.
Please understand that I use a translator because I don't speak English.
What I'm currently trying to do is change the texture3D in the shader to the external texture during runtime using file input/output.
In the case of Texture2D, there is a separate Texture2D.LoadImage(byte[]), but there is no Texture3D.
If anyone knows please help me.

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I am hoping that someone here will have a suggestion for a problem I am having. I am working on a game in Unity and I want to load models with animations at runtime. The purpose being that we would like modders to easily be able to add their own models with animations to our game and it gives us the flexibility to add content later on without a huge update. 
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I hope that anyone of you can help me with my problem. Maybe even solved it already. Furthermore I hope I explained my problem clear enough.
If you can provide a native solution it would helpful, too.
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Thanks to #Josh1billion the answer seems to be terrain.party, here is a youtube link that expands on it
For completion, a pricy tool that does most of the work for you:
Real World Terrain: https://assetstore.unity.com/packages/tools/terrain/real-world-terrain-8752
It has good reviews.
If you are serious about it, keep in mind that AAA titles build worlds still manualy from reference pictures.
Hey dreamer (or) If you want to change industry:
Good base data from goverment (swiss only) costs between few 100k up to 2M, while free to students.
Heigh educated knowledge of AI, software engineering and some math required. Hudge manpower needed. Buildings are the biggest problem.

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I've written a couple apps that are currently published in the app store. However, I'd like to start writing games that use OpenGL ES. I know how to model objects in 3D Studio Max but what I don't know is how to get my models into an OpenGL ES application on the iPhone/iPad and then manipulate those objects to create gameplay.
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Just to clarify...I don't mind writing code; I'm not looking for a point and click solution.
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I've used this before with some luck. However, I would say there are no easy answers to this in my experience. They all required some coding/wiring up for me.
This is a nightmare process. My past approach to this was probably not the best. I worked on PC using 3DS Max to create an exporter using MaxScript. I dumped what I needed to a text file - in a format that I just invented for my own needs as an intermediate.
I then switched to Mac and wrote a command line tool that used NSFoundation to read this text file and convert it to a binary format that was optimized for my opengl renderer. This is okay for basic and static meshes. But I had hell exporting animated figures that used keyframed skelaton animations (the maths for that stuff is intense).
This did work, but I really think that I took the hardest approach.