How do I make an addressable asset (mainly scriptable objects) available to an ECS component? If I use a UnityObjectRef, it will merely DUPLICATE the asset based on its instanceID during the bake process, and this InstanceID changes between Editor sessions. I'll be swapping the asset during runtime for mods.
For instance, if I have a whole bunch of dropped items (represented as Entities), they'll need to dynamically reference scriptable objects that act as their definition files
and if someone were to activate a mod that changes out these definition files and restart the server, it should apply those changes to the items