The simulation loading process was designed in a way that allowed only the metadata to get loaded when DragNDropping a smokeview-file into the editor.
At runtime, asset data (textures) should then be loaded only when needed (e.g. when activating a slice). However, when creating new assets at runtime, they cannot be found by the ObjectLibrary and therefore cannot be loaded asynchronously by the StreamableManager.
The simulation loading process was designed in a way that allowed only the metadata to get loaded when DragNDropping a smokeview-file into the editor.
At runtime, asset data (textures) should then be loaded only when needed (e.g. when activating a slice). However, when creating new assets at runtime, they cannot be found by the ObjectLibrary and therefore cannot be loaded asynchronously by the StreamableManager.