Deferred loading

Hello.

Is there any way to load assets deferredly (that is, on demand) without using:

  1. Resources.Load? It needs a path in a string format, and you have to manually detach the assets from whatever’s using them (or use some editor scripting), so it’s not very convenient. (Because we want to work with them normally in the editor, instead of typing paths to the Resources folder.)

  2. Application.LoadLevelAdditively? We’d like to do this in smaller chunks than whole levels, and we’d also like to be able to unload the assets when they’re no longer needed.

Any help would be appreciated.

Whats the problem with using those options. They work well and if you write editor extensions they both just do their job.
there is no option that does deferred loading + editor driven without you doing an editor extension, no matter what you do, as unity has no proper world streaming at all

Well, I mostly just wanted this confirmed, as editor extensions are not the easiest for me and can make the workflow more convoluted for my team members.

Thanks for the response.