How to load an asset without a reference?

I implemented a basic editor extension to help me with some of the workflows of my project. I needed this extension to be loaded without any user interaction, i.e. no custom prefabs or scripts in the scene and no EditorWindow. To achieve this I annotated a class with InitializeOnLoad and subscribed to some editor events.

This works pretty well, but now I need to render some small sprites on the scene view and I’m having trouble accessing the textures to do that. Since I’m not using a MonoBehaviour or ScriptableObject for this extension, I probably can’t set up a reference to those assets anywhere.

I could load them from a hard coded path using AssetDatabase.LoadAssetAtPath, but that doesn’t seem to be a good idea either. If I were to ever release this asset, the user couldn’t move it anywhere from the hard coded path.

Would the user need to move it from the hard coded path?

I am using something like this →

string[] guids =  AssetDatabase.FindAssets("t:MyClassType");    //see the docs for the tags (t:) means looking for type
        if (guids.Length == 0)

        for(int i = 0; i < guids.Length; i++)
            string path = AssetDatabase.GUIDToAssetPath(guids*);*

list.Add((MyClassType)AssetDatabase.LoadAssetAtPath(path, typeof(MyClassType))); //list typeof MyClassType
That finds reference/loads all assets typeof MyClassType.Probably there are other ways too. Cheers.
Edit: We are talking about editor time and not runtime, right?